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Asuman Ozdaglar

Publications and source records attributed to Asuman Ozdaglar.

At least 73 records · Page 4Linked to original sources

Convergence Rate of Incremental Gradient and Newton Methods

The incremental gradient method is a prominent algorithm for minimizing a finite sum of smooth convex functions, used in many contexts including large-scale data processing applications and distributed optimization over networks. It is a first-order method that processes the functions one at a time based on their gradient information. The incremental Newton method, on the other hand, is a second-order variant which exploits additionally the curvature information of the underlying functions and can therefore be faster. In this paper, we focus on the case when the objective function is strongly convex and present fast convergence results for the incremental gradient and incremental Newton methods under the constant and diminishing stepsizes. For a decaying stepsize rule $α_k = Θ(1/k^s)$ with $s \in (0,1]$, we show that the distance of the IG iterates to the optimal solution converges at rate ${\cal O}(1/k^{s})$ (which translates into ${\cal O}(1/k^{2s})$ rate in the suboptimality of the objective value). For $s>1/2$, this improves the previous ${\cal O}(1/\sqrt{k})$ results in distances obtained for the case when functions are non-smooth. We show that to achieve the fastest ${\cal O}(1/k)$ rate, incremental gradient needs a stepsize that requires tuning to the strong convexity parameter whereas the incremental Newton method does not. The results are based on viewing the incremental gradient method as a gradient descent method with gradient errors, devising efficient upper bounds for the gradient error to derive inequalities that relate distances of the consecutive iterates to the optimal solution and finally applying Chung's lemmas from the stochastic approximation literature to these inequalities to determine their asymptotic behavior. In addition, we construct examples to show tightness of our rate results.

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Lockdown interventions in SIR model: Is the reproduction number the right control variable?

The recent COVID-19 pandemic highlighted the need of non-pharmaceutical interventions in the first stages of a pandemic. Among these, lockdown policies proved unavoidable yet extremely costly from an economic perspective. To better understand the tradeoffs between economic and epidemic costs of lockdown interventions, we here focus on a simple SIR epidemic model and study lockdowns as solutions to an optimal control problem. We first show numerically that the optimal lockdown policy exhibits a phase transition from suppression to mitigation as the time horizon grows, i.e., if the horizon is short the optimal strategy is to impose severe lockdown to avoid diffusion of the infection, whereas if the horizon is long the optimal control steers the system to herd immunity to reduce economic loss. We then consider two alternative policies, motivated by government responses to the COVID-19 pandemic, where lockdown levels are selected to either stabilize the reproduction number (i.e., "flatten the curve") or the fraction of infected (i.e., containing the number of hospitalizations). We compute analytically the performance of these two feedback policies and compare them to the optimal control. Interestingly, we show that in the limit of infinite horizon stabilizing the number of infected is preferable to controlling the reproduction number, and in fact yields close to optimal performance.

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Decentralized Q-Learning in Zero-sum Markov Games

We study multi-agent reinforcement learning (MARL) in infinite-horizon discounted zero-sum Markov games. We focus on the practical but challenging setting of decentralized MARL, where agents make decisions without coordination by a centralized controller, but only based on their own payoffs and local actions executed. The agents need not observe the opponent's actions or payoffs, possibly being even oblivious to the presence of the opponent, nor be aware of the zero-sum structure of the underlying game, a setting also referred to as radically uncoupled in the literature of learning in games. In this paper, we develop a radically uncoupled Q-learning dynamics that is both rational and convergent: the learning dynamics converges to the best response to the opponent's strategy when the opponent follows an asymptotically stationary strategy; when both agents adopt the learning dynamics, they converge to the Nash equilibrium of the game. The key challenge in this decentralized setting is the non-stationarity of the environment from an agent's perspective, since both her own payoffs and the system evolution depend on the actions of other agents, and each agent adapts her policies simultaneously and independently. To address this issue, we develop a two-timescale learning dynamics where each agent updates her local Q-function and value function estimates concurrently, with the latter happening at a slower timescale.

