Technology
Without-Replacement Sampling for Stochastic Gradient Methods
Stochastic gradient methods for machine learning and optimization problems are usually analyzed assuming data points are sampled replacement. In contrast, sampling replacement is far less understood, yet in practice it is very common, often easier to implement, and usually performs better. In this paper, we provide competitive convergence guarantees for without-replacement sampling under several scenarios, focusing on the natural regime of few passes over the data. Moreover, we describe a useful application of these results in the context of distributed optimization with randomly-partitioned data, yielding a nearly-optimal algorithm for regularized least squares (in terms of both communication complexity and runtime complexity) under broad parameter regimes. Our proof techniques combine ideas from stochastic optimization, adversarial online learning and transductive learning theory, and can potentially be applied to other stochastic optimization and learning problems.
A Probabilistic Framework for Deep Learning
We develop a probabilistic framework for deep learning based on the Deep Rendering Mixture Model (DRMM), a new generative probabilistic model that explicitly capture variations in data due to latent task nuisance variables. We demonstrate that max-sum inference in the DRMM yields an algorithm that exactly reproduces the operations in deep convolutional neural networks (DCNs), providing a first principles derivation. Our framework provides new insights into the successes and shortcomings of DCNs as well as a principled route to their improvement. DRMM training via the Expectation-Maximization (EM) algorithm is a powerful alternative to DCN back-propagation, and initial training results are promising. Classification based on the DRMM and other variants outperforms DCNs in supervised digit classification, training 2-3x faster while achieving similar accuracy. Moreover, the DRMM is applicable to semi-supervised and unsupervised learning tasks, achieving results that are state-of-the-art in several categories on the MNIST benchmark and comparable to state of the art on the CIFAR10 benchmark.
Sample Complexity of Automated Mechanism Design
The design of revenue-maximizing combinatorial auctions, i.e. multi item auctions over bundles of goods, is one of the most fundamental problems in computational economics, unsolved even for two bidders and two items for sale. In the traditional economic models, it is assumed that the bidders' valuations are drawn from an underlying distribution and that the auction designer has perfect knowledge of this distribution. Despite this strong and oftentimes unrealistic assumption, it is remarkable that the revenue-maximizing combinatorial auction remains unknown. In recent years, automated mechanism design has emerged as one of the most practical and promising approaches to designing high-revenue combinatorial auctions. The most scalable automated mechanism design algorithms take as input samples from the bidders' valuation distribution and then search for a high-revenue auction in a rich auction class. In this work, we provide the first sample complexity analysis for the standard hierarchy of deterministic combinatorial auction classes used in automated mechanism design. In particular, we provide tight sample complexity bounds on the number of samples needed to guarantee that the empirical revenue of the designed mechanism on the samples is close to its expected revenue on the underlying, unknown distribution over bidder valuations, for each of the auction classes in the hierarchy. In addition to helping set automated mechanism design on firm foundations, our results also push the boundaries of learning theory. In particular, the hypothesis functions used in our contexts are defined through multi stage combinatorial optimization procedures, rather than simple decision boundaries, as are common in machine learning.
Optimizing affinity-based binary hashing using auxiliary coordinates
In supervised binary hashing, one wants to learn a function that maps a high-dimensional feature vector to a vector of binary codes, for application to fast image retrieval. This typically results in a difficult optimization problem, nonconvex and nonsmooth, because of the discrete variables involved. Much work has simply relaxed the problem during training, solving a continuous optimization, and truncating the codes a posteriori. This gives reasonable results but is quite suboptimal. Recent work has tried to optimize the objective directly over the binary codes and achieved better results, but the hash function was still learned a posteriori, which remains suboptimal. We propose a general framework for learning hash functions using affinity-based loss functions that uses auxiliary coordinates. This closes the loop and optimizes jointly over the hash functions and the binary codes so that they gradually match each other. The resulting algorithm can be seen as an iterated version of the procedure of optimizing first over the codes and then learning the hash function. Compared to this, our optimization is guaranteed to obtain better hash functions while being not much slower, as demonstrated experimentally in various supervised datasets.
