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Online Convex Optimization with Stochastic Constraints

Neural Information Processing Systems

This paper considers online convex optimization (OCO) with stochastic constraints, which generalizes Zinkevich's OCO over a known simple fixed set by introducing multiple stochastic functional constraints that are i.i.d.


Limitations on Variance-Reduction and Acceleration Schemes for Finite Sums Optimization

Neural Information Processing Systems

We study the conditions under which one is able to efficiently apply variance-reduction and acceleration schemes on finite sums problems. First, we show that perhaps surprisingly, the finite sum structure, by itself, is not sufficient for obtaining a complexity bound of $\tilde{\cO}((n+L/\mu)\ln(1/\epsilon))$ for $L$-smooth and $\mu$-strongly convex finite sums - one must also know exactly which individual function is being referred to by the oracle at each iteration. Next, we show that for a broad class of first-order and coordinate-descent finite sums algorithms (including, e.g., SDCA, SVRG, SAG), it is not possible to get an `accelerated' complexity bound of $\tilde{\cO}((n+\sqrt{n L/\mu})\ln(1/\epsilon))$, unless the strong convexity parameter is given explicitly. Lastly, we show that when this class of algorithms is used for minimizing $L$-smooth and non-strongly convex finite sums, the optimal complexity bound is $\tilde{\cO}(n+L/\epsilon)$, assuming that (on average) the same update rule is used for any iteration, and $\tilde{\cO}(n+\sqrt{nL/\epsilon})$, otherwise.


Near Minimax Optimal Players for the Finite-Time 3-Expert Prediction Problem

Neural Information Processing Systems

We study minimax strategies for the online prediction problem with expert advice. It has been conjectured that a simple adversary strategy, called COMB, is near optimal in this game for any number of experts. Our results and new insights make progress in this direction by showing that, up to a small additive term, COMB is minimax optimal in the finite-time three expert problem. In addition, we provide for this setting a new near minimax optimal COMB-based learner. Prior to this work, in this problem, learners obtaining the optimal multiplicative constant in their regret rate were known only when $K=2$ or $K\rightarrow\infty$. We characterize, when $K=3$, the regret of the game scaling as $\sqrt{8/(9\pi)T}\pm \log(T)^2$ which gives for the first time the optimal constant in the leading ($\sqrt{T}$) term of the regret.


Stochastic and Adversarial Online Learning without Hyperparameters

Neural Information Processing Systems

Most online optimization algorithms focus on one of two things: performing well in adversarial settings by adapting to unknown data parameters (such as Lipschitz constants), typically achieving $O(\sqrt{T})$ regret, or performing well in stochastic settings where they can leverage some structure in the losses (such as strong convexity), typically achieving $O(\log(T))$ regret. Algorithms that focus on the former problem hitherto achieved $O(\sqrt{T})$ in the stochastic setting rather than $O(\log(T))$. Here we introduce an online optimization algorithm that achieves $O(\log^4(T))$ regret in a wide class of stochastic settings while gracefully degrading to the optimal $O(\sqrt{T})$ regret in adversarial settings (up to logarithmic factors). Our algorithm does not require any prior knowledge about the data or tuning of parameters to achieve superior performance.


Generalization Properties of Learning with Random Features

Neural Information Processing Systems

We study the generalization properties of ridge regression with random features in the statistical learning framework. We show for the first time that $O(1/\sqrt{n})$ learning bounds can be achieved with only $O(\sqrt{n}\log n)$ random features rather than $O({n})$ as suggested by previous results. Further, we prove faster learning rates and show that they might require more random features, unless they are sampled according to a possibly problem dependent distribution. Our results shed light on the statistical computational trade-offs in large scale kernelized learning, showing the potential effectiveness of random features in reducing the computational complexity while keeping optimal generalization properties.