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Independent Learning in Stochastic Games

Reinforcement learning (RL) has recently achieved tremendous successes in many artificial intelligence applications. Many of the forefront applications of RL involve multiple agents, e.g., playing chess and Go games, autonomous driving, and robotics. Unfortunately, the framework upon which classical RL builds is inappropriate for multi-agent learning, as it assumes an agent's environment is stationary and does not take into account the adaptivity of other agents. In this review paper, we present the model of stochastic games for multi-agent learning in dynamic environments. We focus on the development of simple and independent learning dynamics for stochastic games: each agent is myopic and chooses best-response type actions to other agents' strategy without any coordination with her opponent. There has been limited progress on developing convergent best-response type independent learning dynamics for stochastic games. We present our recently proposed simple and independent learning dynamics that guarantee convergence in zero-sum stochastic games, together with a review of other contemporaneous algorithms for dynamic multi-agent learning in this setting. Along the way, we also reexamine some classical results from both the game theory and RL literature, to situate both the conceptual contributions of our independent learning dynamics, and the mathematical novelties of our analysis. We hope this review paper serves as an impetus for the resurgence of studying independent and natural learning dynamics in game theory, for the more challenging settings with a dynamic environment.

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On the Convergence Theory of Debiased Model-Agnostic Meta-Reinforcement Learning

We consider Model-Agnostic Meta-Learning (MAML) methods for Reinforcement Learning (RL) problems, where the goal is to find a policy using data from several tasks represented by Markov Decision Processes (MDPs) that can be updated by one step of stochastic policy gradient for the realized MDP. In particular, using stochastic gradients in MAML update steps is crucial for RL problems since computation of exact gradients requires access to a large number of possible trajectories. For this formulation, we propose a variant of the MAML method, named Stochastic Gradient Meta-Reinforcement Learning (SG-MRL), and study its convergence properties. We derive the iteration and sample complexity of SG-MRL to find an $ε$-first-order stationary point, which, to the best of our knowledge, provides the first convergence guarantee for model-agnostic meta-reinforcement learning algorithms. We further show how our results extend to the case where more than one step of stochastic policy gradient method is used at test time. Finally, we empirically compare SG-MRL and MAML in several deep RL environments.

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Generalization of Model-Agnostic Meta-Learning Algorithms: Recurring and Unseen Tasks

In this paper, we study the generalization properties of Model-Agnostic Meta-Learning (MAML) algorithms for supervised learning problems. We focus on the setting in which we train the MAML model over $m$ tasks, each with $n$ data points, and characterize its generalization error from two points of view: First, we assume the new task at test time is one of the training tasks, and we show that, for strongly convex objective functions, the expected excess population loss is bounded by ${\mathcal{O}}(1/mn)$. Second, we consider the MAML algorithm's generalization to an unseen task and show that the resulting generalization error depends on the total variation distance between the underlying distributions of the new task and the tasks observed during the training process. Our proof techniques rely on the connections between algorithmic stability and generalization bounds of algorithms. In particular, we propose a new definition of stability for meta-learning algorithms, which allows us to capture the role of both the number of tasks $m$ and number of samples per task $n$ on the generalization error of MAML.

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Robust Distributed Accelerated Stochastic Gradient Methods for Multi-Agent Networks

We study distributed stochastic gradient (D-SG) method and its accelerated variant (D-ASG) for solving decentralized strongly convex stochastic optimization problems where the objective function is distributed over several computational units, lying on a fixed but arbitrary connected communication graph, subject to local communication constraints where noisy estimates of the gradients are available. We develop a framework which allows to choose the stepsize and the momentum parameters of these algorithms in a way to optimize performance by systematically trading off the bias, variance, robustness to gradient noise and dependence to network effects. When gradients do not contain noise, we also prove that distributed accelerated methods can \emph{achieve acceleration}, requiring $\mathcal{O}(κ\log(1/\varepsilon))$ gradient evaluations and $\mathcal{O}(κ\log(1/\varepsilon))$ communications to converge to the same fixed point with the non-accelerated variant where $κ$ is the condition number and $\varepsilon$ is the target accuracy. To our knowledge, this is the first acceleration result where the iteration complexity scales with the square root of the condition number in the context of \emph{primal} distributed inexact first-order methods. For quadratic functions, we also provide finer performance bounds that are tight with respect to bias and variance terms. Finally, we study a multistage version of D-ASG with parameters carefully varied over stages to ensure exact $\mathcal{O}(-k/\sqrtκ)$ linear decay in the bias term as well as optimal $\mathcal{O}(σ^2/k)$ in the variance term. We illustrate through numerical experiments that our approach results in practical algorithms that are robust to gradient noise and that can outperform existing methods.

