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Ioannis Mitliagkas

Publications and source records attributed to Ioannis Mitliagkas.

At least 55 records · Page 3Linked to original sources

Stochastic Gradient Descent-Ascent and Consensus Optimization for Smooth Games: Convergence Analysis under Expected Co-coercivity

Two of the most prominent algorithms for solving unconstrained smooth games are the classical stochastic gradient descent-ascent (SGDA) and the recently introduced stochastic consensus optimization (SCO) [Mescheder et al., 2017]. SGDA is known to converge to a stationary point for specific classes of games, but current convergence analyses require a bounded variance assumption. SCO is used successfully for solving large-scale adversarial problems, but its convergence guarantees are limited to its deterministic variant. In this work, we introduce the expected co-coercivity condition, explain its benefits, and provide the first last-iterate convergence guarantees of SGDA and SCO under this condition for solving a class of stochastic variational inequality problems that are potentially non-monotone. We prove linear convergence of both methods to a neighborhood of the solution when they use constant step-size, and we propose insightful stepsize-switching rules to guarantee convergence to the exact solution. In addition, our convergence guarantees hold under the arbitrary sampling paradigm, and as such, we give insights into the complexity of minibatching.

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Convergence Analysis and Implicit Regularization of Feedback Alignment for Deep Linear Networks

We theoretically analyze the Feedback Alignment (FA) algorithm, an efficient alternative to backpropagation for training neural networks. We provide convergence guarantees with rates for deep linear networks for both continuous and discrete dynamics. Additionally, we study incremental learning phenomena for shallow linear networks. Interestingly, certain specific initializations imply that negligible components are learned before the principal ones, thus potentially negatively affecting the effectiveness of such a learning algorithm; a phenomenon we classify as implicit anti-regularization. We also provide initialization schemes where the components of the problem are approximately learned by decreasing order of importance, thus providing a form of implicit regularization.

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Generalizing to unseen domains via distribution matching

Supervised learning results typically rely on assumptions of i.i.d. data. Unfortunately, those assumptions are commonly violated in practice. In this work, we tackle such problem by focusing on domain generalization: a formalization where the data generating process at test time may yield samples from never-before-seen domains (distributions). Our work relies on the following lemma: by minimizing a notion of discrepancy between all pairs from a set of given domains, we also minimize the discrepancy between any pairs of mixtures of domains. Using this result, we derive a generalization bound for our setting. We then show that low risk over unseen domains can be achieved by representing the data in a space where (i) the training distributions are indistinguishable, and (ii) relevant information for the task at hand is preserved. Minimizing the terms in our bound yields an adversarial formulation which estimates and minimizes pairwise discrepancies. We validate our proposed strategy on standard domain generalization benchmarks, outperforming a number of recently introduced methods. Notably, we tackle a real-world application where the underlying data corresponds to multi-channel electroencephalography time series from different subjects, each considered as a distinct domain.

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Gotta Go Fast When Generating Data with Score-Based Models

Score-based (denoising diffusion) generative models have recently gained a lot of success in generating realistic and diverse data. These approaches define a forward diffusion process for transforming data to noise and generate data by reversing it (thereby going from noise to data). Unfortunately, current score-based models generate data very slowly due to the sheer number of score network evaluations required by numerical SDE solvers. In this work, we aim to accelerate this process by devising a more efficient SDE solver. Existing approaches rely on the Euler-Maruyama (EM) solver, which uses a fixed step size. We found that naively replacing it with other SDE solvers fares poorly - they either result in low-quality samples or become slower than EM. To get around this issue, we carefully devise an SDE solver with adaptive step sizes tailored to score-based generative models piece by piece. Our solver requires only two score function evaluations, rarely rejects samples, and leads to high-quality samples. Our approach generates data 2 to 10 times faster than EM while achieving better or equal sample quality. For high-resolution images, our method leads to significantly higher quality samples than all other methods tested. Our SDE solver has the benefit of requiring no step size tuning.

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In Search of Robust Measures of Generalization

One of the principal scientific challenges in deep learning is explaining generalization, i.e., why the particular way the community now trains networks to achieve small training error also leads to small error on held-out data from the same population. It is widely appreciated that some worst-case theories -- such as those based on the VC dimension of the class of predictors induced by modern neural network architectures -- are unable to explain empirical performance. A large volume of work aims to close this gap, primarily by developing bounds on generalization error, optimization error, and excess risk. When evaluated empirically, however, most of these bounds are numerically vacuous. Focusing on generalization bounds, this work addresses the question of how to evaluate such bounds empirically. Jiang et al. (2020) recently described a large-scale empirical study aimed at uncovering potential causal relationships between bounds/measures and generalization. Building on their study, we highlight where their proposed methods can obscure failures and successes of generalization measures in explaining generalization. We argue that generalization measures should instead be evaluated within the framework of distributional robustness.

