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Collaborating Authors

 Koolen, Wouter M.


Sequential Test for the Lowest Mean: From Thompson to Murphy Sampling

Neural Information Processing Systems

Learning the minimum/maximum mean among a finite set of distributions is a fundamental sub-problem in planning, game tree search and reinforcement learning. We formalize this learning task as the problem of sequentially testing how the minimum mean among a finite set of distributions compares to a given threshold. We develop refined non-asymptotic lower bounds, which show that optimality mandates very different sampling behavior for a low vs high true minimum. We show that Thompson Sampling and the intuitive Lower Confidence Bounds policy each nail only one of these cases. We develop a novel approach that we call Murphy Sampling. Even though it entertains exclusively low true minima, we prove that MS is optimal for both possibilities. We then design advanced self-normalized deviation inequalities, fueling more aggressive stopping rules. We complement our theoretical guarantees by experiments showing that MS works best in practice.


Random Permutation Online Isotonic Regression

Neural Information Processing Systems

We revisit isotonic regression on linear orders, the problem of fitting monotonic functions to best explain the data, in an online setting. It was previously shown that online isotonic regression is unlearnable in a fully adversarial model, which lead to its study in the fixed design model. Here, we instead develop the more practical random permutation model. We show that the regret is bounded above by the excess leave-one-out loss for which we develop efficient algorithms and matching lower bounds. We also analyze the class of simple and popular forward algorithms and recommend where to look for algorithms for online isotonic regression on partial orders.


Monte-Carlo Tree Search by Best Arm Identification

Neural Information Processing Systems

Recent advances in bandit tools and techniques for sequential learning are steadily enabling new applications and are promising the resolution of a range of challenging related problems. We study the game tree search problem, where the goal is to quickly identify the optimal move in a given game tree by sequentially sampling its stochastic payoffs. We develop new algorithms for trees of arbitrary depth, that operate by summarizing all deeper levels of the tree into confidence intervals at depth one, and applying a best arm identification procedure at the root. We prove new sample complexity guarantees with a refined dependence on the problem instance. We show experimentally that our algorithms outperform existing elimination-based algorithms and match previous special-purpose methods for depth-two trees.


MetaGrad: Multiple Learning Rates in Online Learning

Neural Information Processing Systems

In online convex optimization it is well known that certain subclasses of objective functions are much easier than arbitrary convex functions. We are interested in designing adaptive methods that can automatically get fast rates in as many such subclasses as possible, without any manual tuning. Previous adaptive methods are able to interpolate between strongly convex and general convex functions. We present a new method, MetaGrad, that adapts to a much broader class of functions, including exp-concave and strongly convex functions, but also various types of stochastic and non-stochastic functions without any curvature. For instance, MetaGrad can achieve logarithmic regret on the unregularized hinge loss, even though it has no curvature, if the data come from a favourable probability distribution. MetaGrad's main feature is that it simultaneously considers multiple learning rates. Unlike all previous methods with provable regret guarantees, however, its learning rates are not monotonically decreasing over time and are not tuned based on a theoretically derived bound on the regret. Instead, they are weighted directly proportional to their empirical performance on the data using a tilted exponential weights master algorithm.


Combining Adversarial Guarantees and Stochastic Fast Rates in Online Learning

Neural Information Processing Systems

We consider online learning algorithms that guarantee worst-case regret rates in adversarial environments (so they can be deployed safely and will perform robustly), yet adapt optimally to favorable stochastic environments (so they will perform well in a variety of settings of practical importance). We quantify the friendliness of stochastic environments by means of the well-known Bernstein (a.k.a. generalized Tsybakov margin) condition. For two recent algorithms (Squint for the Hedge setting and MetaGrad for online convex optimization) we show that the particular form of their data-dependent individual-sequence regret guarantees implies that they adapt automatically to the Bernstein parameters of the stochastic environment. We prove that these algorithms attain fast rates in their respective settings both in expectation and with high probability.


