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Gauthier Gidel

Publications and source records attributed to Gauthier Gidel.

85 records · Page 5Linked to original sources

A Variational Inequality Perspective on Generative Adversarial Networks

Generative adversarial networks (GANs) form a generative modeling approach known for producing appealing samples, but they are notably difficult to train. One common way to tackle this issue has been to propose new formulations of the GAN objective. Yet, surprisingly few studies have looked at optimization methods designed for this adversarial training. In this work, we cast GAN optimization problems in the general variational inequality framework. Tapping into the mathematical programming literature, we counter some common misconceptions about the difficulties of saddle point optimization and propose to extend techniques designed for variational inequalities to the training of GANs. We apply averaging, extrapolation and a computationally cheaper variant that we call extrapolation from the past to the stochastic gradient method (SGD) and Adam.

cs.LG↗

Negative Momentum for Improved Game Dynamics

Games generalize the single-objective optimization paradigm by introducing different objective functions for different players. Differentiable games often proceed by simultaneous or alternating gradient updates. In machine learning, games are gaining new importance through formulations like generative adversarial networks (GANs) and actor-critic systems. However, compared to single-objective optimization, game dynamics are more complex and less understood. In this paper, we analyze gradient-based methods with momentum on simple games. We prove that alternating updates are more stable than simultaneous updates. Next, we show both theoretically and empirically that alternating gradient updates with a negative momentum term achieves convergence in a difficult toy adversarial problem, but also on the notoriously difficult to train saturating GANs.

cs.LG↗

A Tight and Unified Analysis of Gradient-Based Methods for a Whole Spectrum of Games

We consider differentiable games where the goal is to find a Nash equilibrium. The machine learning community has recently started using variants of the gradient method (GD). Prime examples are extragradient (EG), the optimistic gradient method (OG) and consensus optimization (CO), which enjoy linear convergence in cases like bilinear games, where the standard GD fails. The full benefits of theses relatively new methods are not known as there is no unified analysis for both strongly monotone and bilinear games. We provide new analyses of the EG's local and global convergence properties and use is to get a tighter global convergence rate for OG and CO. Our analysis covers the whole range of settings between bilinear and strongly monotone games. It reveals that these methods converge via different mechanisms at these extremes; in between, it exploits the most favorable mechanism for the given problem. We then prove that EG achieves the optimal rate for a wide class of algorithms with any number of extrapolations. Our tight analysis of EG's convergence rate in games shows that, unlike in convex minimization, EG may be much faster than GD.

cs.LG↗

Reducing Noise in GAN Training with Variance Reduced Extragradient

We study the effect of the stochastic gradient noise on the training of generative adversarial networks (GANs) and show that it can prevent the convergence of standard game optimization methods, while the batch version converges. We address this issue with a novel stochastic variance-reduced extragradient (SVRE) optimization algorithm, which for a large class of games improves upon the previous convergence rates proposed in the literature. We observe empirically that SVRE performs similarly to a batch method on MNIST while being computationally cheaper, and that SVRE yields more stable GAN training on standard datasets.

stat.ML↗

Real World Games Look Like Spinning Tops

This paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resemble a spinning top, with the upright axis representing transitive strength, and the radial axis, which corresponds to the number of cycles that exist at a particular transitive strength, representing the non-transitive dimension. We prove the existence of this geometry for a wide class of real world games, exposing their temporal nature. Additionally, we show that this unique structure also has consequences for learning - it clarifies why populations of strategies are necessary for training of agents, and how population size relates to the structure of the game. Finally, we empirically validate these claims by using a selection of nine real world two-player zero-sum symmetric games, showing 1) the spinning top structure is revealed and can be easily re-constructed by using a new method of Nash clustering to measure the interaction between transitive and cyclical strategy behaviour, and 2) the effect that population size has on the convergence in these games.

cs.LG↗

A Closer Look at the Optimization Landscapes of Generative Adversarial Networks

Generative adversarial networks have been very successful in generative modeling, however they remain relatively challenging to train compared to standard deep neural networks. In this paper, we propose new visualization techniques for the optimization landscapes of GANs that enable us to study the game vector field resulting from the concatenation of the gradient of both players. Using these visualization techniques we try to bridge the gap between theory and practice by showing empirically that the training of GANs exhibits significant rotations around Local Stable Stationary Points (LSSP), similar to the one predicted by theory on toy examples. Moreover, we provide empirical evidence that GAN training converge to a stable stationary point which is a saddle point for the generator loss, not a minimum, while still achieving excellent performance.

cs.LG↗

Accelerating Smooth Games by Manipulating Spectral Shapes

We use matrix iteration theory to characterize acceleration in smooth games. We define the spectral shape of a family of games as the set containing all eigenvalues of the Jacobians of standard gradient dynamics in the family. Shapes restricted to the real line represent well-understood classes of problems, like minimization. Shapes spanning the complex plane capture the added numerical challenges in solving smooth games. In this framework, we describe gradient-based methods, such as extragradient, as transformations on the spectral shape. Using this perspective, we propose an optimal algorithm for bilinear games. For smooth and strongly monotone operators, we identify a continuum between convex minimization, where acceleration is possible using Polyak's momentum, and the worst case where gradient descent is optimal. Finally, going beyond first-order methods, we propose an accelerated version of consensus optimization.

