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Orthogonal Matching Pursuit with Replacement

Neural Information Processing Systems

In this paper, we consider the problem of compressed sensing where the goal is to recover almost all the sparse vectors using a small number of fixed linear measurements. For this problem, we propose a novel partial hard-thresholding operator leading to a general family of iterative algorithms. While one extreme of the family yields well known hard thresholding algorithms like ITI and HTP, the other end of the spectrum leads to a novel algorithm that we call Orthogonal Matching Pursuit with Replacement (OMPR). OMPR, like the classic greedy algorithm OMP, adds exactly one coordinate to the support at each iteration, based on the correlation with the current residual. However, unlike OMP, OMPR also removes one coordinate from the support. This simple change allows us to prove the best known guarantees for OMPR in terms of the Restricted Isometry Property (a condition on the measurement matrix). In contrast, OMP is known to have very weak performance guarantees under RIP. We also extend OMPR using locality sensitive hashing to get OMPR-Hash, the first provably sub-linear (in dimensionality) algorithm for sparse recovery. Our proof techniques are novel and flexible enough to also permit the tightest known analysis of popular iterative algorithms such as CoSaMP and Subspace Pursuit. We provide experimental results on large problems providing recovery for vectors of size up to million dimensions. We demonstrate that for large-scale problems our proposed methods are more robust and faster than the existing methods.


Message-Passing for Approximate MAP Inference with Latent Variables

Neural Information Processing Systems

We consider a general inference setting for discrete probabilistic graphical models where we seek maximum a posteriori (MAP) estimates for a subset of the random variables (max nodes), marginalizing over the rest (sum nodes). We present a hybrid message-passing algorithm to accomplish this. The hybrid algorithm passes a mix of sum and max messages depending on the type of source node (sum or max). We derive our algorithm by showing that it falls out as the solution of a particular relaxation of a variational framework. We further show that the Expectation Maximization algorithm can be seen as an approximation to our algorithm. Experimental results on synthetic and real-world datasets, against several baselines, demonstrate the efficacy of our proposed algorithm.


Minimax Localization of Structural Information in Large Noisy Matrices

Neural Information Processing Systems

We consider the problem of identifying a sparse set of relevant columns and rows in a large data matrix with highly corrupted entries. This problem of identifying groups from a collection of bipartite variables such as proteins and drugs, biological species and gene sequences, malware and signatures, etc is commonly referred to as biclustering or co-clustering. Despite its great practical relevance, and although several ad-hoc methods are available for biclustering, theoretical analysis of the problem is largely non-existent. The problem we consider is also closely related to structured multiple hypothesis testing, an area of statistics that has recently witnessed a flurry of activity. We make the following contributions: i) We prove lower bounds on the minimum signal strength needed for successful recovery of a bicluster as a function of the noise variance, size of the matrix and bicluster of interest. ii) We show that a combinatorial procedure based on the scan statistic achieves this optimal limit. iii) We characterize the SNR required by several computationally tractable procedures for biclustering including element-wise thresholding, column/row average thresholding and a convex relaxation approach to sparse singular vector decomposition.


Greedy Algorithms for Structurally Constrained High Dimensional Problems

Neural Information Processing Systems

A hallmark of modern machine learning is its ability to deal with high dimensional problems by exploiting structural assumptions that limit the degrees of freedom in the underlying model. A deep understanding of the capabilities and limits of high dimensional learning methods under specific assumptions such as sparsity, group sparsity, and low rank has been attained. Efforts (Negahban et al., 2010, Chandrasekaran et al., 2010} are now underway to distill this valuable experience by proposing general unified frameworks that can achieve the twin goals of summarizing previous analyses and enabling their application to notions of structure hitherto unexplored. Inspired by these developments, we propose and analyze a general computational scheme based on a greedy strategy to solve convex optimization problems that arise when dealing with structurally constrained high-dimensional problems. Our framework not only unifies existing greedy algorithms by recovering them as special cases but also yields novel ones. Finally, we extend our results to infinite dimensional problems by using interesting connections between smoothness of norms and behavior of martingales in Banach spaces.


Convergent Bounds on the Euclidean Distance

Neural Information Processing Systems

Given a set V of n vectors in d-dimensional space, we provide an efficient method for computing quality upper and lower bounds of the Euclidean distances between a pair of the vectors in V . For this purpose, we define a distance measure, called the MS-distance, by using the mean and the standard deviation values of vectors in V . Once we compute the mean and the standard deviation values of vectors in V in O(dn) time, the MS-distance between them provides upper and lower bounds of Euclidean distance between a pair of vectors in V in constant time. Furthermore, these bounds can be refined further such that they converge monotonically to the exact Euclidean distance within d refinement steps. We also provide an analysis on a random sequence of refinement steps which can justify why MS-distance should be refined to provide very tight bounds in a few steps of a typical sequence. The MS-distance can be used to various problems where the Euclidean distance is used to measure the proximity or similarity between objects. We provide experimental results on the nearest and the farthest neighbor searches.


