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Haipeng Luo

Publications and source records attributed to Haipeng Luo.

121 records · Page 7Linked to original sources

More Adaptive Algorithms for Adversarial Bandits

We develop a novel and generic algorithm for the adversarial multi-armed bandit problem (or more generally the combinatorial semi-bandit problem). When instantiated differently, our algorithm achieves various new data-dependent regret bounds improving previous work. Examples include: 1) a regret bound depending on the variance of only the best arm; 2) a regret bound depending on the first-order path-length of only the best arm; 3) a regret bound depending on the sum of first-order path-lengths of all arms as well as an important negative term, which together lead to faster convergence rates for some normal form games with partial feedback; 4) a regret bound that simultaneously implies small regret when the best arm has small loss and logarithmic regret when there exists an arm whose expected loss is always smaller than those of others by a fixed gap (e.g. the classic i.i.d. setting). In some cases, such as the last two results, our algorithm is completely parameter-free. The main idea of our algorithm is to apply the optimism and adaptivity techniques to the well-known Online Mirror Descent framework with a special log-barrier regularizer. The challenges are to come up with appropriate optimistic predictions and correction terms in this framework. Some of our results also crucially rely on using a sophisticated increasing learning rate schedule.

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Practical Contextual Bandits with Regression Oracles

A major challenge in contextual bandits is to design general-purpose algorithms that are both practically useful and theoretically well-founded. We present a new technique that has the empirical and computational advantages of realizability-based approaches combined with the flexibility of agnostic methods. Our algorithms leverage the availability of a regression oracle for the value-function class, a more realistic and reasonable oracle than the classification oracles over policies typically assumed by agnostic methods. Our approach generalizes both UCB and LinUCB to far more expressive possible model classes and achieves low regret under certain distributional assumptions. In an extensive empirical evaluation, compared to both realizability-based and agnostic baselines, we find that our approach typically gives comparable or superior results.

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Efficient Second Order Online Learning by Sketching

We propose Sketched Online Newton (SON), an online second order learning algorithm that enjoys substantially improved regret guarantees for ill-conditioned data. SON is an enhanced version of the Online Newton Step, which, via sketching techniques enjoys a running time linear in the dimension and sketch size. We further develop sparse forms of the sketching methods (such as Oja's rule), making the computation linear in the sparsity of features. Together, the algorithm eliminates all computational obstacles in previous second order online learning approaches.

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Variance-Reduced and Projection-Free Stochastic Optimization

The Frank-Wolfe optimization algorithm has recently regained popularity for machine learning applications due to its projection-free property and its ability to handle structured constraints. However, in the stochastic learning setting, it is still relatively understudied compared to the gradient descent counterpart. In this work, leveraging a recent variance reduction technique, we propose two stochastic Frank-Wolfe variants which substantially improve previous results in terms of the number of stochastic gradient evaluations needed to achieve $1-ε$ accuracy. For example, we improve from $O(\frac{1}ε)$ to $O(\ln\frac{1}ε)$ if the objective function is smooth and strongly convex, and from $O(\frac{1}{ε^2})$ to $O(\frac{1}{ε^{1.5}})$ if the objective function is smooth and Lipschitz. The theoretical improvement is also observed in experiments on real-world datasets for a multiclass classification application.

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Corralling a Band of Bandit Algorithms

We study the problem of combining multiple bandit algorithms (that is, online learning algorithms with partial feedback) with the goal of creating a master algorithm that performs almost as well as the best base algorithm if it were to be run on its own. The main challenge is that when run with a master, base algorithms unavoidably receive much less feedback and it is thus critical that the master not starve a base algorithm that might perform uncompetitively initially but would eventually outperform others if given enough feedback. We address this difficulty by devising a version of Online Mirror Descent with a special mirror map together with a sophisticated learning rate scheme. We show that this approach manages to achieve a more delicate balance between exploiting and exploring base algorithms than previous works yielding superior regret bounds. Our results are applicable to many settings, such as multi-armed bandits, contextual bandits, and convex bandits. As examples, we present two main applications. The first is to create an algorithm that enjoys worst-case robustness while at the same time performing much better when the environment is relatively easy. The second is to create an algorithm that works simultaneously under different assumptions of the environment, such as different priors or different loss structures.

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Improved Regret Bounds for Oracle-Based Adversarial Contextual Bandits

We give an oracle-based algorithm for the adversarial contextual bandit problem, where either contexts are drawn i.i.d. or the sequence of contexts is known a priori, but where the losses are picked adversarially. Our algorithm is computationally efficient, assuming access to an offline optimization oracle, and enjoys a regret of order $O((KT)^{\frac{2}{3}}(\log N)^{\frac{1}{3}})$, where $K$ is the number of actions, $T$ is the number of iterations and $N$ is the number of baseline policies. Our result is the first to break the $O(T^{\frac{3}{4}})$ barrier that is achieved by recently introduced algorithms. Breaking this barrier was left as a major open problem. Our analysis is based on the recent relaxation based approach of (Rakhlin and Sridharan, 2016).

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Fast Convergence of Regularized Learning in Games

We show that natural classes of regularized learning algorithms with a form of recency bias achieve faster convergence rates to approximate efficiency and to coarse correlated equilibria in multiplayer normal form games. When each player in a game uses an algorithm from our class, their individual regret decays at $O(T^{-3/4})$, while the sum of utilities converges to an approximate optimum at $O(T^{-1})$--an improvement upon the worst case $O(T^{-1/2})$ rates. We show a black-box reduction for any algorithm in the class to achieve $\tilde{O}(T^{-1/2})$ rates against an adversary, while maintaining the faster rates against algorithms in the class. Our results extend those of [Rakhlin and Shridharan 2013] and [Daskalakis et al. 2014], who only analyzed two-player zero-sum games for specific algorithms.

