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Hybrid Models for Learning to Branch
A recent Graph Neural Network (GNN) approach for learning to branch has been shown to successfully reduce the running time of branch-and-bound algorithms for Mixed Integer Linear Programming (MILP). While the GNN relies on a GPU for inference, MILP solvers are purely CPU-based. This severely limits its application as many practitioners may not have access to high-end GPUs. In this work, we ask two key questions. First, in a more realistic setting where only a CPU is available, is the GNN model still competitive?
Learning to Mutate with Hypergradient Guided Population
Computing the gradient of model hyperparameters, i.e., hypergradient, enables a promising and natural way to solve the hyperparameter optimization task. However, gradient-based methods could lead to suboptimal solutions due to the non-convex nature of optimization in a complex hyperparameter space. In this study, we propose a hyperparameter mutation (HPM) algorithm to explicitly consider a learnable trade-off between using global and local search, where we adopt a population of student models to simultaneously explore the hyperparameter space guided by hypergradient and leverage a teacher model to mutate the underperforming students by exploiting the top ones. The teacher model is implemented with an attention mechanism and is used to learn a mutation schedule for different hyperparameters on the fly. Empirical evidence on synthetic functions is provided to show that HPM outperforms hypergradient significantly. Experiments on two benchmark datasets are also conducted to validate the effectiveness of the proposed HPM algorithm for training deep neural networks compared with several strong baselines.
Parallel Recursive Best-First AND/OR Search for Exact MAP Inference in Graphical Models
The paper presents and evaluates the power of parallel search for exact MAP inference in graphical models. We introduce a new parallel shared-memory recursive best-first AND/OR search algorithm, called SPRBFAOO, that explores the search space in a best-first manner while operating with restricted memory. Our experiments show that SPRBFAOO is often superior to the current state-of-the-art sequential AND/OR search approaches, leading to considerable speed-ups (up to 7-fold with 12 threads), especially on hard problem instances.
SubmodBoxes: Near-Optimal Search for a Set of Diverse Object Proposals
This paper formulates the search for a set of bounding boxes (as needed in object proposal generation) as a monotone submodular maximization problem over the space of all possible bounding boxes in an image. Since the number of possible bounding boxes in an image is very large O(#pixels 2), even a single linear scan to perform the greedy augmentation for submodular maximization is intractable. Thus, we formulate the greedy augmentation step as a Branch-and-Bound scheme. In order to speed up repeated application of B\&B, we propose a novel generalization of Minoux's'lazy greedy' algorithm to the B\&B tree. Theoretically, our proposed formulation provides a new understanding to the problem, and contains classic heuristic approaches such as Sliding Window Non-Maximal Suppression (NMS) and and Efficient Subwindow Search (ESS) as special cases.
Stochastic Online Greedy Learning with Semi-bandit Feedbacks
The greedy algorithm is extensively studied in the field of combinatorial optimization for decades. In this paper, we address the online learning problem when the input to the greedy algorithm is stochastic with unknown parameters that have to be learned over time. We first propose the greedy regret and \epsilon -quasi greedy regret as learning metrics comparing with the performance of offline greedy algorithm. We then propose two online greedy learning algorithms with semi-bandit feedbacks, which use multi-armed bandit and pure exploration bandit policies at each level of greedy learning, one for each of the regret metrics respectively. Both algorithms achieve O(\log T) problem-dependent regret bound ( T being the time horizon) for a general class of combinatorial structures and reward functions that allow greedy solutions.
