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Jean Honorio

Publications and source records attributed to Jean Honorio.

86 records · Page 5Linked to original sources

Learning linear structural equation models in polynomial time and sample complexity

The problem of learning structural equation models (SEMs) from data is a fundamental problem in causal inference. We develop a new algorithm --- which is computationally and statistically efficient and works in the high-dimensional regime --- for learning linear SEMs from purely observational data with arbitrary noise distribution. We consider three aspects of the problem: identifiability, computational efficiency, and statistical efficiency. We show that when data is generated from a linear SEM over $p$ nodes and maximum degree $d$, our algorithm recovers the directed acyclic graph (DAG) structure of the SEM under an identifiability condition that is more general than those considered in the literature, and without faithfulness assumptions. In the population setting, our algorithm recovers the DAG structure in $\mathcal{O}(p(d^2 + \log p))$ operations. In the finite sample setting, if the estimated precision matrix is sparse, our algorithm has a smoothed complexity of $\widetilde{\mathcal{O}}(p^3 + pd^7)$, while if the estimated precision matrix is dense, our algorithm has a smoothed complexity of $\widetilde{\mathcal{O}}(p^5)$. For sub-Gaussian noise, we show that our algorithm has a sample complexity of $\mathcal{O}(\frac{d^8}{\varepsilon^2} \log (\frac{p}{\sqrtδ}))$ to achieve $\varepsilon$ element-wise additive error with respect to the true autoregression matrix with probability at most $1 - δ$, while for noise with bounded $(4m)$-th moment, with $m$ being a positive integer, our algorithm has a sample complexity of $\mathcal{O}(\frac{d^8}{\varepsilon^2} (\frac{p^2}δ)^{1/m})$.

cs.LG↗

Information Theoretic Limits for Linear Prediction with Graph-Structured Sparsity

We analyze the necessary number of samples for sparse vector recovery in a noisy linear prediction setup. This model includes problems such as linear regression and classification. We focus on structured graph models. In particular, we prove that sufficient number of samples for the weighted graph model proposed by Hegde and others is also necessary. We use the Fano's inequality on well constructed ensembles as our main tool in establishing information theoretic lower bounds.

cs.LG↗

Information-theoretic limits of Bayesian network structure learning

In this paper, we study the information-theoretic limits of learning the structure of Bayesian networks (BNs), on discrete as well as continuous random variables, from a finite number of samples. We show that the minimum number of samples required by any procedure to recover the correct structure grows as $Ω(m)$ and $Ω(k \log m + (k^2/m))$ for non-sparse and sparse BNs respectively, where $m$ is the number of variables and $k$ is the maximum number of parents per node. We provide a simple recipe, based on an extension of the Fano's inequality, to obtain information-theoretic limits of structure recovery for any exponential family BN. We instantiate our result for specific conditional distributions in the exponential family to characterize the fundamental limits of learning various commonly used BNs, such as conditional probability table based networks, gaussian BNs, noisy-OR networks, and logistic regression networks. En route to obtaining our main results, we obtain tight bounds on the number of sparse and non-sparse essential-DAGs. Finally, as a byproduct, we recover the information-theoretic limits of sparse variable selection for logistic regression.

cs.LG↗

Learning Identifiable Gaussian Bayesian Networks in Polynomial Time and Sample Complexity

Learning the directed acyclic graph (DAG) structure of a Bayesian network from observational data is a notoriously difficult problem for which many hardness results are known. In this paper we propose a provably polynomial-time algorithm for learning sparse Gaussian Bayesian networks with equal noise variance --- a class of Bayesian networks for which the DAG structure can be uniquely identified from observational data --- under high-dimensional settings. We show that $O(k^4 \log p)$ number of samples suffices for our method to recover the true DAG structure with high probability, where $p$ is the number of variables and $k$ is the maximum Markov blanket size. We obtain our theoretical guarantees under a condition called Restricted Strong Adjacency Faithfulness, which is strictly weaker than strong faithfulness --- a condition that other methods based on conditional independence testing need for their success. The sample complexity of our method matches the information-theoretic limits in terms of the dependence on $p$. We show that our method out-performs existing state-of-the-art methods for learning Gaussian Bayesian networks in terms of recovering the true DAG structure while being comparable in speed to heuristic methods.

