iteration complexity
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Score-based sampling without diffusions: Guidance from a simple and modular scheme
Sampling based on score diffusions has led to striking empirical results, and has attracted considerable attention from various research communities. It depends on availability of (approximate) Stein score functions for various levels of additive noise. We describe and analyze a modular scheme that reduces score-based sampling to solving a short sequence of ``nice'' sampling problems, for which high-accuracy samplers are known. We show how to design forward trajectories such that both (a) the terminal distribution, and (b) each of the backward conditional distribution is defined by a strongly log concave (SLC) distribution. This modular reduction allows us to exploit \emph{any} SLC sampling algorithm in order to traverse the backwards path, and we establish novel guarantees with short proofs for both uni-modal and multi-modal densities. The use of high-accuracy routines yields $\varepsilon$-accurate answers, in either KL or Wasserstein distances, with polynomial dependence on $\log(1/\varepsilon)$ and $\sqrt{d}$ dependence on the dimension.
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Convergence of \text{log}(1/\epsilon) for Gradient-Based Algorithms in Zero-Sum Games without the Condition Number: A Smoothed Analysis
Gradient-based algorithms have shown great promise in solving large (two-player) zero-sum games. However, their success has been mostly confined to the low-precision regime since the number of iterations grows polynomially in $1/\epsilon$, where $\epsilon > 0$ is the duality gap. While it has been well-documented that linear convergence---an iteration complexity scaling as $\text{log}(1/\epsilon)$---can be attained even with gradient-based algorithms, that comes at the cost of introducing a dependency on certain condition number-like quantities which can be exponentially large in the description of the game. To address this shortcoming, we examine the iteration complexity of several gradient-based algorithms in the celebrated framework of smoothed analysis, and we show that they have polynomial smoothed complexity, in that their number of iterations grows as a polynomial in the dimensions of the game, $\text{log}(1/\epsilon)$, and $1/\sigma$, where $\sigma$ measures the magnitude of the smoothing perturbation. Our result applies to optimistic gradient and extra-gradient descent/ascent, as well as a certain iterative variant of Nesterov's smoothing technique. From a technical standpoint, the proof proceeds by characterizing and performing a smoothed analysis of a certain error bound, the key ingredient driving linear convergence in zero-sum games. En route, our characterization also makes a natural connection between the convergence rate of such algorithms and perturbation-stability properties of the equilibrium, which is of interest beyond the model of smoothed complexity.