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 polytime


On the universality of deep learning

Neural Information Processing Systems

This paper shows that deep learning, i.e., neural networks trained by SGD, can learn in polytime any function class that can be learned in polytime by some algorithm, including parities. This universal result is further shown to be robust, i.e., it holds under possibly poly-noise on the gradients, which gives a separation between deep learning and statistical query algorithms, as the latter are not comparably universal due to cases like parities. This also shows that SGD-based deep learning does not suffer from the limitations of the perceptron discussed by Minsky-Papert '69. The paper further complement this result with a lower-bound on the generalization error of descent algorithms, which implies in particular that the robust universality breaks down if the gradients are averaged over large enough batches of samples as in full-GD, rather than fewer samples as in SGD.



Computing Game Symmetries and Equilibria That Respect Them

arXiv.org Artificial Intelligence

Strategic interactions can be represented more concisely, and analyzed and solved more efficiently, if we are aware of the symmetries within the multiagent system. Symmetries also have conceptual implications, for example for equilibrium selection. We study the computational complexity of identifying and using symmetries. Using the classical framework of normal-form games, we consider game symmetries that can be across some or all players and/or actions. We find a strong connection between game symmetries and graph automorphisms, yielding graph automorphism and graph isomorphism completeness results for characterizing the symmetries present in a game. On the other hand, we also show that the problem becomes polynomial-time solvable when we restrict the consideration of actions in one of two ways. Next, we investigate when exactly game symmetries can be successfully leveraged for Nash equilibrium computation. We show that finding a Nash equilibrium that respects a given set of symmetries is PPAD- and CLS-complete in general-sum and team games respectively -- that is, exactly as hard as Brouwer fixed point and gradient descent problems. Finally, we present polynomial-time methods for the special cases where we are aware of a vast number of symmetries, or where the game is two-player zero-sum and we do not even know the symmetries.


On the universality of deep learning

Neural Information Processing Systems

This paper shows that deep learning, i.e., neural networks trained by SGD, can learn in polytime any function class that can be learned in polytime by some algorithm, including parities. This universal result is further shown to be robust, i.e., it holds under possibly poly-noise on the gradients, which gives a separation between deep learning and statistical query algorithms, as the latter are not comparably universal due to cases like parities. This also shows that SGD-based deep learning does not suffer from the limitations of the perceptron discussed by Minsky-Papert '69. The paper further complement this result with a lower-bound on the generalization error of descent algorithms, which implies in particular that the robust universality breaks down if the gradients are averaged over large enough batches of samples as in full-GD, rather than fewer samples as in SGD.


Imperfect-Recall Games: Equilibrium Concepts and Their Complexity

arXiv.org Artificial Intelligence

We investigate optimal decision making under imperfect recall, that is, when an agent forgets information it once held before. An example is the absentminded driver game, as well as team games in which the members have limited communication capabilities. In the framework of extensive-form games with imperfect recall, we analyze the computational complexities of finding equilibria in multiplayer settings across three different solution concepts: Nash, multiselves based on evidential decision theory (EDT), and multiselves based on causal decision theory (CDT). We are interested in both exact and approximate solution computation. As special cases, we consider (1) single-player games, (2) two-player zero-sum games and relationships to maximin values, and (3) games without exogenous stochasticity (chance nodes). We relate these problems to the complexity classes P, PPAD, PLS, $\Sigma_2^P$ , $\exists$R, and $\exists \forall$R.


Variable Shift SDD: A More Succinct Sentential Decision Diagram

arXiv.org Artificial Intelligence

The Sentential Decision Diagram (SDD) is a tractable representation of Boolean functions that subsumes the famous Ordered Binary Decision Diagram (OBDD) as a strict subset. SDDs are attracting much attention because they are more succinct than OBDDs, as well as having canonical forms and supporting many useful queries and transformations such as model counting and Apply operation. In this paper, we propose a more succinct variant of SDD named Variable Shift SDD (VS-SDD). The key idea is to create a unique representation for Boolean functions that are equivalent under a specific variable substitution. We show that VS-SDDs are never larger than SDDs and there are cases in which the size of a VS-SDD is exponentially smaller than that of an SDD. Moreover, despite such succinctness, we show that numerous basic operations that are supported in polytime with SDD are also supported in polytime with VS-SDD. Experiments confirm that VS-SDDs are significantly more succinct than SDDs when applied to classical planning instances, where inherent symmetry exists.