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Learning Graphical Games from Behavioral Data: Sufficient and Necessary Conditions

In this paper we obtain sufficient and necessary conditions on the number of samples required for exact recovery of the pure-strategy Nash equilibria (PSNE) set of a graphical game from noisy observations of joint actions. We consider sparse linear influence games --- a parametric class of graphical games with linear payoffs, and represented by directed graphs of n nodes (players) and in-degree of at most k. We show that one can efficiently recover the PSNE set of a linear influence game with $O(k^2 \log n)$ samples, under very general observation models. On the other hand, we show that $Ω(k \log n)$ samples are necessary for any procedure to recover the PSNE set from observations of joint actions.

cs.LG↗

On the Sample Complexity of Learning Graphical Games

We analyze the sample complexity of learning graphical games from purely behavioral data. We assume that we can only observe the players' joint actions and not their payoffs. We analyze the sufficient and necessary number of samples for the correct recovery of the set of pure-strategy Nash equilibria (PSNE) of the true game. Our analysis focuses on directed graphs with $n$ nodes and at most $k$ parents per node. Sparse graphs correspond to ${k \in O(1)}$ with respect to $n$, while dense graphs correspond to ${k \in O(n)}$. By using VC dimension arguments, we show that if the number of samples is greater than ${O(k n \log^2{n})}$ for sparse graphs or ${O(n^2 \log{n})}$ for dense graphs, then maximum likelihood estimation correctly recovers the PSNE with high probability. By using information-theoretic arguments, we show that if the number of samples is less than ${Ω(k n \log^2{n})}$ for sparse graphs or ${Ω(n^2 \log{n})}$ for dense graphs, then any conceivable method fails to recover the PSNE with arbitrary probability.

cs.GT↗

From Behavior to Sparse Graphical Games: Efficient Recovery of Equilibria

In this paper we study the problem of exact recovery of the pure-strategy Nash equilibria (PSNE) set of a graphical game from noisy observations of joint actions of the players alone. We consider sparse linear influence games --- a parametric class of graphical games with linear payoffs, and represented by directed graphs of n nodes (players) and in-degree of at most k. We present an $\ell_1$-regularized logistic regression based algorithm for recovering the PSNE set exactly, that is both computationally efficient --- i.e. runs in polynomial time --- and statistically efficient --- i.e. has logarithmic sample complexity. Specifically, we show that the sufficient number of samples required for exact PSNE recovery scales as $\mathcal{O}(\mathrm{poly}(k) \log n)$. We also validate our theoretical results using synthetic experiments.

cs.GT↗

Structured Prediction: From Gaussian Perturbations to Linear-Time Principled Algorithms

Margin-based structured prediction commonly uses a maximum loss over all possible structured outputs \cite{Altun03,Collins04b,Taskar03}. In natural language processing, recent work \cite{Zhang14,Zhang15} has proposed the use of the maximum loss over random structured outputs sampled independently from some proposal distribution. This method is linear-time in the number of random structured outputs and trivially parallelizable. We study this family of loss functions in the PAC-Bayes framework under Gaussian perturbations \cite{McAllester07}. Under some technical conditions and up to statistical accuracy, we show that this family of loss functions produces a tighter upper bound of the Gibbs decoder distortion than commonly used methods. Thus, using the maximum loss over random structured outputs is a principled way of learning the parameter of structured prediction models. Besides explaining the experimental success of \cite{Zhang14,Zhang15}, our theoretical results show that more general techniques are possible.

stat.ML↗

Information-Theoretic Lower Bounds for Recovery of Diffusion Network Structures

We study the information-theoretic lower bound of the sample complexity of the correct recovery of diffusion network structures. We introduce a discrete-time diffusion model based on the Independent Cascade model for which we obtain a lower bound of order $Ω(k \log p)$, for directed graphs of $p$ nodes, and at most $k$ parents per node. Next, we introduce a continuous-time diffusion model, for which a similar lower bound of order $Ω(k \log p)$ is obtained. Our results show that the algorithm of Pouget-Abadie et al. is statistically optimal for the discrete-time regime. Our work also opens the question of whether it is possible to devise an optimal algorithm for the continuous-time regime.

cs.LG↗

On the Statistical Efficiency of $\ell_{1,p}$ Multi-Task Learning of Gaussian Graphical Models