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A Study of Condition Numbers for First-Order Optimization

The study of first-order optimization algorithms (FOA) typically starts with assumptions on the objective functions, most commonly smoothness and strong convexity. These metrics are used to tune the hyperparameters of FOA. We introduce a class of perturbations quantified via a new norm, called *-norm. We show that adding a small perturbation to the objective function has an equivalently small impact on the behavior of any FOA, which suggests that it should have a minor impact on the tuning of the algorithm. However, we show that smoothness and strong convexity can be heavily impacted by arbitrarily small perturbations, leading to excessively conservative tunings and convergence issues. In view of these observations, we propose a notion of continuity of the metrics, which is essential for a robust tuning strategy. Since smoothness and strong convexity are not continuous, we propose a comprehensive study of existing alternative metrics which we prove to be continuous. We describe their mutual relations and provide their guaranteed convergence rates for the Gradient Descent algorithm accordingly tuned. Finally we discuss how our work impacts the theoretical understanding of FOA and their performances.

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Gradient penalty from a maximum margin perspective

A popular heuristic for improved performance in Generative adversarial networks (GANs) is to use some form of gradient penalty on the discriminator. This gradient penalty was originally motivated by a Wasserstein distance formulation. However, the use of gradient penalty in other GAN formulations is not well motivated. We present a unifying framework of expected margin maximization and show that a wide range of gradient-penalized GANs (e.g., Wasserstein, Standard, Least-Squares, and Hinge GANs) can be derived from this framework. Our results imply that employing gradient penalties induces a large-margin classifier (thus, a large-margin discriminator in GANs). We describe how expected margin maximization helps reduce vanishing gradients at fake (generated) samples, a known problem in GANs. From this framework, we derive a new $L^\infty$ gradient norm penalty with Hinge loss which generally produces equally good (or better) generated output in GANs than $L^2$-norm penalties (based on the Fréchet Inception Distance).

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Adversarial score matching and improved sampling for image generation

Denoising Score Matching with Annealed Langevin Sampling (DSM-ALS) has recently found success in generative modeling. The approach works by first training a neural network to estimate the score of a distribution, and then using Langevin dynamics to sample from the data distribution assumed by the score network. Despite the convincing visual quality of samples, this method appears to perform worse than Generative Adversarial Networks (GANs) under the Fréchet Inception Distance, a standard metric for generative models. We show that this apparent gap vanishes when denoising the final Langevin samples using the score network. In addition, we propose two improvements to DSM-ALS: 1) Consistent Annealed Sampling as a more stable alternative to Annealed Langevin Sampling, and 2) a hybrid training formulation, composed of both Denoising Score Matching and adversarial objectives. By combining these two techniques and exploring different network architectures, we elevate score matching methods and obtain results competitive with state-of-the-art image generation on CIFAR-10.

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Linear Lower Bounds and Conditioning of Differentiable Games

Recent successes of game-theoretic formulations in ML have caused a resurgence of research interest in differentiable games. Overwhelmingly, that research focuses on methods and upper bounds on their speed of convergence. In this work, we approach the question of fundamental iteration complexity by providing lower bounds to complement the linear (i.e. geometric) upper bounds observed in the literature on a wide class of problems. We cast saddle-point and min-max problems as 2-player games. We leverage tools from single-objective convex optimisation to propose new linear lower bounds for convex-concave games. Notably, we give a linear lower bound for $n$-player differentiable games, by using the spectral properties of the update operator. We then propose a new definition of the condition number arising from our lower bound analysis. Unlike past definitions, our condition number captures the fact that linear rates are possible in games, even in the absence of strong convexity or strong concavity in the variables.

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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.

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Stochastic Hamiltonian Gradient Methods for Smooth Games

The success of adversarial formulations in machine learning has brought renewed motivation for smooth games. In this work, we focus on the class of stochastic Hamiltonian methods and provide the first convergence guarantees for certain classes of stochastic smooth games. We propose a novel unbiased estimator for the stochastic Hamiltonian gradient descent (SHGD) and highlight its benefits. Using tools from the optimization literature we show that SHGD converges linearly to the neighbourhood of a stationary point. To guarantee convergence to the exact solution, we analyze SHGD with a decreasing step-size and we also present the first stochastic variance reduced Hamiltonian method. Our results provide the first global non-asymptotic last-iterate convergence guarantees for the class of stochastic unconstrained bilinear games and for the more general class of stochastic games that satisfy a "sufficiently bilinear" condition, notably including some non-convex non-concave problems. We supplement our analysis with experiments on stochastic bilinear and sufficiently bilinear games, where our theory is shown to be tight, and on simple adversarial machine learning formulations.

