Optimization
Max-value Entropy Search for Multi-Objective Bayesian Optimization
We consider the problem of multi-objective (MO) blackbox optimization using expensive function evaluations, where the goal is to approximate the true Pareto-set of solutions by minimizing the number of function evaluations. For example, in hardware design optimization, we need to find the designs that trade-off performance, energy, and area overhead using expensive simulations. We propose a novel approach referred to as Max-value Entropy Search for Multi-objective Optimization (MESMO) to solve this problem. MESMO employs an output-space entropy based acquisition function to efficiently select the sequence of inputs for evaluation for quickly uncovering high-quality solutions. We also provide theoretical analysis to characterize the efficacy of MESMO. Our experiments on several synthetic and real-world benchmark problems show that MESMO consistently outperforms state-of-the-art algorithms.
Pareto Multi-Task Learning
Multi-task learning is a powerful method for solving multiple correlated tasks simultaneously. However, it is often impossible to find one single solution to optimize all the tasks, since different tasks might conflict with each other. Recently, a novel method is proposed to find one single Pareto optimal solution with good trade-off among different tasks by casting multi-task learning as multiobjective optimization. In this paper, we generalize this idea and propose a novel Pareto multi-task learning algorithm (Pareto MTL) to find a set of well-distributed Pareto solutions which can represent different trade-offs among different tasks. The proposed algorithm first formulates a multi-task learning problem as a multiobjective optimization problem, and then decomposes the multiobjective optimization problem into a set of constrained subproblems with different trade-off preferences. By solving these subproblems in parallel, Pareto MTL can find a set of well-representative Pareto optimal solutions with different trade-off among all tasks. Practitioners can easily select their preferred solution from these Pareto solutions, or use different trade-off solutions for different situations. Experimental results confirm that the proposed algorithm can generate well-representative solutions and outperform some state-of-the-art algorithms on many multi-task learning applications.
Local Latent Space Bayesian Optimization over Structured Inputs
Bayesian optimization over the latent spaces of deep autoencoder models (DAEs) has recently emerged as a promising new approach for optimizing challenging black-box functions over structured, discrete, hard-to-enumerate search spaces (e.g., molecules). Here the DAE dramatically simplifies the search space by mapping inputs into a continuous latent space where familiar Bayesian optimization tools can be more readily applied. Despite this simplification, the latent space typically remains high-dimensional. Thus, even with a well-suited latent space, these approaches do not necessarily provide a complete solution, but may rather shift the structured optimization problem to a high-dimensional one. In this paper, we propose LOL-BO, which adapts the notion of trust regions explored in recent work on high-dimensional Bayesian optimization to the structured setting. By reformulating the encoder to function as both an encoder for the DAE globally and as a deep kernel for the surrogate model within a trust region, we better align the notion of local optimization in the latent space with local optimization in the input space. LOL-BO achieves as much as 20 times improvement over state-of-the-art latent space Bayesian optimization methods across six real-world benchmarks, demonstrating that improvement in optimization strategies is as important as developing better DAE models.
Structural Analysis of Branch-and-Cut and the Learnability of Gomory Mixed Integer Cuts
The incorporation of cutting planes within the branch-and-bound algorithm, known as branch-and-cut, forms the backbone of modern integer programming solvers. These solvers are the foremost method for solving discrete optimization problems and thus have a vast array of applications in machine learning, operations research, and many other fields. Choosing cutting planes effectively is a major research topic in the theory and practice of integer programming. We conduct a novel structural analysis of branch-and-cut that pins down how every step of the algorithm is affected by changes in the parameters defining the cutting planes added to the input integer program. Our main application of this analysis is to derive sample complexity guarantees for using machine learning to determine which cutting planes to apply during branch-and-cut. These guarantees apply to infinite families of cutting planes, such as the family of Gomory mixed integer cuts, which are responsible for the main breakthrough speedups of integer programming solvers. We exploit geometric and combinatorial structure of branch-and-cut in our analysis, which provides a key missing piece for the recent generalization theory of branch-and-cut.
On Making Stochastic Classifiers Deterministic
Stochastic classifiers arise in a number of machine learning problems, and have become especially prominent of late, as they often result from constrained optimization problems, e.g. for fairness, churn, or custom losses. Despite their utility, the inherent randomness of stochastic classifiers may cause them to be problematic to use in practice for a variety of practical reasons. In this paper, we attempt to answer the theoretical question of how well a stochastic classifier can be approximated by a deterministic one, and compare several different approaches, proving lower and upper bounds. We also experimentally investigate the pros and cons of these methods, not only in regard to how successfully each deterministic classifier approximates the original stochastic classifier, but also in terms of how well each addresses the other issues that can make stochastic classifiers undesirable.