Online Isotonic Regression

arXiv.org Machine Learning

We consider the online version of the isotonic regression problem. Given a set of linearly ordered points (e.g., on the real line), the learner must predict labels sequentially at adversarially chosen positions and is evaluated by her total squared loss compared against the best isotonic (non-decreasing) function in hindsight. We survey several standard online learning algorithms and show that none of them achieve the optimal regret exponent; in fact, most of them (including Online Gradient Descent, Follow the Leader and Exponential Weights) incur linear regret. We then prove that the Exponential Weights algorithm played over a covering net of isotonic functions has a regret bounded by $O\big(T^{1/3} \log^{2/3}(T)\big)$ and present a matching $\Omega(T^{1/3})$ lower bound on regret. We provide a computationally efficient version of this algorithm. We also analyze the noise-free case, in which the revealed labels are isotonic, and show that the bound can be improved to $O(\log T)$ or even to $O(1)$ (when the labels are revealed in isotonic order). Finally, we extend the analysis beyond squared loss and give bounds for entropic loss and absolute loss.


Minimax Time Series Prediction

Neural Information Processing Systems

We consider an adversarial formulation of the problem of predicting a time series with square loss. The aim is to predict an arbitrary sequence of vectors almost as well as the best smooth comparator sequence in retrospect. Our approach allows naturalmeasures of smoothness such as the squared norm of increments. More generally, we consider a linear time series model and penalize the comparator sequencethrough the energy of the implied driving noise terms. We derive the minimax strategy for all problems of this type and show that it can be implemented efficiently.The optimal predictions are linear in the previous observations. We obtain an explicit expression for the regret in terms of the parameters defining the problem. For typical, simple definitions of smoothness, the computation of the optimal predictions involves only sparse matrices. In the case of norm-constrained data, where the smoothness is defined in terms of the squared norm of the comparator's increments,we show that the regret grows as T/ λ


Second-order Quantile Methods for Experts and Combinatorial Games

arXiv.org Machine Learning

We aim to design strategies for sequential decision making that adjust to the difficulty of the learning problem. We study this question both in the setting of prediction with expert advice, and for more general combinatorial decision tasks. We are not satisfied with just guaranteeing minimax regret rates, but we want our algorithms to perform significantly better on easy data. Two popular ways to formalize such adaptivity are second-order regret bounds and quantile bounds. The underlying notions of 'easy data', which may be paraphrased as "the learning problem has small variance" and "multiple decisions are useful", are synergetic. But even though there are sophisticated algorithms that exploit one of the two, no existing algorithm is able to adapt to both. In this paper we outline a new method for obtaining such adaptive algorithms, based on a potential function that aggregates a range of learning rates (which are essential tuning parameters). By choosing the right prior we construct efficient algorithms and show that they reap both benefits by proving the first bounds that are both second-order and incorporate quantiles.


Learning the Learning Rate for Prediction with Expert Advice

Neural Information Processing Systems

Most standard algorithms for prediction with expert advice depend on a parameter called the learning rate. This learning rate needs to be large enough to fit the data well, but small enough to prevent overfitting. For the exponential weights algorithm, a sequence of prior work has established theoretical guarantees for higher and higher data-dependent tunings of the learning rate, which allow for increasingly aggressive learning. But in practice such theoretical tunings often still perform worse (as measured by their regret) than ad hoc tuning with an even higher learning rate. To close the gap between theory and practice we introduce an approach to learn the learning rate. Up to a factor that is at most (poly)logarithmic in the number of experts and the inverse of the learning rate, our method performs as well as if we would know the empirically best learning rate from a large range that includes both conservative small values and values that are much higher than those for which formal guarantees were previously available. Our method employs a grid of learning rates, yet runs in linear time regardless of the size of the grid.


Efficient Minimax Strategies for Square Loss Games

Neural Information Processing Systems

We consider online prediction problems where the loss between the prediction and the outcome is measured by the squared Euclidean distance and its generalization, the squared Mahalanobis distance. We derive the minimax solutions for the case where the prediction and action spaces are the simplex (this setup is sometimes called the Brier game) and the $\ell_2$ ball (this setup is related to Gaussian density estimation). We show that in both cases the value of each sub-game is a quadratic function of a simple statistic of the state, with coefficients that can be efficiently computed using an explicit recurrence relation. The resulting deterministic minimax strategy and randomized maximin strategy are linear functions of the statistic.