Zero-Suppressed Sentential Decision Diagrams

AAAI Conferences

The Sentential Decision Diagram (SDD) is a prominent knowledge representation language that subsumes the Ordered Binary Decision Diagram (OBDD) as a strict subset. Like OBDDs, SDDs have canonical forms and support bottom-up operations for combining SDDs, but they are more succinct than OBDDs. In this paper we introduce an SDD variant, called the Zero-suppressed Sentential Decision Diagram (ZSDD). The key idea of ZSDD is to employ new trimming rules for obtaining a canonical form. As a result, ZSDD subsumes the Zero-suppressed Binary Decision Diagram (ZDD) as a strict subset. ZDDs are known for their effectiveness on representing sparse Boolean functions. Likewise, ZSDDs can be more succinct than SDDs when representing sparse Boolean functions. We propose several polytime bottom-up operations over ZSDDs, and a technique for reducing ZSDD size, while maintaining applicability to important queries. We also specify two distinct upper bounds on ZSDD sizes; one is derived from the treewidth of a CNF and the other from the size of a family of sets. Experiments show that ZSDDs are smaller than SDDs or ZDDs for a standard benchmark dataset.


On the Role of Canonicity in Bottom-up Knowledge Compilation

arXiv.org Artificial Intelligence

We consider the problem of bottom-up compilation of knowledge bases, which is usually predicated on the existence of a polytime function for combining compilations using Boolean operators (usually called an Apply function). While such a polytime Apply function is known to exist for certain languages (e.g., OBDDs) and not exist for others (e.g., DNNF), its existence for certain languages remains unknown. Among the latter is the recently introduced language of Sentential Decision Diagrams (SDDs), for which a polytime Apply function exists for unreduced SDDs, but remains unknown for reduced ones (i.e. canonical SDDs). We resolve this open question in this paper and consider some of its theoretical and practical implications. Some of the findings we report question the common wisdom on the relationship between bottom-up compilation, language canonicity and the complexity of the Apply function.


A Knowledge Compilation Map

arXiv.org Artificial Intelligence

We propose a perspective on knowledge compilation which calls for analyzing different compilation approaches according to two key dimensions: the succinctness of the target compilation language, and the class of queries and transformations that the language supports in polytime. We then provide a knowledge compilation map, which analyzes a large number of existing target compilation languages according to their succinctness and their polytime transformations and queries. We argue that such analysis is necessary for placing new compilation approaches within the context of existing ones. We also go beyond classical, flat target compilation languages based on CNF and DNF, and consider a richer, nested class based on directed acyclic graphs (such as OBDDs), which we show to include a relatively large number of target compilation languages.


Reduced Ordered Binary Decision Diagram with Implied Literals: A New knowledge Compilation Approach

arXiv.org Artificial Intelligence

Knowledge compilation is an approach to tackle the computational intractability of general reasoning problems. According to this approach, knowledge bases are converted off-line into a target compilation language which is tractable for on-line querying. Reduced ordered binary decision diagram (ROBDD) is one of the most influential target languages. We generalize ROBDD by associating some implied literals in each node and the new language is called reduced ordered binary decision diagram with implied literals (ROBDD-L). Then we discuss a kind of subsets of ROBDD-L called ROBDD-i with precisely i implied literals (0 \leq i \leq \infty). In particular, ROBDD-0 is isomorphic to ROBDD; ROBDD-\infty requires that each node should be associated by the implied literals as many as possible. We show that ROBDD-i has uniqueness over some specific variables order, and ROBDD-\infty is the most succinct subset in ROBDD-L and can meet most of the querying requirements involved in the knowledge compilation map. Finally, we propose an ROBDD-i compilation algorithm for any i and a ROBDD-\infty compilation algorithm. Based on them, we implement a ROBDD-L package called BDDjLu and then get some conclusions from preliminary experimental results: ROBDD-\infty is obviously smaller than ROBDD for all benchmarks; ROBDD-\infty is smaller than the d-DNNF the benchmarks whose compilation results are relatively small; it seems that it is better to transform ROBDDs-\infty into FBDDs and ROBDDs rather than straight compile the benchmarks.