Well File:

 Mark Rowland




Geometrically Coupled Monte Carlo Sampling

Neural Information Processing Systems

Monte Carlo sampling in high-dimensional, low-sample settings is important in many machine learning tasks. We improve current methods for sampling in Euclidean spaces by avoiding independence, and instead consider ways to couple samples. We show fundamental connections to optimal transport theory, leading to novel sampling algorithms, and providing new theoretical grounding for existing strategies. We compare our new strategies against prior methods for improving sample efficiency, including quasi-Monte Carlo, by studying discrepancy. We explore our findings empirically, and observe benefits of our sampling schemes for reinforcement learning and generative modelling.




Multiagent Evaluation under Incomplete Information

Neural Information Processing Systems

This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called ฮฑ-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or ฮฑ-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes. We derive sample complexity guarantees required to confidently rank agents in this setting. We propose adaptive algorithms for accurate ranking, provide correctness and sample complexity guarantees, then introduce a means of connecting uncertainties in noisy match outcomes to uncertainties in rankings. We evaluate the performance of these approaches in several domains, including Bernoulli games, a soccer meta-game, and Kuhn poker.


The Unreasonable Effectiveness of Structured Random Orthogonal Embeddings

Neural Information Processing Systems

We examine a class of embeddings based on structured random matrices with orthogonal rows which can be applied in many machine learning applications including dimensionality reduction and kernel approximation. For both the Johnson-Lindenstrauss transform and the angular kernel, we show that we can select matrices yielding guaranteed improved performance in accuracy and/or speed compared to earlier methods. We introduce matrices with complex entries which give significant further accuracy improvement. We provide geometric and Markov chain-based perspectives to help understand the benefits, and empirical results which suggest that the approach is helpful in a wider range of applications.


Uprooting and Rerooting Higher-Order Graphical Models

Neural Information Processing Systems

The idea of uprooting and rerooting graphical models was introduced specifically for binary pairwise models by Weller [19] as a way to transform a model to any of a whole equivalence class of related models, such that inference on any one model yields inference results for all others. This is very helpful since inference, or relevant bounds, may be much easier to obtain or more accurate for some model in the class. Here we introduce methods to extend the approach to models with higher-order potentials and develop theoretical insights. In particular, we show that the triplet-consistent polytope TRI is unique in being'universally rooted'. We demonstrate empirically that rerooting can significantly improve accuracy of methods of inference for higher-order models at negligible computational cost.