cs.LG↗

Implicit Regularization of Discrete Gradient Dynamics in Linear Neural Networks

When optimizing over-parameterized models, such as deep neural networks, a large set of parameters can achieve zero training error. In such cases, the choice of the optimization algorithm and its respective hyper-parameters introduces biases that will lead to convergence to specific minimizers of the objective. Consequently, this choice can be considered as an implicit regularization for the training of over-parametrized models. In this work, we push this idea further by studying the discrete gradient dynamics of the training of a two-layer linear network with the least-squares loss. Using a time rescaling, we show that, with a vanishing initialization and a small enough step size, this dynamics sequentially learns the solutions of a reduced-rank regression with a gradually increasing rank.

cs.LG↗

Non-normal Recurrent Neural Network (nnRNN): learning long time dependencies while improving expressivity with transient dynamics

A recent strategy to circumvent the exploding and vanishing gradient problem in RNNs, and to allow the stable propagation of signals over long time scales, is to constrain recurrent connectivity matrices to be orthogonal or unitary. This ensures eigenvalues with unit norm and thus stable dynamics and training. However this comes at the cost of reduced expressivity due to the limited variety of orthogonal transformations. We propose a novel connectivity structure based on the Schur decomposition and a splitting of the Schur form into normal and non-normal parts. This allows to parametrize matrices with unit-norm eigenspectra without orthogonality constraints on eigenbases. The resulting architecture ensures access to a larger space of spectrally constrained matrices, of which orthogonal matrices are a subset. This crucial difference retains the stability advantages and training speed of orthogonal RNNs while enhancing expressivity, especially on tasks that require computations over ongoing input sequences.

cs.LG↗

Finite Regret and Cycles with Fixed Step-Size via Alternating Gradient Descent-Ascent

Gradient descent is arguably one of the most popular online optimization methods with a wide array of applications. However, the standard implementation where agents simultaneously update their strategies yields several undesirable properties; strategies diverge away from equilibrium and regret grows over time. In this paper, we eliminate these negative properties by introducing a different implementation to obtain finite regret via arbitrary fixed step-size. We obtain this surprising property by having agents take turns when updating their strategies. In this setting, we show that an agent that uses gradient descent obtains bounded regret -- regardless of how their opponent updates their strategies. Furthermore, we show that in adversarial settings that agents' strategies are bounded and cycle when both are using the alternating gradient descent algorithm.

cs.GT↗

Adaptive Three Operator Splitting

We propose and analyze an adaptive step-size variant of the Davis-Yin three operator splitting. This method can solve optimization problems composed by a sum of a smooth term for which we have access to its gradient and an arbitrary number of potentially non-smooth terms for which we have access to their proximal operator. The proposed method sets the step-size based on local information of the objective --hence allowing for larger step-sizes--, only requires two extra function evaluations per iteration and does not depend on any step-size hyperparameter besides an initial estimate. We provide an iteration complexity analysis that matches the best known results for the non-adaptive variant: sublinear convergence for general convex functions and linear convergence under strong convexity of the smooth term and smoothness of one of the proximal terms. Finally, an empirical comparison with related methods on 6 different problems illustrates the computational advantage of the proposed method.

math.OC↗

Frank-Wolfe Splitting via Augmented Lagrangian Method

Minimizing a function over an intersection of convex sets is an important task in optimization that is often much more challenging than minimizing it over each individual constraint set. While traditional methods such as Frank-Wolfe (FW) or proximal gradient descent assume access to a linear or quadratic oracle on the intersection, splitting techniques take advantage of the structure of each sets, and only require access to the oracle on the individual constraints. In this work, we develop and analyze the Frank-Wolfe Augmented Lagrangian (FW-AL) algorithm, a method for minimizing a smooth function over convex compact sets related by a "linear consistency" constraint that only requires access to a linear minimization oracle over the individual constraints. It is based on the Augmented Lagrangian Method (ALM), also known as Method of Multipliers, but unlike most existing splitting methods, it only requires access to linear (instead of quadratic) minimization oracles. We use recent advances in the analysis of Frank-Wolfe and the alternating direction method of multipliers algorithms to prove a sublinear convergence rate for FW-AL over general convex compact sets and a linear convergence rate for polytopes.

math.OC↗

Frank-Wolfe Algorithms for Saddle Point Problems

We extend the Frank-Wolfe (FW) optimization algorithm to solve constrained smooth convex-concave saddle point (SP) problems. Remarkably, the method only requires access to linear minimization oracles. Leveraging recent advances in FW optimization, we provide the first proof of convergence of a FW-type saddle point solver over polytopes, thereby partially answering a 30 year-old conjecture. We also survey other convergence results and highlight gaps in the theoretical underpinnings of FW-style algorithms. Motivating applications without known efficient alternatives are explored through structured prediction with combinatorial penalties as well as games over matching polytopes involving an exponential number of constraints.

math.OC↗