Minimal Variance Sampling in Stochastic Gradient Boosting
Stochastic Gradient Boosting (SGB) is a widely used approach to regularization of boosting models based on decision trees. It was shown that, in many cases, random sampling at each iteration can lead to better generalization performance of the model and can also decrease the learning time. Different sampling approaches were proposed, where probabilities are not uniform, and it is not currently clear which approach is the most effective. In this paper, we formulate the problem of randomization in SGB in terms of optimization of sampling probabilities to maximize the estimation accuracy of split scoring used to train decision trees.This optimization problem has a closed-form nearly optimal solution, and it leads to a new sampling technique, which we call Minimal Variance Sampling (MVS).The method both decreases the number of examples needed for each iteration of boosting and increases the quality of the model significantly as compared to the state-of-the art sampling methods. The superiority of the algorithm was confirmed by introducing MVS as a new default option for subsampling in CatBoost, a gradient boosting library achieving state-of-the-art quality on various machine learning tasks.
Generative Hierarchical Materials Search
Generative models trained at scale can now produce novel text, video, and more recently, scientific data such as crystal structures. The ultimate goal for materials discovery, however, goes beyond generation: we desire a fully automated system that proposes, generates, and verifies crystal structures given a high-level user instruction. In this work, we formulate end-to-end language-to-structure generation as a multi-objective optimization problem, and propose Generative Hierarchical Materials Search (GenMS) for controllable generation of crystal structures. GenMS consists of (1) a language model that takes high-level natural language as input and generates intermediate textual information about a crystal (e.g., chemical formulae), and (2) a diffusion model that takes intermediate information as input and generates low-level continuous value crystal structures. GenMS additionally uses a graph neural network to predict properties (e.g., formation energy) from the generated crystal structures. During inference, GenMS leverages all three components to conduct a forward tree search over the space of possible structures. Experiments show that GenMS outperforms other alternatives both in satisfying user request and in generating low-energy structures. GenMS is able to generate complex structures such as double perovskites (or elpasolites), layered structures, and spinels, solely from natural language input.
Reducing Noise in GAN Training with Variance Reduced Extragradient
We study the effect of the stochastic gradient noise on the training of generative adversarial networks (GANs) and show that it can prevent the convergence of standard game optimization methods, while the batch version converges. We address this issue with a novel stochastic variance-reduced extragradient (SVRE) optimization algorithm, which for a large class of games improves upon the previous convergence rates proposed in the literature. We observe empirically that SVRE performs similarly to a batch method on MNIST while being computationally cheaper, and that SVRE yields more stable GAN training on standard datasets.
ZO-AdaMM: Zeroth-Order Adaptive Momentum Method for Black-Box Optimization
The adaptive momentum method (AdaMM), which uses past gradients to update descent directions and learning rates simultaneously, has become one of the most popular first-order optimization methods for solving machine learning problems. However, AdaMM is not suited for solving black-box optimization problems, where explicit gradient forms are difficult or infeasible to obtain. In this paper, we propose a zeroth-order AdaMM (ZO-AdaMM) algorithm, that generalizes AdaMM to the gradient-free regime. We show that the convergence rate of ZO-AdaMM for both convex and nonconvex optimization is roughly a factor of $O(\sqrt{d})$ worse than that of the first-order AdaMM algorithm, where $d$ is problem size. In particular, we provide a deep understanding on why Mahalanobis distance matters in convergence of ZO-AdaMM and other AdaMM-type methods. As a byproduct, our analysis makes the first step toward understanding adaptive learning rate methods for nonconvex constrained optimization.Furthermore, we demonstrate two applications, designing per-image and universal adversarial attacks from black-box neural networks, respectively. We perform extensive experiments on ImageNet and empirically show that ZO-AdaMM converges much faster to a solution of high accuracy compared with $6$ state-of-the-art ZO optimization methods.
Learning Reward Machines for Partially Observable Reinforcement Learning
Reward Machines (RMs), originally proposed for specifying problems in Reinforcement Learning (RL), provide a structured, automata-based representation of a reward function that allows an agent to decompose problems into subproblems that can be efficiently learned using off-policy learning. Here we show that RMs can be learned from experience, instead of being specified by the user, and that the resulting problem decomposition can be used to effectively solve partially observable RL problems. We pose the task of learning RMs as a discrete optimization problem where the objective is to find an RM that decomposes the problem into a set of subproblems such that the combination of their optimal memoryless policies is an optimal policy for the original problem. We show the effectiveness of this approach on three partially observable domains, where it significantly outperforms A3C, PPO, and ACER, and discuss its advantages, limitations, and broader potential.