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Multi-agent Bayesian Learning with Best Response Dynamics: Convergence and Stability

We study learning dynamics induced by strategic agents who repeatedly play a game with an unknown payoff-relevant parameter. In this dynamics, a belief estimate of the parameter is repeatedly updated given players' strategies and realized payoffs using Bayes's rule. Players adjust their strategies by accounting for best response strategies given the belief. We show that, with probability 1, beliefs and strategies converge to a fixed point, where the belief consistently estimates the payoff distribution for the strategy, and the strategy is an equilibrium corresponding to the belief. However, learning may not always identify the unknown parameter because the belief estimate relies on the game outcomes that are endogenously generated by players' strategies. We obtain sufficient and necessary conditions, under which learning leads to a globally stable fixed point that is a complete information Nash equilibrium. We also provide sufficient conditions that guarantee local stability of fixed point beliefs and strategies.

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A Wasserstein Minimax Framework for Mixed Linear Regression

Multi-modal distributions are commonly used to model clustered data in statistical learning tasks. In this paper, we consider the Mixed Linear Regression (MLR) problem. We propose an optimal transport-based framework for MLR problems, Wasserstein Mixed Linear Regression (WMLR), which minimizes the Wasserstein distance between the learned and target mixture regression models. Through a model-based duality analysis, WMLR reduces the underlying MLR task to a nonconvex-concave minimax optimization problem, which can be provably solved to find a minimax stationary point by the Gradient Descent Ascent (GDA) algorithm. In the special case of mixtures of two linear regression models, we show that WMLR enjoys global convergence and generalization guarantees. We prove that WMLR's sample complexity grows linearly with the dimension of data. Finally, we discuss the application of WMLR to the federated learning task where the training samples are collected by multiple agents in a network. Unlike the Expectation Maximization algorithm, WMLR directly extends to the distributed, federated learning setting. We support our theoretical results through several numerical experiments, which highlight our framework's ability to handle the federated learning setting with mixture models.

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Personalized Federated Learning: A Meta-Learning Approach

In Federated Learning, we aim to train models across multiple computing units (users), while users can only communicate with a common central server, without exchanging their data samples. This mechanism exploits the computational power of all users and allows users to obtain a richer model as their models are trained over a larger set of data points. However, this scheme only develops a common output for all the users, and, therefore, it does not adapt the model to each user. This is an important missing feature, especially given the heterogeneity of the underlying data distribution for various users. In this paper, we study a personalized variant of the federated learning in which our goal is to find an initial shared model that current or new users can easily adapt to their local dataset by performing one or a few steps of gradient descent with respect to their own data. This approach keeps all the benefits of the federated learning architecture, and, by structure, leads to a more personalized model for each user. We show this problem can be studied within the Model-Agnostic Meta-Learning (MAML) framework. Inspired by this connection, we study a personalized variant of the well-known Federated Averaging algorithm and evaluate its performance in terms of gradient norm for non-convex loss functions. Further, we characterize how this performance is affected by the closeness of underlying distributions of user data, measured in terms of distribution distances such as Total Variation and 1-Wasserstein metric.

cs.LG↗

Train simultaneously, generalize better: Stability of gradient-based minimax learners

