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Adam Tauman Kalai

Publications and source records attributed to Adam Tauman Kalai.

41 records · Page 3Linked to original sources

Adaptively Learning the Crowd Kernel

We introduce an algorithm that, given n objects, learns a similarity matrix over all n^2 pairs, from crowdsourced data alone. The algorithm samples responses to adaptively chosen triplet-based relative-similarity queries. Each query has the form "is object 'a' more similar to 'b' or to 'c'?" and is chosen to be maximally informative given the preceding responses. The output is an embedding of the objects into Euclidean space (like MDS); we refer to this as the "crowd kernel." SVMs reveal that the crowd kernel captures prominent and subtle features across a number of domains, such as "is striped" among neckties and "vowel vs. consonant" among letters.

cs.LG↗

Efficient Learning of Generalized Linear and Single Index Models with Isotonic Regression

Generalized Linear Models (GLMs) and Single Index Models (SIMs) provide powerful generalizations of linear regression, where the target variable is assumed to be a (possibly unknown) 1-dimensional function of a linear predictor. In general, these problems entail non-convex estimation procedures, and, in practice, iterative local search heuristics are often used. Kalai and Sastry (2009) recently provided the first provably efficient method for learning SIMs and GLMs, under the assumptions that the data are in fact generated under a GLM and under certain monotonicity and Lipschitz constraints. However, to obtain provable performance, the method requires a fresh sample every iteration. In this paper, we provide algorithms for learning GLMs and SIMs, which are both computationally and statistically efficient. We also provide an empirical study, demonstrating their feasibility in practice.

cs.AI↗

Dueling Algorithms

We revisit classic algorithmic search and optimization problems from the perspective of competition. Rather than a single optimizer minimizing expected cost, we consider a zero-sum game in which an optimization problem is presented to two players, whose only goal is to outperform the opponent. Such games are typically exponentially large zero-sum games, but they often have a rich combinatorial structure. We provide general techniques by which such structure can be leveraged to find minmax-optimal and approximate minmax-optimal strategies. We give examples of ranking, hiring, compression, and binary search duels, among others. We give bounds on how often one can beat the classic optimization algorithms in such duels.

cs.GT↗

Decision trees are PAC-learnable from most product distributions: a smoothed analysis

We consider the problem of PAC-learning decision trees, i.e., learning a decision tree over the n-dimensional hypercube from independent random labeled examples. Despite significant effort, no polynomial-time algorithm is known for learning polynomial-sized decision trees (even trees of any super-constant size), even when examples are assumed to be drawn from the uniform distribution on {0,1}^n. We give an algorithm that learns arbitrary polynomial-sized decision trees for {\em most product distributions}. In particular, consider a random product distribution where the bias of each bit is chosen independently and uniformly from, say, [.49,.51]. Then with high probability over the parameters of the product distribution and the random examples drawn from it, the algorithm will learn any tree. More generally, in the spirit of smoothed analysis, we consider an arbitrary product distribution whose parameters are specified only up to a [-c,c] accuracy (perturbation), for an arbitrarily small positive constant c.

cs.LG↗

Online convex optimization in the bandit setting: gradient descent without a gradient

We consider a the general online convex optimization framework introduced by Zinkevich. In this setting, there is a sequence of convex functions. Each period, we must choose a signle point (from some feasible set) and pay a cost equal to the value of the next function on our chosen point. Zinkevich shows that, if the each function is revealed after the choice is made, then one can achieve vanishingly small regret relative the best single decision chosen in hindsight. We extend this to the bandit setting where we do not find out the entire functions but rather just their value at our chosen point. We show how to get vanishingly small regret in this setting. Our approach uses a simple approximation of the gradient that is computed from evaluating a function at a single (random) point. We show that this estimate is sufficient to mimic Zinkevich's gradient descent online analysis, with access to the gradient (only being able to evaluate the function at a single point).

cs.LG↗