Learning Management
Adaptive Market Making via Online Learning
Abernethy, Jacob, Kale, Satyen
We consider the design of strategies for market making in an exchange. A market maker generally seeks to profit from the difference between the buy and sell price of an asset, yet the market maker also takes exposure risk in the event of large price movements. Profit guarantees for market making strategies have typically required certain stochastic assumptions on the price fluctuations of the asset in question; for example, assuming a model in which the price process is mean reverting. We propose a class of "spread-based" market making strategies whose performance can be controlled even under worst-case (adversarial) settings. We prove structural properties of these strategies which allows us to design a master algorithm which obtains low regret relative to the best such strategy in hindsight. We run a set of experiments showing favorable performance on recent real-world stock price data.
Online Learning in Markov Decision Processes with Adversarially Chosen Transition Probability Distributions
Abbasi, Yasin, Bartlett, Peter L., Kanade, Varun, Seldin, Yevgeny, Szepesvari, Csaba
We study the problem of online learning Markov Decision Processes (MDPs) when both the transition distributions and loss functions are chosen by an adversary. We present an algorithm that, under a mixing assumption, achieves $O(\sqrt{T\log|\Pi|}+\log|\Pi|)$ regret with respect to a comparison set of policies $\Pi$. The regret is independent of the size of the state and action spaces. When expectations over sample paths can be computed efficiently and the comparison set $\Pi$ has polynomial size, this algorithm is efficient. We also consider the episodic adversarial online shortest path problem. Here, in each episode an adversary may choose a weighted directed acyclic graph with an identified start and finish node. The goal of the learning algorithm is to choose a path that minimizes the loss while traversing from the start to finish node. At the end of each episode the loss function (given by weights on the edges) is revealed to the learning algorithm. The goal is to minimize regret with respect to a fixed policy for selecting paths. This problem is a special case of the online MDP problem. For randomly chosen graphs and adversarial losses, this problem can be efficiently solved. We show that it also can be efficiently solved for adversarial graphs and randomly chosen losses. When both graphs and losses are adversarially chosen, we present an efficient algorithm whose regret scales linearly with the number of distinct graphs. Finally, we show that designing efficient algorithms for the adversarial online shortest path problem (and hence for the adversarial MDP problem) is as hard as learning parity with noise, a notoriously difficult problem that has been used to design efficient cryptographic schemes.
Time-varying Learning and Content Analytics via Sparse Factor Analysis
Lan, Andrew S., Studer, Christoph, Baraniuk, Richard G.
We propose SPARFA-Trace, a new machine learning-based framework for time-varying learning and content analytics for education applications. We develop a novel message passing-based, blind, approximate Kalman filter for sparse factor analysis (SPARFA), that jointly (i) traces learner concept knowledge over time, (ii) analyzes learner concept knowledge state transitions (induced by interacting with learning resources, such as textbook sections, lecture videos, etc, or the forgetting effect), and (iii) estimates the content organization and intrinsic difficulty of the assessment questions. These quantities are estimated solely from binary-valued (correct/incorrect) graded learner response data and a summary of the specific actions each learner performs (e.g., answering a question or studying a learning resource) at each time instance. Experimental results on two online course datasets demonstrate that SPARFA-Trace is capable of tracing each learner's concept knowledge evolution over time, as well as analyzing the quality and content organization of learning resources, the question-concept associations, and the question intrinsic difficulties. Moreover, we show that SPARFA-Trace achieves comparable or better performance in predicting unobserved learner responses than existing collaborative filtering and knowledge tracing approaches for personalized education.
Online Learning with Multiple Operator-valued Kernels
Audiffren, Julien, Kadri, Hachem
We consider the problem of learning a vector-valued function f in an online learning setting. The function f is assumed to lie in a reproducing Hilbert space of operator-valued kernels. We describe two online algorithms for learning f while taking into account the output structure. A first contribution is an algorithm, ONORMA, that extends the standard kernel-based online learning algorithm NORMA from scalar-valued to operator-valued setting. We report a cumulative error bound that holds both for classification and regression. We then define a second algorithm, MONORMA, which addresses the limitation of pre-defining the output structure in ONORMA by learning sequentially a linear combination of operator-valued kernels. Our experiments show that the proposed algorithms achieve good performance results with low computational cost.