The success of minimax learning problems of generative adversarial networks (GANs) has been observed to depend on the minimax optimization algorithm used for their training. This dependence is commonly attributed to the convergence speed and robustness properties of the underlying optimization algorithm. In this paper, we show that the optimization algorithm also plays a key role in the generalization performance of the trained minimax model. To this end, we analyze the generalization properties of standard gradient descent ascent (GDA) and proximal point method (PPM) algorithms through the lens of algorithmic stability under both convex concave and non-convex non-concave minimax settings. While the GDA algorithm is not guaranteed to have a vanishing excess risk in convex concave problems, we show the PPM algorithm enjoys a bounded excess risk in the same setup. For non-convex non-concave problems, we compare the generalization performance of stochastic GDA and GDmax algorithms where the latter fully solves the maximization subproblem at every iteration. Our generalization analysis suggests the superiority of GDA provided that the minimization and maximization subproblems are solved simultaneously with similar learning rates. We discuss several numerical results indicating the role of optimization algorithms in the generalization of the learned minimax models.

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Multi-agent Bayesian Learning with Adaptive Strategies: Convergence and Stability

We study learning dynamics induced by strategic agents who repeatedly play a game with an unknown payoff-relevant parameter. In each step, an information system estimates a belief distribution of the parameter based on the players' strategies and realized payoffs using Bayes' rule. Players adjust their strategies by accounting for an equilibrium strategy or a best response strategy based on the updated belief. We prove that beliefs and strategies converge to a fixed point with probability 1. We also provide conditions that guarantee local and global stability of fixed points. Any fixed point belief consistently estimates the payoff distribution given the fixed point strategy profile. However, convergence to a complete information Nash equilibrium is not always guaranteed. We provide a sufficient and necessary condition under which fixed point belief recovers the unknown parameter. We also provide a sufficient condition for convergence to complete information equilibrium even when parameter learning is incomplete.

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Convergence Rate of $\mathcal{O}(1/k)$ for Optimistic Gradient and Extra-gradient Methods in Smooth Convex-Concave Saddle Point Problems

We study the iteration complexity of the optimistic gradient descent-ascent (OGDA) method and the extra-gradient (EG) method for finding a saddle point of a convex-concave unconstrained min-max problem. To do so, we first show that both OGDA and EG can be interpreted as approximate variants of the proximal point method. This is similar to the approach taken in [Nemirovski, 2004] which analyzes EG as an approximation of the `conceptual mirror prox'. In this paper, we highlight how gradients used in OGDA and EG try to approximate the gradient of the Proximal Point method. We then exploit this interpretation to show that both algorithms produce iterates that remain within a bounded set. We further show that the primal dual gap of the averaged iterates generated by both of these algorithms converge with a rate of $\mathcal{O}(1/k)$. Our theoretical analysis is of interest as it provides a the first convergence rate estimate for OGDA in the general convex-concave setting. Moreover, it provides a simple convergence analysis for the EG algorithm in terms of function value without using compactness assumption.

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Last Iterate is Slower than Averaged Iterate in Smooth Convex-Concave Saddle Point Problems

In this paper we study the smooth convex-concave saddle point problem. Specifically, we analyze the last iterate convergence properties of the Extragradient (EG) algorithm. It is well known that the ergodic (averaged) iterates of EG converge at a rate of $O(1/T)$ (Nemirovski, 2004). In this paper, we show that the last iterate of EG converges at a rate of $O(1/\sqrt{T})$. To the best of our knowledge, this is the first paper to provide a convergence rate guarantee for the last iterate of EG for the smooth convex-concave saddle point problem. Moreover, we show that this rate is tight by proving a lower bound of $Ω(1/\sqrt{T})$ for the last iterate. This lower bound therefore shows a quadratic separation of the convergence rates of ergodic and last iterates in smooth convex-concave saddle point problems.