Stochastic Online AUC Maximization
Area under ROC (AUC) is a metric which is widely used for measuring the classification performance for imbalanced data. It is of theoretical and practical interest to develop online learning algorithms that maximizes AUC for large-scale data. A specific challenge in developing online AUC maximization algorithm is that the learning objective function is usually defined over a pair of training examples of opposite classes, and existing methods achieves on-line processing with higher space and time complexity. In this work, we propose a new stochastic online algorithm for AUC maximization. In particular, we show that AUC optimization can be equivalently formulated as a convex-concave saddle point problem. From this saddle representation, a stochastic online algorithm (SOLAM) is proposed which has time and space complexity of one datum. We establish theoretical convergence of SOLAM with high probability and demonstrate its effectiveness and efficiency on standard benchmark datasets.
Strategic Attentive Writer for Learning Macro-Actions
We present a novel deep recurrent neural network architecture that learns to build implicit plans in an end-to-end manner purely by interacting with an environment in reinforcement learning setting. The network builds an internal plan, which is continuously updated upon observation of the next input from the environment. It can also partition this internal representation into contiguous sub-sequences by learning for how long the plan can be committed to -- i.e. followed without replaning. Combining these properties, the proposed model, dubbed STRategic Attentive Writer (STRAW) can learn high-level, temporally abstracted macro-actions of varying lengths that are solely learnt from data without any prior information. These macro-actions enable both structured exploration and economic computation. We experimentally demonstrate that STRAW delivers strong improvements on several ATARI games by employing temporally extended planning strategies (e.g.
Deep Learning Games
We investigate a reduction of supervised learning to game playing that reveals new connections and learning methods. For convex one-layer problems, we demonstrate an equivalence between global minimizers of the training problem and Nash equilibria in a simple game. We then show how the game can be extended to general acyclic neural networks with differentiable convex gates, establishing a bijection between the Nash equilibria and critical (or KKT) points of the deep learning problem. Based on these connections we investigate alternative learning methods, and find that regret matching can achieve competitive training performance while producing sparser models than current deep learning approaches.
LightRNN: Memory and Computation-Efficient Recurrent Neural Networks
Recurrent neural networks (RNNs) have achieved state-of-the-art performances in many natural language processing tasks, such as language modeling and machine translation. However, when the vocabulary is large, the RNN model will become very big (e.g., possibly beyond the memory capacity of a GPU device) and its training will become very inefficient. In this work, we propose a novel technique to tackle this challenge. The key idea is to use 2-Component (2C) shared embedding for word representations. We allocate every word in the vocabulary into a table, each row of which is associated with a vector, and each column associated with another vector.
Safe and Efficient Off-Policy Reinforcement Learning
In this work, we take a fresh look at some old and new algorithms for off-policy, return-based reinforcement learning. Expressing these in a common form, we derive a novel algorithm, Retrace(lambda), with three desired properties: (1) it has low variance; (2) it safely uses samples collected from any behaviour policy, whatever its degree of off-policyness; and (3) it is efficient as it makes the best use of samples collected from near on-policy behaviour policies. We analyse the contractive nature of the related operator under both off-policy policy evaluation and control settings and derive online sample-based algorithms. We believe this is the first return-based off-policy control algorithm converging a.s. to Q* without the GLIE assumption (Greedy in the Limit with Infinite Exploration). As a corollary, we prove the convergence of Watkins' Q(lambda), which was an open problem since 1989. We illustrate the benefits of Retrace(lambda) on a standard suite of Atari 2600 games.
Cooperative Inverse Reinforcement Learning
For an autonomous system to be helpful to humans and to pose no unwarranted risks, it needs to align its values with those of the humans in its environment in such a way that its actions contribute to the maximization of value for the humans. We propose a formal definition of the value alignment problem as cooperative inverse reinforcement learning (CIRL). A CIRL problem is a cooperative, partial-information game with two agents, human and robot; both are rewarded according to the human's reward function, but the robot does not initially know what this is. In contrast to classical IRL, where the human is assumed to act optimally in isolation, optimal CIRL solutions produce behaviors such as active teaching, active learning, and communicative actions that are more effective in achieving value alignment. We show that computing optimal joint policies in CIRL games can be reduced to solving a POMDP, prove that optimality in isolation is suboptimal in CIRL, and derive an approximate CIRL algorithm.