Searcharxiv⌕ Search

arXiv subjects

Elad Hazan

Publications and source records attributed to Elad Hazan.

120 records · Page 7Linked to original sources

Online Learning for Time Series Prediction

In this paper we address the problem of predicting a time series using the ARMA (autoregressive moving average) model, under minimal assumptions on the noise terms. Using regret minimization techniques, we develop effective online learning algorithms for the prediction problem, without assuming that the noise terms are Gaussian, identically distributed or even independent. Furthermore, we show that our algorithm's performances asymptotically approaches the performance of the best ARMA model in hindsight.

cs.LG↗

Optimal Algorithms for Ridge and Lasso Regression with Partially Observed Attributes

We consider the most common variants of linear regression, including Ridge, Lasso and Support-vector regression, in a setting where the learner is allowed to observe only a fixed number of attributes of each example at training time. We present simple and efficient algorithms for these problems: for Lasso and Ridge regression they need the same total number of attributes (up to constants) as do full-information algorithms, for reaching a certain accuracy. For Support-vector regression, we require exponentially less attributes compared to the state of the art. By that, we resolve an open problem recently posed by Cesa-Bianchi et al. (2010). Experiments show the theoretical bounds to be justified by superior performance compared to the state of the art.

cs.LG↗

Projection-free Online Learning

The computational bottleneck in applying online learning to massive data sets is usually the projection step. We present efficient online learning algorithms that eschew projections in favor of much more efficient linear optimization steps using the Frank-Wolfe technique. We obtain a range of regret bounds for online convex optimization, with better bounds for specific cases such as stochastic online smooth convex optimization. Besides the computational advantage, other desirable features of our algorithms are that they are parameter-free in the stochastic case and produce sparse decisions. We apply our algorithms to computationally intensive applications of collaborative filtering, and show the theoretical improvements to be clearly visible on standard datasets.

cs.LG↗

Linear Regression with Limited Observation

We consider the most common variants of linear regression, including Ridge, Lasso and Support-vector regression, in a setting where the learner is allowed to observe only a fixed number of attributes of each example at training time. We present simple and efficient algorithms for these problems: for Lasso and Ridge regression they need the same total number of attributes (up to constants) as do full-information algorithms, for reaching a certain accuracy. For Support-vector regression, we require exponentially less attributes compared to the state of the art. By that, we resolve an open problem recently posed by Cesa-Bianchi et al. (2010). Experiments show the theoretical bounds to be justified by superior performance compared to the state of the art.

cs.LG↗

Near-Optimal Algorithms for Online Matrix Prediction

In several online prediction problems of recent interest the comparison class is composed of matrices with bounded entries. For example, in the online max-cut problem, the comparison class is matrices which represent cuts of a given graph and in online gambling the comparison class is matrices which represent permutations over n teams. Another important example is online collaborative filtering in which a widely used comparison class is the set of matrices with a small trace norm. In this paper we isolate a property of matrices, which we call (beta,tau)-decomposability, and derive an efficient online learning algorithm, that enjoys a regret bound of O*(sqrt(beta tau T)) for all problems in which the comparison class is composed of (beta,tau)-decomposable matrices. By analyzing the decomposability of cut matrices, triangular matrices, and low trace-norm matrices, we derive near optimal regret bounds for online max-cut, online gambling, and online collaborative filtering. In particular, this resolves (in the affirmative) an open problem posed by Abernethy (2010); Kleinberg et al (2010). Finally, we derive lower bounds for the three problems and show that our upper bounds are optimal up to logarithmic factors. In particular, our lower bound for the online collaborative filtering problem resolves another open problem posed by Shamir and Srebro (2011).

cs.LG↗

(weak) Calibration is Computationally Hard

We show that the existence of a computationally efficient calibration algorithm, with a low weak calibration rate, would imply the existence of an efficient algorithm for computing approximate Nash equilibria - thus implying the unlikely conclusion that every problem in PPAD is solvable in polynomial time.

cs.GT↗

Universal MMSE Filtering With Logarithmic Adaptive Regret

We consider the problem of online estimation of a real-valued signal corrupted by oblivious zero-mean noise using linear estimators. The estimator is required to iteratively predict the underlying signal based on the current and several last noisy observations, and its performance is measured by the mean-square-error. We describe and analyze an algorithm for this task which: 1. Achieves logarithmic adaptive regret against the best linear filter in hindsight. This bound is assyptotically tight, and resolves the question of Moon and Weissman [1]. 2. Runs in linear time in terms of the number of filter coefficients. Previous constructions required at least quadratic time.

cs.LG↗

Blackwell Approachability and Low-Regret Learning are Equivalent

We consider the celebrated Blackwell Approachability Theorem for two-player games with vector payoffs. We show that Blackwell's result is equivalent, via efficient reductions, to the existence of "no-regret" algorithms for Online Linear Optimization. Indeed, we show that any algorithm for one such problem can be efficiently converted into an algorithm for the other. We provide a useful application of this reduction: the first efficient algorithm for calibrated forecasting.

cs.LG↗

Sublinear Optimization for Machine Learning

We give sublinear-time approximation algorithms for some optimization problems arising in machine learning, such as training linear classifiers and finding minimum enclosing balls. Our algorithms can be extended to some kernelized versions of these problems, such as SVDD, hard margin SVM, and L2-SVM, for which sublinear-time algorithms were not known before. These new algorithms use a combination of a novel sampling techniques and a new multiplicative update algorithm. We give lower bounds which show the running times of many of our algorithms to be nearly best possible in the unit-cost RAM model. We also give implementations of our algorithms in the semi-streaming setting, obtaining the first low pass polylogarithmic space and sublinear time algorithms achieving arbitrary approximation factor.

cs.LG↗

Approximate Convex Optimization by Online Game Playing

Lagrangian relaxation and approximate optimization algorithms have received much attention in the last two decades. Typically, the running time of these methods to obtain a $ε$ approximate solution is proportional to $\frac{1}{ε^2}$. Recently, Bienstock and Iyengar, following Nesterov, gave an algorithm for fractional packing linear programs which runs in $\frac{1}ε$ iterations. The latter algorithm requires to solve a convex quadratic program every iteration - an optimization subroutine which dominates the theoretical running time. We give an algorithm for convex programs with strictly convex constraints which runs in time proportional to $\frac{1}ε$. The algorithm does NOT require to solve any quadratic program, but uses gradient steps and elementary operations only. Problems which have strictly convex constraints include maximum entropy frequency estimation, portfolio optimization with loss risk constraints, and various computational problems in signal processing. As a side product, we also obtain a simpler version of Bienstock and Iyengar's result for general linear programming, with similar running time. We derive these algorithms using a new framework for deriving convex optimization algorithms from online game playing algorithms, which may be of independent interest.

cs.DS↗