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Hakan Gokcesu

Publications and source records attributed to Hakan Gokcesu.

39 records · Page 3Linked to original sources

Minimax Optimal Online Stochastic Learning for Sequences of Convex Functions under Sub-Gradient Observation Failures

We study online convex optimization under stochastic sub-gradient observation faults, where we introduce adaptive algorithms with minimax optimal regret guarantees. We specifically study scenarios where our sub-gradient observations can be noisy or even completely missing in a stochastic manner. To this end, we propose algorithms based on sub-gradient descent method, which achieve tight minimax optimal regret bounds. When necessary, these algorithms utilize properties of the underlying stochastic settings to optimize their learning rates (step sizes). These optimizations are the main factor in providing the minimax optimal performance guarantees, especially when observations are stochastically missing. However, in real world scenarios, these properties of the underlying stochastic settings may not be revealed to the optimizer. For such a scenario, we propose a blind algorithm that estimates these properties empirically in a generally applicable manner. Through extensive experiments, we show that this empirical approach is a natural combination of regular stochastic gradient descent and the minimax optimal algorithms (which work best for randomized and adversarial function sequences, respectively).

cs.LG↗

An Asymptotically Optimal Algorithm for Communicating Multiplayer Multi-Armed Bandit Problems

We consider a decentralized stochastic multi-armed bandit problem with multiple players. Each player aims to maximize his/her own reward by pulling an arm. The arms give rewards based on i.i.d. stochastic Bernoulli distributions. Players are not aware about the probability distributions of the arms. At the end of each turn, the players inform their neighbors about the arm he/she pulled and the reward he/she got. Neighbors of players are determined according to an Erd{ő}s-R{é}nyi graph with connectivity $α$. This graph is reproduced in the beginning of every turn with the same connectivity. When more than one player choose the same arm in a turn, we assume that only one of the players who is randomly chosen gets the reward where the others get nothing. We first start by assuming players are not aware of the collision model and offer an asymptotically optimal algorithm for $α= 1$ case. Then, we extend our prior work and offer an asymptotically optimal algorithm for any connectivity but zero, assuming players aware of the collision model. We also study the effect of $α$, the degree of communication between players, empirically on the cumulative regret by comparing them with traditional multi-armed bandit algorithms.

cs.LG↗

Nearly Optimal Scheduling of Wireless Ad Hoc Networks in Polynomial Time

In this paper, we address the scheduling problem in wireless ad hoc networks by exploiting the computational advantage that comes when such scheduling problems can be represented by claw-free conflict graphs where we consider a wireless broadcast medium. It is possible to formulate a scheduling problem of network coded flows as finding maximum weighted independent set (MWIS) in the conflict graph of the network. Finding MWIS of a general graph is NP-hard leading to an NP-hard complexity of scheduling. In a claw-free conflict graph, MWIS can be found in polynomial time leading to a throughput-optimal scheduling. We show that the conflict graph of certain wireless ad hoc networks are claw-free. In order to obtain claw-free conflict graphs in general networks, we suggest introducing additional conflicts (edges) while keeping the decrease in MWIS size minimal. To this end, we introduce an iterative optimization problem to decide where to introduce edges and investigate its efficient implementation. Besides, we exemplify some physical modifications to manipulate the conflict graph of a network and also propose a mixed scheduling strategy for specific networks. We conclude that claw breaking method by adding extra edges can perform nearly optimal under the necessary assumptions.

cs.IT↗