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Graphon games: A statistical framework for network games and interventions

In this paper, we present a unifying framework for analyzing equilibria and designing interventions for large network games sampled from a stochastic network formation process represented by a graphon. We first introduce a new class of infinite population games, termed graphon games, where a continuum of heterogeneous agents interact according to a graphon. After studying properties of equilibria in graphon games, we show that graphon equilibria can approximate equilibria of large network games sampled from the graphon. We next show that, under some regularity assumptions, the graphon approach enables the design of asymptotically optimal interventions via the solution of an optimization problem with much lower dimension than the one based on the entire network structure. We illustrate our framework on a synthetic dataset of rural villages and show that the graphon intervention can be computed efficiently and based solely on aggregated relational data.

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On the Convergence Theory of Gradient-Based Model-Agnostic Meta-Learning Algorithms

We study the convergence of a class of gradient-based Model-Agnostic Meta-Learning (MAML) methods and characterize their overall complexity as well as their best achievable accuracy in terms of gradient norm for nonconvex loss functions. We start with the MAML method and its first-order approximation (FO-MAML) and highlight the challenges that emerge in their analysis. By overcoming these challenges not only we provide the first theoretical guarantees for MAML and FO-MAML in nonconvex settings, but also we answer some of the unanswered questions for the implementation of these algorithms including how to choose their learning rate and the batch size for both tasks and datasets corresponding to tasks. In particular, we show that MAML can find an $ε$-first-order stationary point ($ε$-FOSP) for any positive $ε$ after at most $\mathcal{O}(1/ε^2)$ iterations at the expense of requiring second-order information. We also show that FO-MAML which ignores the second-order information required in the update of MAML cannot achieve any small desired level of accuracy, i.e., FO-MAML cannot find an $ε$-FOSP for any $ε>0$. We further propose a new variant of the MAML algorithm called Hessian-free MAML which preserves all theoretical guarantees of MAML, without requiring access to second-order information.

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GANs May Have No Nash Equilibria

Generative adversarial networks (GANs) represent a zero-sum game between two machine players, a generator and a discriminator, designed to learn the distribution of data. While GANs have achieved state-of-the-art performance in several benchmark learning tasks, GAN minimax optimization still poses great theoretical and empirical challenges. GANs trained using first-order optimization methods commonly fail to converge to a stable solution where the players cannot improve their objective, i.e., the Nash equilibrium of the underlying game. Such issues raise the question of the existence of Nash equilibrium solutions in the GAN zero-sum game. In this work, we show through several theoretical and numerical results that indeed GAN zero-sum games may not have any local Nash equilibria. To characterize an equilibrium notion applicable to GANs, we consider the equilibrium of a new zero-sum game with an objective function given by a proximal operator applied to the original objective, a solution we call the proximal equilibrium. Unlike the Nash equilibrium, the proximal equilibrium captures the sequential nature of GANs, in which the generator moves first followed by the discriminator. We prove that the optimal generative model in Wasserstein GAN problems provides a proximal equilibrium. Inspired by these results, we propose a new approach, which we call proximal training, for solving GAN problems. We discuss several numerical experiments demonstrating the existence of proximal equilibrium solutions in GAN minimax problems.

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An Optimal Multistage Stochastic Gradient Method for Minimax Problems

In this paper, we study the minimax optimization problem in the smooth and strongly convex-strongly concave setting when we have access to noisy estimates of gradients. In particular, we first analyze the stochastic Gradient Descent Ascent (GDA) method with constant stepsize, and show that it converges to a neighborhood of the solution of the minimax problem. We further provide tight bounds on the convergence rate and the size of this neighborhood. Next, we propose a multistage variant of stochastic GDA (M-GDA) that runs in multiple stages with a particular learning rate decay schedule and converges to the exact solution of the minimax problem. We show M-GDA achieves the lower bounds in terms of noise dependence without any assumptions on the knowledge of noise characteristics. We also show that M-GDA obtains a linear decay rate with respect to the error's dependence on the initial error, although the dependence on condition number is suboptimal. In order to improve this dependence, we apply the multistage machinery to the stochastic Optimistic Gradient Descent Ascent (OGDA) algorithm and propose the M-OGDA algorithm which also achieves the optimal linear decay rate with respect to the initial error. To the best of our knowledge, this method is the first to simultaneously achieve the best dependence on noise characteristic as well as the initial error and condition number.

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