Pennsylvania
Optimal Private and Communication Constraint Distributed Goodness-of-Fit Testing for Discrete Distributions in the Large Sample Regime
We study distributed goodness-of-fit testing for discrete distribution under bandwidth and differential privacy constraints. Information constraint distributed goodness-of-fit testing is a problem that has received considerable attention recently. The important case of discrete distributions is theoretically well understood in the classical case where all data is available in one "central" location. In a federated setting, however, data is distributed across multiple "locations" (e.g.
Meta-Reinforcement Learning with Universal Policy Adaptation: Provable Near-Optimality under All-task Optimum Comparator
Meta-reinforcement learning (Meta-RL) has attracted attention due to its capability to enhance reinforcement learning (RL) algorithms, in terms of data efficiency and generalizability. In this paper, we develop a bilevel optimization framework for meta-RL (BO-MRL) to learn the meta-prior for task-specific policy adaptation, which implements multiple-step policy optimization on one-time data collection. Beyond existing meta-RL analyses, we provide upper bounds of the expected optimality gap over the task distribution. This metric measures the distance of the policy adaptation from the learned meta-prior to the task-specific optimum, and quantifies the model's generalizability to the task distribution. We empirically validate the correctness of the derived upper bounds and demonstrate the superior effectiveness of the proposed algorithm over benchmarks.
Approximation Bounds for Hierarchical Clustering: Average Linkage, Bisecting K-means, and Local Search
Hierarchical clustering is a data analysis method that has been used for decades. Despite its widespread use, the method has an underdeveloped analytical foundation. Having a well understood foundation would both support the currently used methods and help guide future improvements. The goal of this paper is to give an analytic framework to better understand observations seen in practice. This paper considers the dual of a problem framework for hierarchical clustering introduced by Dasgupta [Das16].
Speeding Up Latent Variable Gaussian Graphical Model Estimation via Nonconvex Optimization
We study the estimation of the latent variable Gaussian graphical model (LVGGM), where the precision matrix is the superposition of a sparse matrix and a low-rank matrix. In order to speed up the estimation of the sparse plus low-rank components, we propose a sparsity constrained maximum likelihood estimator based on matrix factorization, and an efficient alternating gradient descent algorithm with hard thresholding to solve it. Our algorithm is orders of magnitude faster than the convex relaxation based methods for LVGGM. In addition, we prove that our algorithm is guaranteed to linearly converge to the unknown sparse and low-rank components up to the optimal statistical precision. Experiments on both synthetic and genomic data demonstrate the superiority of our algorithm over the state-ofthe-art algorithms and corroborate our theory.
Safe and Nested Subgame Solving for Imperfect-Information Games
In imperfect-information games, the optimal strategy in a subgame may depend on the strategy in other, unreached subgames. Thus a subgame cannot be solved in isolation and must instead consider the strategy for the entire game as a whole, unlike perfect-information games. Nevertheless, it is possible to first approximate a solution for the whole game and then improve it in individual subgames. This is referred to as subgame solving. We introduce subgame-solving techniques that outperform prior methods both in theory and practice. We also show how to adapt them, and past subgame-solving techniques, to respond to opponent actions that are outside the original action abstraction; this significantly outperforms the prior state-of-the-art approach, action translation. Finally, we show that subgame solving can be repeated as the game progresses down the game tree, leading to far lower exploitability. These techniques were a key component of Libratus, the first AI to defeat top humans in heads-up no-limit Texas hold'em poker.