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 query complexity


Agnostic Active Learning Is Always Better Than Passive Learning

Neural Information Processing Systems

We provide the first sharp characterization of the optimal first-order query complexity of agnostic active learning, and propose a new general active learning algorithm which achieves it. Remarkably, the optimal query complexity admits a leading term which is always strictly smaller than the sample complexity of passive supervised learning (by a factor proportional to the best-in-class error rate). This was not previously known to be possible. For comparison, in all previous general analyses, the leading term exhibits an additional factor, such as the disagreement coefficient or related complexity measures, and therefore only provides improvements over passive learning in restricted cases. The present work completely removes such factors from the leading term, implying that every concept class benefits from active learning in the non-realizable case. Whether such benefits are possible has been the driving question underlying the past two decades of research on the theory of agnostic active learning. This work finally settles this fundamental question.


Robust Regression of General ReLUs with Queries

Neural Information Processing Systems

We study the task of agnostically learning general (as opposed to homogeneous) ReLUs under the Gaussian distribution with respect to the squared loss. In the passive learning setting, recent work gave a computationally efficient algorithm that uses poly(d,1/ϵ)labeled examples and outputs a hypothesis with error O(opt)+ϵ, where optis the squared loss of the best fit ReLU. Here we focus on the interactive setting, where the learner has some form of query access to the labels of unlabeled examples. Our main result is the first computationally efficient learner that uses dpolylog(1/ϵ)+ O(min{1/p,1/ϵ})black-box label queries, where pis the bias of the target function, and achieves error O(opt)+ϵ. We complement our algorithmic result by showing that its query complexity bound is qualitatively near-optimal, even ignoring computational constraints. Finally, we establish that query access is essentially necessary to improve on the label complexity of passive learning. Specifically, for pool-based active learning, any active learner requires Ω(d/ϵ) labels, unless it draws a super-polynomial number of unlabeled examples.


acb3e20075b0a2dfa3565f06681578e5-Paper-Conference.pdf

Neural Information Processing Systems

This paper investigates convex-concave minimax optimization problems where only the function value access is allowed. We introduce a class of Hessianaware quantum zeroth-order methods that can find the ǫ-saddle point within O(d2/3ǫ 2/3) function value oracle calls. This represents an improvement of d1/3ǫ 1/3 over the O(dǫ 1) upper bound of classical zeroth-order methods, where d denotes the problem dimension. We extend these results to µ-stronglyconvex µ-strongly-concave minimax problems using a restart strategy, and show a speedup of d1/3µ 1/3 compared to classical zeroth-order methods. The acceleration achieved by our methods stems from the construction of efficient quantum estimators for the Hessian and the subsequent design of efficient Hessian-aware algorithms. In addition, we apply such ideas to non-convex optimization, leading to a reduction in the query complexity compared to classical methods.


Non-monotone Submodular Optimization: p-Matchoid Constraints and Fully Dynamic Setting

Neural Information Processing Systems

Submodular maximization subject to a p-matchoid constraint has various applications in machine learning, particularly in tasks such as feature selection, video and text summarization, movie recommendation, graph-based learning, and constraintbased optimization. We study this problem in the dynamic setting, where a sequence of insertions and deletions of elements to a p-matchoid M(V,I) occurs over time and the goal is to efficiently maintain an approximate solution. We propose a dynamic algorithm for non-monotone submodular maximization under a p-matchoid constraint. For a p-matchoid M(V,I) of rank k, defined by a collection of m matroids, our algorithm guarantees a (2p +2 p p(p +1) +1 +ϵ)-approximate solution at any time t in the update sequence, with an expected amortized query complexity of O(ϵ 3 pk4 log2(k)) per update.



Oracle-Efficient Combinatorial Semi-Bandits

Neural Information Processing Systems

We study the combinatorial semi-bandit problem where an agent selects a subset of base arms and receives individual feedback. While this generalizes the classical multi-armed bandit and has broad applicability, its scalability is limited by the high cost of combinatorial optimization, requiring oracle queries at every round. To tackle this, we propose oracle-efficient frameworks that significantly reduce oracle calls while maintaining tight regret guarantees. For the worst-case linear reward setting, our algorithms achieve eO( T) regret using only O(loglogT) oracle queries. We also propose covariance-adaptive algorithms that leverage noise structure for improved regret, and extend our approach to general (nonlinear) rewards. Overall, our methods reduce oracle usage from linear to (doubly) logarithmic in time, with strong theoretical guarantees.