Minimax-Optimal Multi-Agent RL in Markov Games With a Generative Model
All prior results suffer from at least one of the two obstacles: the curse of multiple agents and the barrier of long horizon, regardless of the sampling protocol in use. We take a step towards settling this problem, assuming access to a flexible sampling mechanism: the generative model. Focusing on non-stationary finite-horizon Markov games, we develop a fast learning algorithm called Q-FTRL and an adaptive sampling scheme that leverage the optimism principle in online adversarial learning (particularly the Follow-the-Regularized-Leader (FTRL) method). Our algorithm learns an \varepsilon -approximate CCE in a general-sum Markov game using \widetilde{O}\bigg( \frac{H 4 S \sum_{i 1} m A_i}{\varepsilon 2} \bigg) samples, where m is the number of players, S indicates the number of states, H is the horizon, and A_i denotes the number of actions for the i -th player. This is minimax-optimal (up to log factor) when m is fixed.
Counting the Optimal Solutions in Graphical Models
We introduce #opt, a new inference task for graphical models which calls for counting the number of optimal solutions of the model. We describe a novel variable elimination based approach for solving this task, as well as a depth-first branch and bound algorithm that traverses the AND/OR search space of the model. The key feature of the proposed algorithms is that their complexity is exponential in the induced width of the model only. It does not depend on the actual number of optimal solutions. Our empirical evaluation on various benchmarks demonstrates the effectiveness of the proposed algorithms compared with existing depth-first and best-first search based approaches that enumerate explicitly the optimal solutions.
The First Optimal Algorithm for Smooth and Strongly-Convex-Strongly-Concave Minimax Optimization
Zhang et al. (2021) and Ibrahim et al. (2020) established the lower bound \Omega\left(\sqrt{\kappa_x\kappa_y} \log \frac{1}{\epsilon}\right) on the number of gradient evaluations required to find an ϵ-accurate solution, where κx and κy are condition numbers for the strong convexity and strong concavity assumptions. However, the existing state-of-the-art methods do not match this lower bound: algorithms of Lin et al. (2020) and Wang and Li (2020) have gradient evaluation complexity \mathcal{O}\left(\sqrt{\kappa_x\kappa_y} \log 3 \frac{1}{\epsilon}\right) and \mathcal{O}\left( \sqrt{\kappa_x\kappa_y}\log 3 (\kappa_x\kappa_y)\log\frac{1}{\epsilon}\right), respectively. We design our algorithm in three steps: (i) we reformulate the original problem as a minimization problem via the pointwise conjugate function; (ii) we apply a specific variant of the proximal point algorithm to the reformulated problem; (iii) we compute the proximal operator inexactly using the optimal algorithm for operator norm reduction in monotone inclusions.
Sub-linear Regret Bounds for Bayesian Optimisation in Unknown Search Spaces
Bayesian optimisation is a popular method for efficient optimisation of expensive black-box functions. Traditionally, BO assumes that the search space is known. However, in many problems, this assumption does not hold. To this end, we propose a novel BO algorithm which expands (and shifts) the search space over iterations based on controlling the expansion rate thought a \emph{hyperharmonic series}. Further, we propose another variant of our algorithm that scales to high dimensions. We show theoretically that for both our algorithms, the cumulative regret grows at sub-linear rates.
An Efficient Adversarial Attack for Tree Ensembles
We study the problem of efficient adversarial attacks on tree based ensembles such as gradient boosting decision trees (GBDTs) and random forests (RFs). Since these models are non-continuous step functions and gradient does not exist, most existing efficient adversarial attacks are not applicable. Although decision-based black-box attacks can be applied, they cannot utilize the special structure of trees. In our work, we transform the attack problem into a discrete search problem specially designed for tree ensembles, where the goal is to find a valid leaf tuple'' that leads to mis-classification while having the shortest distance to the original input. With this formulation, we show that a simple yet effective greedy algorithm can be applied to iteratively optimize the adversarial example by moving the leaf tuple to its neighborhood within hamming distance 1. Experimental results on several large GBDT and RF models with up to hundreds of trees demonstrate that our method can be thousands of times faster than the previous mixed-integer linear programming (MILP) based approach, while also providing smaller (better) adversarial examples than decision-based black-box attacks on general \ell_p ( p 1, 2, \infty) norm perturbations.