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Cyrus Cousins

Publications and source records attributed to Cyrus Cousins.

21 records · Page 2Linked to original sources

MCRapper: Monte-Carlo Rademacher Averages for Poset Families and Approximate Pattern Mining

We present MCRapper, an algorithm for efficient computation of Monte-Carlo Empirical Rademacher Averages (MCERA) for families of functions exhibiting poset (e.g., lattice) structure, such as those that arise in many pattern mining tasks. The MCERA allows us to compute upper bounds to the maximum deviation of sample means from their expectations, thus it can be used to find both statistically-significant functions (i.e., patterns) when the available data is seen as a sample from an unknown distribution, and approximations of collections of high-expectation functions (e.g., frequent patterns) when the available data is a small sample from a large dataset. This feature is a strong improvement over previously proposed solutions that could only achieve one of the two. MCRapper uses upper bounds to the discrepancy of the functions to efficiently explore and prune the search space, a technique borrowed from pattern mining itself. To show the practical use of MCRapper, we employ it to develop an algorithm TFP-R for the task of True Frequent Pattern (TFP) mining. TFP-R gives guarantees on the probability of including any false positives (precision) and exhibits higher statistical power (recall) than existing methods offering the same guarantees. We evaluate MCRapper and TFP-R and show that they outperform the state-of-the-art for their respective tasks.

cs.LG↗

Learning Equilibria of Simulation-Based Games

We tackle a fundamental problem in empirical game-theoretic analysis (EGTA), that of learning equilibria of simulation-based games. Such games cannot be described in analytical form; instead, a black-box simulator can be queried to obtain noisy samples of utilities. Our approach to EGTA is in the spirit of probably approximately correct learning. We design algorithms that learn so-called empirical games, which uniformly approximate the utilities of simulation-based games with finite-sample guarantees. These algorithms can be instantiated with various concentration inequalities. Building on earlier work, we first apply Hoeffding's bound, but as the size of the game grows, this bound eventually becomes statistically intractable; hence, we also use the Rademacher complexity. Our main results state: with high probability, all equilibria of the simulation-based game are approximate equilibria in the empirical game (perfect recall); and conversely, all approximate equilibria in the empirical game are approximate equilibria in the simulation-based game (approximately perfect precision). We evaluate our algorithms on several synthetic games, showing that they make frugal use of data, produce accurate estimates more often than the theory predicts, and are robust to different forms of noise.

cs.GT↗

Uniform Convergence Bounds for Codec Selection

We frame the problem of selecting an optimal audio encoding scheme as a supervised learning task. Through uniform convergence theory, we guarantee approximately optimal codec selection while controlling for selection bias. We present rigorous statistical guarantees for the codec selection problem that hold for arbitrary distributions over audio sequences and for arbitrary quality metrics. Our techniques can thus balance sound quality and compression ratio, and use audio samples from the distribution to select a codec that performs well on that particular type of data. The applications of our technique are immense, as it can be used to optimize for quality and bandwidth usage of streaming and other digital media, while significantly outperforming approaches that apply a fixed codec to all data sources.

cs.SD↗