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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.

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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.

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A Modern Take on the Bias-Variance Tradeoff in Neural Networks

The bias-variance tradeoff tells us that as model complexity increases, bias falls and variances increases, leading to a U-shaped test error curve. However, recent empirical results with over-parameterized neural networks are marked by a striking absence of the classic U-shaped test error curve: test error keeps decreasing in wider networks. This suggests that there might not be a bias-variance tradeoff in neural networks with respect to network width, unlike was originally claimed by, e.g., Geman et al. (1992). Motivated by the shaky evidence used to support this claim in neural networks, we measure bias and variance in the modern setting. We find that both bias and variance can decrease as the number of parameters grows. To better understand this, we introduce a new decomposition of the variance to disentangle the effects of optimization and data sampling. We also provide theoretical analysis in a simplified setting that is consistent with our empirical findings.

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MLSys: The New Frontier of Machine Learning Systems

Machine learning (ML) techniques are enjoying rapidly increasing adoption. However, designing and implementing the systems that support ML models in real-world deployments remains a significant obstacle, in large part due to the radically different development and deployment profile of modern ML methods, and the range of practical concerns that come with broader adoption. We propose to foster a new systems machine learning research community at the intersection of the traditional systems and ML communities, focused on topics such as hardware systems for ML, software systems for ML, and ML optimized for metrics beyond predictive accuracy. To do this, we describe a new conference, MLSys, that explicitly targets research at the intersection of systems and machine learning with a program committee split evenly between experts in systems and ML, and an explicit focus on topics at the intersection of the two.

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Reducing the variance in online optimization by transporting past gradients

Most stochastic optimization methods use gradients once before discarding them. While variance reduction methods have shown that reusing past gradients can be beneficial when there is a finite number of datapoints, they do not easily extend to the online setting. One issue is the staleness due to using past gradients. We propose to correct this staleness using the idea of implicit gradient transport (IGT) which transforms gradients computed at previous iterates into gradients evaluated at the current iterate without using the Hessian explicitly. In addition to reducing the variance and bias of our updates over time, IGT can be used as a drop-in replacement for the gradient estimate in a number of well-understood methods such as heavy ball or Adam. We show experimentally that it achieves state-of-the-art results on a wide range of architectures and benchmarks. Additionally, the IGT gradient estimator yields the optimal asymptotic convergence rate for online stochastic optimization in the restricted setting where the Hessians of all component functions are equal.

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State-Reification Networks: Improving Generalization by Modeling the Distribution of Hidden Representations

Machine learning promises methods that generalize well from finite labeled data. However, the brittleness of existing neural net approaches is revealed by notable failures, such as the existence of adversarial examples that are misclassified despite being nearly identical to a training example, or the inability of recurrent sequence-processing nets to stay on track without teacher forcing. We introduce a method, which we refer to as \emph{state reification}, that involves modeling the distribution of hidden states over the training data and then projecting hidden states observed during testing toward this distribution. Our intuition is that if the network can remain in a familiar manifold of hidden space, subsequent layers of the net should be well trained to respond appropriately. We show that this state-reification method helps neural nets to generalize better, especially when labeled data are sparse, and also helps overcome the challenge of achieving robust generalization with adversarial training.

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Manifold Mixup: Better Representations by Interpolating Hidden States

Deep neural networks excel at learning the training data, but often provide incorrect and confident predictions when evaluated on slightly different test examples. This includes distribution shifts, outliers, and adversarial examples. To address these issues, we propose Manifold Mixup, a simple regularizer that encourages neural networks to predict less confidently on interpolations of hidden representations. Manifold Mixup leverages semantic interpolations as additional training signal, obtaining neural networks with smoother decision boundaries at multiple levels of representation. As a result, neural networks trained with Manifold Mixup learn class-representations with fewer directions of variance. We prove theory on why this flattening happens under ideal conditions, validate it on practical situations, and connect it to previous works on information theory and generalization. In spite of incurring no significant computation and being implemented in a few lines of code, Manifold Mixup improves strong baselines in supervised learning, robustness to single-step adversarial attacks, and test log-likelihood.

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