Dr.Fill: Crosswords and an Implemented Solver for Singly Weighted CSPs

Journal of Artificial Intelligence Research

We describe Dr.Fill, a program that solves American-style crossword puzzles. From a technical perspective, Dr.Fill works by converting crosswords to weighted CSPs, and then using a variety of novel techniques to find a solution. These techniques include generally applicable heuristics for variable and value selection, a variant of limited discrepancy search, and postprocessing and partitioning ideas. Branch and bound is not used, as it was incompatible with postprocessing and was determined experimentally to be of little practical value. Dr.Filll's performance on crosswords from the American Crossword Puzzle Tournament suggests that it ranks among the top fifty or so crossword solvers in the world.


Minimax Rates for Homology Inference

arXiv.org Machine Learning

Often, high dimensional data lie close to a low-dimensional submanifold and it is of interest to understand the geometry of these submanifolds. The homology groups of a manifold are important topological invariants that provide an algebraic summary of the manifold. These groups contain rich topological information, for instance, about the connected components, holes, tunnels and sometimes the dimension of the manifold. In this paper, we consider the statistical problem of estimating the homology of a manifold from noisy samples under several different noise models. We derive upper and lower bounds on the minimax risk for this problem. Our upper bounds are based on estimators which are constructed from a union of balls of appropriate radius around carefully selected points. In each case we establish complementary lower bounds using Le Cam's lemma.


Adaptive Forgetting Factor Fictitious Play

arXiv.org Machine Learning

It is now well known that decentralised optimisation can be formulated as a potential game, and game-theoretical learning algorithms can be used to find an optimum. One of the most common learning techniques in game theory is fictitious play. However fictitious play is founded on an implicit assumption that opponents' strategies are stationary. We present a novel variation of fictitious play that allows the use of a more realistic model of opponent strategy. It uses a heuristic approach, from the online streaming data literature, to adaptively update the weights assigned to recently observed actions. We compare the results of the proposed algorithm with those of stochastic and geometric fictitious play in a simple strategic form game, a vehicle target assignment game and a disaster management problem. In all the tests the rate of convergence of the proposed algorithm was similar or better than the variations of fictitious play we compared it with. The new algorithm therefore improves the performance of game-theoretical learning in decentralised optimisation.


Drake: An Efficient Executive for Temporal Plans with Choice

Journal of Artificial Intelligence Research

This work presents Drake, a dynamic executive for temporal plans with choice. Dynamic plan execution strategies allow an autonomous agent to react quickly to unfolding events, improving the robustness of the agent. Prior work developed methods for dynamically dispatching Simple Temporal Networks, and further research enriched the expressiveness of the plans executives could handle, including discrete choices, which are the focus of this work. However, in some approaches to date, these additional choices induce significant storage or latency requirements to make flexible execution possible. Drake is designed to leverage the low latency made possible by a preprocessing step called compilation, while avoiding high memory costs through a compact representation. We leverage the concepts of labels and environments, taken from prior work in Assumption-based Truth Maintenance Systems (ATMS), to concisely record the implications of the discrete choices, exploiting the structure of the plan to avoid redundant reasoning or storage. Our labeling and maintenance scheme, called the Labeled Value Set Maintenance System, is distinguished by its focus on properties fundamental to temporal problems, and, more generally, weighted graph algorithms. In particular, the maintenance system focuses on maintaining a minimal representation of non-dominated constraints. We benchmark Drake's performance on random structured problems, and find that Drake reduces the size of the compiled representation by a factor of over 500 for large problems, while incurring only a modest increase in run-time latency, compared to prior work in compiled executives for temporal plans with discrete choices.


Computing Approximate Nash Equilibria and Robust Best-Responses Using Sampling

Journal of Artificial Intelligence Research

This article discusses two contributions to decision-making in complex partially observable stochastic games. First, we apply two state-of-the-art search techniques that use Monte-Carlo sampling to the task of approximating a Nash-Equilibrium (NE) in such games, namely Monte-Carlo Tree Search (MCTS) and Monte-Carlo Counterfactual Regret Minimization (MCCFR). MCTS has been proven to approximate a NE in perfect-information games. We show that the algorithm quickly finds a reasonably strong strategy (but not a NE) in a complex imperfect information game, i.e. Poker. MCCFR on the other hand has theoretical NE convergence guarantees in such a game. We apply MCCFR for the first time in Poker. Based on our experiments, we may conclude that MCTS is a valid approach if one wants to learn reasonably strong strategies fast, whereas MCCFR is the better choice if the quality of the strategy is most important. Our second contribution relates to the observation that a NE is not a best response against players that are not playing a NE. We present Monte-Carlo Restricted Nash Response (MCRNR), a sample-based algorithm for the computation of restricted Nash strategies. These are robust best-response strategies that (1) exploit non-NE opponents more than playing a NE and (2) are not (overly) exploitable by other strategies. We combine the advantages of two state-of-the-art algorithms, i.e. MCCFR and Restricted Nash Response (RNR). MCRNR samples only relevant parts of the game tree. We show that MCRNR learns quicker than standard RNR in smaller games. Also we show in Poker that MCRNR learns robust best-response strategies fast, and that these strategies exploit opponents more than playing a NE does.