Online Learning of Dynamic Parameters in Social Networks
Shahrampour, Shahin, Rakhlin, Alexander, Jadbabaie, Ali
This paper addresses the problem of online learning in a dynamic setting. We consider a social network in which each individual observes a private signal about the underlying state of the world and communicates with her neighbors at each time period. Unlike many existing approaches, the underlying state is dynamic, and evolves according to a geometric random walk. We view the scenario as an optimization problem where agents aim to learn the true state while suffering the smallest possible loss. Based on the decomposition of the global loss function, we introduce two update mechanisms, each of which generates an estimate of the true state. We establish a tight bound on the rate of change of the underlying state, under which individuals can track the parameter with a bounded variance. Then, we characterize explicit expressions for the steady state mean-square deviation(MSD) of the estimates from the truth, per individual. We observe that only one of the estimators recovers the optimal MSD, which underscores the impact of the objective function decomposition on the learning quality. Finally, we provide an upper bound on the regret of the proposed methods, measured as an average of errors in estimating the parameter in a finite time.
Tuned Models of Peer Assessment in MOOCs
Piech, Chris, Huang, Jonathan, Chen, Zhenghao, Do, Chuong, Ng, Andrew, Koller, Daphne
In massive open online courses (MOOCs), peer grading serves as a critical tool for scaling the grading of complex, open-ended assignments to courses with tens or hundreds of thousands of students. But despite promising initial trials, it does not always deliver accurate results compared to human experts. In this paper, we develop algorithms for estimating and correcting for grader biases and reliabilities, showing significant improvement in peer grading accuracy on real data with 63,199 peer grades from Coursera's HCI course offerings --- the largest peer grading networks analysed to date. We relate grader biases and reliabilities to other student factors such as student engagement, performance as well as commenting style. We also show that our model can lead to more intelligent assignment of graders to gradees.
The International โจGeneral Game Playing Competition
Genesereth, Michael (ย Stanford University) | Bjรถrnsson, Yngvi (Reykjavik University)
Games have played a prominent role as a test-bed for advancements in the field of Artificial Intelligence ever since its foundation over half a century ago, resulting in highly specialized world-class game-playing systems being developed for various games. The establishment of the International General Game Playing Competition in 2005, however, resulted in a renewed interest in more general problem solving approaches to game playing. In general game playing (GGP) the goal is to create game-playing systems that autonomously learn how to skillfully play a wide variety of games, given only the descriptions of the game rules. In this paper we review the history of the competition, discuss progress made so far, and list outstanding research challenges.
Online Learning under Delayed Feedback
Joulani, Pooria, Gyรถrgy, Andrรกs, Szepesvรกri, Csaba
Online learning with delayed feedback has received increasing attention recently due to its several applications in distributed, web-based learning problems. In this paper we provide a systematic study of the topic, and analyze the effect of delay on the regret of online learning algorithms. Somewhat surprisingly, it turns out that delay increases the regret in a multiplicative way in adversarial problems, and in an additive way in stochastic problems. We give meta-algorithms that transform, in a black-box fashion, algorithms developed for the non-delayed case into ones that can handle the presence of delays in the feedback loop. Modifications of the well-known UCB algorithm are also developed for the bandit problem with delayed feedback, with the advantage over the meta-algorithms that they can be implemented with lower complexity.
Online Learning with Switching Costs and Other Adaptive Adversaries
Cesa-Bianchi, Nicolo, Dekel, Ofer, Shamir, Ohad
We study the power of different types of adaptive (nonoblivious) adversaries in the setting of prediction with expert advice, under both full-information and bandit feedback. We measure the player's performance using a new notion of regret, also known as policy regret, which better captures the adversary's adaptiveness to the player's behavior. In a setting where losses are allowed to drift, we characterize ---in a nearly complete manner--- the power of adaptive adversaries with bounded memories and switching costs. In particular, we show that with switching costs, the attainable rate with bandit feedback is $\widetilde{\Theta}(T^{2/3})$. Interestingly, this rate is significantly worse than the $\Theta(\sqrt{T})$ rate attainable with switching costs in the full-information case. Via a novel reduction from experts to bandits, we also show that a bounded memory adversary can force $\widetilde{\Theta}(T^{2/3})$ regret even in the full information case, proving that switching costs are easier to control than bounded memory adversaries. Our lower bounds rely on a new stochastic adversary strategy that generates loss processes with strong dependencies.
Normalized Online Learning
Ross, Stephane, Mineiro, Paul, Langford, John
We introduce online learning algorithms which are independent of feature scales, proving regret bounds dependent on the ratio of scales existent in the data rather than the absolute scale. This has several useful effects: there is no need to pre-normalize data, the test-time and test-space complexity are reduced, and the algorithms are more robust.