Optimistic posterior sampling for reinforcement learning: worst-case regret bounds

Neural Information Processing Systems

We present an algorithm based on posterior sampling (aka Thompson sampling) that achieves near-optimal worst-case regret bounds when the underlying Markov Decision Process (MDP) is communicating with a finite, though unknown, diameter. Our main result is a high probability regret upper bound of $\tilde{O}(D\sqrt{SAT})$ for any communicating MDP with $S$ states, $A$ actions and diameter $D$, when $T\ge S^5A$. Here, regret compares the total reward achieved by the algorithm to the total expected reward of an optimal infinite-horizon undiscounted average reward policy, in time horizon $T$. This result improves over the best previously known upper bound of $\tilde{O}(DS\sqrt{AT})$ achieved by any algorithm in this setting, and matches the dependence on $S$ in the established lower bound of $\Omega(\sqrt{DSAT})$ for this problem. Our techniques involve proving some novel results about the anti-concentration of Dirichlet distribution, which may be of independent interest.


Affine-Invariant Online Optimization and the Low-rank Experts Problem

Neural Information Processing Systems

We present a new affine-invariant optimization algorithm called Online Lazy Newton. The regret of Online Lazy Newton is independent of conditioning: the algorithm's performance depends on the best possible preconditioning of the problem in retrospect and on its \emph{intrinsic} dimensionality. As an application, we show how Online Lazy Newton can be used to achieve an optimal regret of order $\sqrt{rT}$ for the low-rank experts problem, improving by a $\sqrt{r}$ factor over the previously best known bound and resolving an open problem posed by Hazan et al (2016).


Online Learning of Optimal Bidding Strategy in Repeated Multi-Commodity Auctions

Neural Information Processing Systems

We study the online learning problem of a bidder who participates in repeated auctions. With the goal of maximizing his T-period payoff, the bidder determines the optimal allocation of his budget among his bids for $K$ goods at each period. As a bidding strategy, we propose a polynomial-time algorithm, inspired by the dynamic programming approach to the knapsack problem. The proposed algorithm, referred to as dynamic programming on discrete set (DPDS), achieves a regret order of $O(\sqrt{T\log{T}})$. By showing that the regret is lower bounded by $\Omega(\sqrt{T})$ for any strategy, we conclude that DPDS is order optimal up to a $\sqrt{\log{T}}$ term. We evaluate the performance of DPDS empirically in the context of virtual trading in wholesale electricity markets by using historical data from the New York market. Empirical results show that DPDS consistently outperforms benchmark heuristic methods that are derived from machine learning and online learning approaches.


Faster Projection-free Convex Optimization over the Spectrahedron

Neural Information Processing Systems

Minimizing a convex function over the spectrahedron, i.e., the set of all $d\times d$ positive semidefinite matrices with unit trace, is an important optimization task with many applications in optimization, machine learning, and signal processing. It is also notoriously difficult to solve in large-scale since standard techniques require to compute expensive matrix decompositions. An alternative, is the conditional gradient method (aka Frank-Wolfe algorithm) that regained much interest in recent years, mostly due to its application to this specific setting. The key benefit of the CG method is that it avoids expensive matrix decompositions all together, and simply requires a single eigenvector computation per iteration, which is much more efficient.


Is Q-Learning Provably Efficient?

Neural Information Processing Systems

Model-free reinforcement learning (RL) algorithms directly parameterize and update value functions or policies, bypassing the modeling of the environment. They are typically simpler, more flexible to use, and thus more prevalent in modern deep RL than model-based approaches. However, empirical work has suggested that they require large numbers of samples to learn. The theoretical question of whether not model-free algorithms are in fact \emph{sample efficient} is one of the most fundamental questions in RL. The problem is unsolved even in the basic scenario with finitely many states and actions. We prove that, in an episodic MDP setting, Q-learning with UCB exploration achieves regret $\tlO(\sqrt{H^3 SAT})$ where $S$ and $A$ are the numbers of states and actions, $H$ is the number of steps per episode, and $T$ is the total number of steps. Our regret matches the optimal regret up to a single $\sqrt{H}$ factor. Thus we establish the sample efficiency of a classical model-free approach. Moreover, to the best of our knowledge, this is the first model-free analysis to establish $\sqrt{T}$ regret \emph{without} requiring access to a ``simulator.''