Protocols for Verifying Smooth Strategies in Bandits and Games

Neural Information Processing Systems

We study protocols for verifying approximate optimality of strategies in multi-armed bandits and normal-form games. As the number of actions available to each player is often large, we seek protocols where the number of queries to the utility oracle is sublinear in the number of actions. We prove that such verification is possible for sufficiently smooth strategies that do not put too much probability mass on any specific action and provide protocols for verifying that a smooth policy for a multi-armed bandit is close to optimal. Our verification protocols require provably fewer arm queries than learning. Furthermore, we show how to use cryptographic tools to reduce the communication cost of our protocols. We complement our protocol by proving a nearly tight lower bound on the query complexity of verification in our settings. As an application, we use our bandit verification protocol to build a protocol for verifying approximate optimality of a strong smooth Nash equilibrium, with sublinear query complexity.


Fast Zeroth-Order Convex Optimization with Quantum Gradient Methods

Neural Information Processing Systems

We study quantum algorithms based on quantum (sub)gradient estimation using noisy function evaluation oracles, and demonstrate the first dimension-independent query complexities (up to poly-logarithmic factors) for zeroth-order convex optimization in both smooth and nonsmooth settings. Interestingly, only using noisy function evaluation oracles, we match the first-order query complexities of classical gradient descent, thereby exhibiting exponential separation between quantum and classical zeroth-order optimization. We then generalize these algorithms to work in non-Euclidean settings by using quantum (sub)gradient estimation to instantiate mirror descent and its variants, including dual averaging and mirror prox. By leveraging a connection between semidefinite programming and eigenvalue optimization, we use our quantum mirror descent method to give a new quantum algorithm for solving semidefinite programs, linear programs, and zero-sum games. We identify a parameter regime in which our zero-sum games algorithm is faster than any existing classical or quantum approach.


Near-Optimal Quantum Algorithms for Computing (Coarse) Correlated Equilibria of General-Sum Games

Neural Information Processing Systems

Computing Nash equilibria of zero-sum games in classical and quantum settings is extensively studied. For general-sum games, computing Nash equilibria is PPAD-hard and the computing of a more general concept called correlated equilibria has been widely explored in game theory. In this paper, we initiate the study of quantum algorithms for computing $\varepsilon$-approximate correlated equilibria (CE) and coarse correlated equilibria (CCE) in multi-player normal-form games. Our approach utilizes quantum improvements to the multi-scale Multiplicative Weight Update (MWU) method for CE calculations, achieving a query complexity of $\tilde{O}(m\sqrt{n})$ for fixed $\varepsilon$. For CCE, we extend techniques from quantum algorithms for zero-sum games to multi-player settings, achieving query complexity $\tilde{O}(m\sqrt{n}/\varepsilon^{2.5})$. Both algorithms demonstrate a near-optimal scaling in the number of players $m$ and actions $n$, as confirmed by our quantum query lower bounds.


Smoothed Score Queries and the Complexity of Sampling

arXiv.org Machine Learning

We study the query complexity of sampling from high-dimensional Gaussian distributions using gradient information. In the standard oracle model, exact gradients expose only matrix-vector products with the precision matrix, leading to polynomial approximation barriers and a characteristic \(\sqrtκ\) dependence on the condition number. We show that this barrier disappears when the sampler is allowed to query \emph{smoothed scores}, namely gradients of the logarithms of the Gaussian-convolved densities. For a Gaussian target with precision matrix \(Λ\), a smoothed-score query at noise level \(τ\) gives access to the resolvent \((Λ+τ^{-1}I)^{-1}\). Combining geometrically spaced noise levels with sinc-quadrature rational approximation, we obtain a sampler with $q=O\!\left(\bigl(\logκ+\log(e\sqrt d/δ_{\rm TV})\bigr)\log(e\sqrt d/δ_{\rm TV})\right)$ smoothed-score queries for total variation error \(δ_{\rm TV}\), improving the condition-number dependence from \(\sqrtκ\) to logarithmic. We also study finite-bit gradient oracles. Using coordinatewise quantization of the transformed smoothed-score answers and a final dithering step, we obtain a sampling scheme whose total communicated gradient information is polylogarithmic in \(κ\); in particular, for fixed dimension and accuracy, the bit complexity is \(O(\log^2κ)\). To complement these upper bounds, we introduce a channel-synthesis, or reverse-Shannon, converse technique for sampling lower bounds. This converts total-variation simulation guarantees into communication requirements and yields an \(Ω(\logκ)\) lower bound on the required gradient information. Together, these results identify smoothed scores as a provably more informative oracle for sampling and give nearly matching upper and lower bounds for its finite-bit complexity.