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Online Gradient Boosting

We extend the theory of boosting for regression problems to the online learning setting. Generalizing from the batch setting for boosting, the notion of a weak learning algorithm is modeled as an online learning algorithm with linear loss functions that competes with a base class of regression functions, while a strong learning algorithm is an online learning algorithm with convex loss functions that competes with a larger class of regression functions. Our main result is an online gradient boosting algorithm which converts a weak online learning algorithm into a strong one where the larger class of functions is the linear span of the base class. We also give a simpler boosting algorithm that converts a weak online learning algorithm into a strong one where the larger class of functions is the convex hull of the base class, and prove its optimality.

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Achieving All with No Parameters: Adaptive NormalHedge

We study the classic online learning problem of predicting with expert advice, and propose a truly parameter-free and adaptive algorithm that achieves several objectives simultaneously without using any prior information. The main component of this work is an improved version of the NormalHedge.DT algorithm (Luo and Schapire, 2014), called AdaNormalHedge. On one hand, this new algorithm ensures small regret when the competitor has small loss and almost constant regret when the losses are stochastic. On the other hand, the algorithm is able to compete with any convex combination of the experts simultaneously, with a regret in terms of the relative entropy of the prior and the competitor. This resolves an open problem proposed by Chaudhuri et al. (2009) and Chernov and Vovk (2010). Moreover, we extend the results to the sleeping expert setting and provide two applications to illustrate the power of AdaNormalHedge: 1) competing with time-varying unknown competitors and 2) predicting almost as well as the best pruning tree. Our results on these applications significantly improve previous work from different aspects, and a special case of the first application resolves another open problem proposed by Warmuth and Koolen (2014) on whether one can simultaneously achieve optimal shifting regret for both adversarial and stochastic losses.

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Optimal and Adaptive Algorithms for Online Boosting

We study online boosting, the task of converting any weak online learner into a strong online learner. Based on a novel and natural definition of weak online learnability, we develop two online boosting algorithms. The first algorithm is an online version of boost-by-majority. By proving a matching lower bound, we show that this algorithm is essentially optimal in terms of the number of weak learners and the sample complexity needed to achieve a specified accuracy. This optimal algorithm is not adaptive however. Using tools from online loss minimization, we derive an adaptive online boosting algorithm that is also parameter-free, but not optimal. Both algorithms work with base learners that can handle example importance weights directly, as well as by rejection sampling examples with probability defined by the booster. Results are complemented with an extensive experimental study.

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Accelerated Parallel Optimization Methods for Large Scale Machine Learning

The growing amount of high dimensional data in different machine learning applications requires more efficient and scalable optimization algorithms. In this work, we consider combining two techniques, parallelism and Nesterov's acceleration, to design faster algorithms for L1-regularized loss. We first simplify BOOM, a variant of gradient descent, and study it in a unified framework, which allows us to not only propose a refined measurement of sparsity to improve BOOM, but also show that BOOM is provably slower than FISTA. Moving on to parallel coordinate descent methods, we then propose an efficient accelerated version of Shotgun, improving the convergence rate from $O(1/t)$ to $O(1/t^2)$. Our algorithm enjoys a concise form and analysis compared to previous work, and also allows one to study several connected work in a unified way.

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A Drifting-Games Analysis for Online Learning and Applications to Boosting

We provide a general mechanism to design online learning algorithms based on a minimax analysis within a drifting-games framework. Different online learning settings (Hedge, multi-armed bandit problems and online convex optimization) are studied by converting into various kinds of drifting games. The original minimax analysis for drifting games is then used and generalized by applying a series of relaxations, starting from choosing a convex surrogate of the 0-1 loss function. With different choices of surrogates, we not only recover existing algorithms, but also propose new algorithms that are totally parameter-free and enjoy other useful properties. Moreover, our drifting-games framework naturally allows us to study high probability bounds without resorting to any concentration results, and also a generalized notion of regret that measures how good the algorithm is compared to all but the top small fraction of candidates. Finally, we translate our new Hedge algorithm into a new adaptive boosting algorithm that is computationally faster as shown in experiments, since it ignores a large number of examples on each round.

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Towards Minimax Online Learning with Unknown Time Horizon

We consider online learning when the time horizon is unknown. We apply a minimax analysis, beginning with the fixed horizon case, and then moving on to two unknown-horizon settings, one that assumes the horizon is chosen randomly according to some known distribution, and the other which allows the adversary full control over the horizon. For the random horizon setting with restricted losses, we derive a fully optimal minimax algorithm. And for the adversarial horizon setting, we prove a nontrivial lower bound which shows that the adversary obtains strictly more power than when the horizon is fixed and known. Based on the minimax solution of the random horizon setting, we then propose a new adaptive algorithm which "pretends" that the horizon is drawn from a distribution from a special family, but no matter how the actual horizon is chosen, the worst-case regret is of the optimal rate. Furthermore, our algorithm can be combined and applied in many ways, for instance, to online convex optimization, follow the perturbed leader, exponential weights algorithm and first order bounds. Experiments show that our algorithm outperforms many other existing algorithms in an online linear optimization setting.

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