enumeration
On Language Generation in the Limit with Bounded Memory
Kleinberg, Jon, Mehrotra, Anay, Saberi, Amin, Velegkas, Grigoris
We study language generation in the limit under bounded memory. In this task, a learner observes examples from an unknown target language one at a time and must eventually output only new valid examples. Prior work assumes access to the entire history, a strong assumption since realistic algorithms retain limited past information. Classical work in learning theory shows memory constraints dramatically alter learnability; we extend this to language generation. First, we study memoryless generators. Under a mild enumeration restriction, every countable collection of infinite languages remains generable without memory. Without this restriction, we exactly characterize when memoryless generation is possible. For finite collections, we characterize the optimal minimax density achievable by memoryless generators -- the best density guaranteed against any collection of a given size. This combinatorial bound relies on Sperner's theorem and symmetric chain decompositions. We further show that a sliding window of the last $W$ examples does not improve this worst-case density, whereas allowing it to store $b$ adaptively chosen past examples improves the achievable density for every $b \geq 1$. Finally, we revisit identification in the limit, where the learner must converge to a single correct hypothesis for the target language. We focus on its incremental variant, where the learner remembers only its previous guess. Here, although exact identification fails on a collection of just three languages, a mild relaxation requiring convergence to an ``approximate'' version of the target is achievable for every finite collection. These results show bounded memory affects these tasks differently: generation remains achievable for every countable collection, while density and identification are confined to finite collections, with guarantees weakening as the collection grows.
Differentially Private Language Generation and Identification in the Limit
Mehrotra, Anay, Velegkas, Grigoris, Yu, Xifan, Zhou, Felix
We initiate the study of language generation in the limit, a model recently introduced by Kleinberg and Mullainathan [KM24], under the constraint of differential privacy. We consider the continual release model, where a generator must eventually output a stream of valid strings while protecting the privacy of the entire input sequence. Our first main result is that for countable collections of languages, privacy comes at no qualitative cost: we provide an $\varepsilon$-differentially-private algorithm that generates in the limit from any countable collection. This stands in contrast to many learning settings where privacy renders learnability impossible. However, privacy does impose a quantitative cost: there are finite collections of size $k$ for which uniform private generation requires $ฮฉ(k/\varepsilon)$ samples, whereas just one sample suffices non-privately. We then turn to the harder problem of language identification in the limit. Here, we show that privacy creates fundamental barriers. We prove that no $\varepsilon$-DP algorithm can identify a collection containing two languages with an infinite intersection and a finite set difference, a condition far stronger than the classical non-private characterization of identification. Next, we turn to the stochastic setting where the sample strings are sampled i.i.d. from a distribution (instead of being generated by an adversary). Here, we show that private identification is possible if and only if the collection is identifiable in the adversarial model. Together, our results establish new dimensions along which generation and identification differ and, for identification, a separation between adversarial and stochastic settings induced by privacy constraints.
Linear Time Approximation Algorithm for Column Subset Selection with Local Search
The Column Subset Selection (CSS) problem has been widely studied in dimensionality reduction and feature selection. The goal of the CSS problem is to output a submatrix S, consisting of k columns from an n d input matrix A that minimizes the residual error A-SS^\dagger A _F^2, where S^\dagger is the Moore-Penrose inverse matrix of S. Many previous approximation algorithms have non-linear running times in both n and d, while the existing linear-time algorithms have a relatively larger approximation ratios. Additionally, the local search algorithms in existing results for solving the CSS problem are heuristic. To achieve linear running time while maintaining better approximation using a local search strategy, we propose a local search-based approximation algorithm for the CSS problem with exactly k columns selected.
eccd2a86bae4728b38627162ba297828-Paper.pdf
In contrast, we show that the computation of one PI-explanation for an NBC can be achieved in log-linear time, and that the same result also applies to the more general class of linear classifiers. Furthermore, we show that the enumeration ofPI-explanations can beobtained with polynomial delay. Experimental results demonstrate the performance gains ofthe newalgorithms when compared with earlierwork.
History Filtering in Imperfect Information Games: Algorithms and Complexity
Historically applied exclusively to perfect information games, depth-limited search with value functions has been key to recent advances in AI for imperfect information games. Most prominent approaches with strong theoretical guarantees require - a process in which a subgame is computed from public information and player beliefs. However, subgame decomposition can itself require non-trivial computations, and its tractability depends on the existence of efficient algorithms for either full enumeration or generation of the histories that form the root of the subgame. Despite this, no formal analysis of the tractability of such computations has been established in prior work, and application domains have often consisted of games, such as poker, for which enumeration is trivial on modern hardware.Applying these ideas to more complex domains requires understanding their cost. In this work, we introduce and analyze the computational aspects and tractability of filtering histories for subgame decomposition. We show that constructing a single history from the root of the subgame is generally intractable, and then provide a necessary and sufficient condition for efficient enumeration. We also introduce a novel Markov Chain Monte Carlo-based generation algorithm for trick-taking card games - a domain where enumeration is often prohibitively expensive. Our experiments demonstrate its improved scalability in the trick-taking card game .These contributions clarify when and how depth-limited search via subgame decomposition can be an effective tool for sequential decision-making in imperfect information settings.
Exploring the Whole Rashomon Set of Sparse Decision Trees
In any given machine learning problem, there may be many models that could explain the data almost equally well. However, most learning algorithms return only one of these models, leaving practitioners with no practical way to explore alternative models that might have desirable properties beyond what could be expressed within a loss function. The Rashomon set is the set of these all almost-optimal models. Rashomon sets can be extremely complicated, particularly for highly nonlinear function classes that allow complex interaction terms, such as decision trees. We provide the first technique for completely enumerating the Rashomon set for sparse decision trees; in fact, our work provides the first complete enumeration of any Rashomon set for a non-trivial problem with a highly nonlinear discrete function class. This allows the user an unprecedented level of control over model choice among all models that are approximately equally good. We represent the Rashomon set in a specialized data structure that supports efficient querying and sampling. We show three applications of the Rashomon set: 1) it can be used to study variable importance for the set of almost-optimal trees (as opposed to a single tree), 2) the Rashomon set for accuracy enables enumeration of the Rashomon sets for balanced accuracy and F1-score, and 3) the Rashomon set for a full dataset can be used to produce Rashomon sets constructed with only subsets of the data set. Thus, we are able to examine Rashomon sets across problems with a new lens, enabling users to choose models rather than be at the mercy of an algorithm that produces only a single model.