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Étienne de Montbrun

Publications and source records attributed to Étienne de Montbrun.

3 recordsLinked to original sources

Certified Multi-Fidelity Zeroth-Order Optimization

We consider the problem of multi-fidelity zeroth-order optimization, where one can evaluate a function $f$ at various approximation levels (of varying costs), and the goal is to optimize $f$ with the cheapest evaluations possible. In this paper, we study certified algorithms, which are additionally required to output a data-driven upper bound on the optimization error. We first formalize the problem in terms of a min-max game between an algorithm and an evaluation environment. We then propose a certified variant of the MFDOO algorithm and derive a bound on its cost complexity for any Lipschitz function $f$. We also prove an $f$-dependent lower bound showing that this algorithm has a near-optimal cost complexity. As a direct example, we close the paper by addressing the special case of noisy (stochastic) evaluations, which corresponds to $\eps$-best arm identification in Lipschitz bandits with continuously many arms.

cs.LG↗

Adaptive approximation of monotone functions

We study the classical problem of approximating a non-decreasing function $f: \mathcal{X} \to \mathcal{Y}$ in $L^p(μ)$ norm by sequentially querying its values, for known compact real intervals $\mathcal{X}$, $\mathcal{Y}$ and a known probability measure $μ$ on $\cX$. For any function~$f$ we characterize the minimum number of evaluations of $f$ that algorithms need to guarantee an approximation $\hat{f}$ with an $L^p(μ)$ error below $ε$ after stopping. Unlike worst-case results that hold uniformly over all $f$, our complexity measure is dependent on each specific function $f$. To address this problem, we introduce GreedyBox, a generalization of an algorithm originally proposed by Novak (1992) for numerical integration. We prove that GreedyBox achieves an optimal sample complexity for any function $f$, up to logarithmic factors. Additionally, we uncover results regarding piecewise-smooth functions. Perhaps as expected, the $L^p(μ)$ error of GreedyBox decreases much faster for piecewise-$C^2$ functions than predicted by the algorithm (without any knowledge on the smoothness of $f$). A simple modification even achieves optimal minimax approximation rates for such functions, which we compute explicitly. In particular, our findings highlight multiple performance gaps between adaptive and non-adaptive algorithms, smooth and piecewise-smooth functions, as well as monotone or non-monotone functions. Finally, we provide numerical experiments to support our theoretical results.

cs.LG↗

Optimistic Gradient Descent Ascent in Zero-Sum and General-Sum Bilinear Games

We study the convergence of Optimistic Gradient Descent Ascent in unconstrained bilinear games. In a first part, we consider the zero-sum case and extend previous results by Daskalakis et al. in 2018, Liang and Stokes in 2019, and others: we prove, for any payoff matrix, the exponential convergence of OGDA to a saddle point and also provide a new, optimal, geometric ratio for the convergence. We also characterize the step sizes inducing convergence, and are able to deduce the optimal step size for the speed of convergence. In a second part, we introduce OGDA for general-sum bilinear games: we show that in an interesting class of games, either OGDA converges exponentially fast to a Nash equilibrium, or the payoffs for both players converge exponentially fast to $+\infty$ (which might be interpreted as endogenous emergence of coordination, or cooperation, among players). We also give sufficient conditions for convergence of OGDA to a Nash equilibrium. These conditions are used to increase the speed of convergence of a min-max problem involving a matrix $A$, by introducing a general-sum game using the Moore-Penrose inverse matrix of $A$. This shows for the first time, at our knowledge, that general-sum games can be used to optimally improve algorithms designed for min-max problems. We finally illustrate our results on simple examples of Generative Adversarial Networks.

math.OC↗