In this paper, we present $\ell_{1,p}$ multi-task structure learning for Gaussian graphical models. We analyze the sufficient number of samples for the correct recovery of the support union and edge signs. We also analyze the necessary number of samples for any conceivable method by providing information-theoretic lower bounds. We compare the statistical efficiency of multi-task learning versus that of single-task learning. For experiments, we use a block coordinate descent method that is provably convergent and generates a sequence of positive definite solutions. We provide experimental validation on synthetic data as well as on two publicly available real-world data sets, including functional magnetic resonance imaging and gene expression data.

cs.LG↗

Learning the Structure and Parameters of Large-Population Graphical Games from Behavioral Data

We consider learning, from strictly behavioral data, the structure and parameters of linear influence games (LIGs), a class of parametric graphical games introduced by Irfan and Ortiz (2014). LIGs facilitate causal strategic inference (CSI): Making inferences from causal interventions on stable behavior in strategic settings. Applications include the identification of the most influential individuals in large (social) networks. Such tasks can also support policy-making analysis. Motivated by the computational work on LIGs, we cast the learning problem as maximum-likelihood estimation (MLE) of a generative model defined by pure-strategy Nash equilibria (PSNE). Our simple formulation uncovers the fundamental interplay between goodness-of-fit and model complexity: good models capture equilibrium behavior within the data while controlling the true number of equilibria, including those unobserved. We provide a generalization bound establishing the sample complexity for MLE in our framework. We propose several algorithms including convex loss minimization (CLM) and sigmoidal approximations. We prove that the number of exact PSNE in LIGs is small, with high probability; thus, CLM is sound. We illustrate our approach on synthetic data and real-world U.S. congressional voting records. We briefly discuss our learning framework's generality and potential applicability to general graphical games.

cs.LG↗

Inverse Covariance Estimation for High-Dimensional Data in Linear Time and Space: Spectral Methods for Riccati and Sparse Models

We propose maximum likelihood estimation for learning Gaussian graphical models with a Gaussian (ell_2^2) prior on the parameters. This is in contrast to the commonly used Laplace (ell_1) prior for encouraging sparseness. We show that our optimization problem leads to a Riccati matrix equation, which has a closed form solution. We propose an efficient algorithm that performs a singular value decomposition of the training data. Our algorithm is O(NT^2)-time and O(NT)-space for N variables and T samples. Our method is tailored to high-dimensional problems (N gg T), in which sparseness promoting methods become intractable. Furthermore, instead of obtaining a single solution for a specific regularization parameter, our algorithm finds the whole solution path. We show that the method has logarithmic sample complexity under the spiked covariance model. We also propose sparsification of the dense solution with provable performance guarantees. We provide techniques for using our learnt models, such as removing unimportant variables, computing likelihoods and conditional distributions. Finally, we show promising results in several gene expressions datasets.

cs.LG↗

Convergence Rates of Biased Stochastic Optimization for Learning Sparse Ising Models

We study the convergence rate of stochastic optimization of exact (NP-hard) objectives, for which only biased estimates of the gradient are available. We motivate this problem in the context of learning the structure and parameters of Ising models. We first provide a convergence-rate analysis of deterministic errors for forward-backward splitting (FBS). We then extend our analysis to biased stochastic errors, by first characterizing a family of samplers and providing a high probability bound that allows understanding not only FBS, but also proximal gradient (PG) methods. We derive some interesting conclusions: FBS requires only a logarithmically increasing number of random samples in order to converge (although at a very low rate); the required number of random samples is the same for the deterministic and the biased stochastic setting for FBS and basic PG; accelerated PG is not guaranteed to converge in the biased stochastic setting.

cs.LG↗

Lipschitz Parametrization of Probabilistic Graphical Models

We show that the log-likelihood of several probabilistic graphical models is Lipschitz continuous with respect to the lp-norm of the parameters. We discuss several implications of Lipschitz parametrization. We present an upper bound of the Kullback-Leibler divergence that allows understanding methods that penalize the lp-norm of differences of parameters as the minimization of that upper bound. The expected log-likelihood is lower bounded by the negative lp-norm, which allows understanding the generalization ability of probabilistic models. The exponential of the negative lp-norm is involved in the lower bound of the Bayes error rate, which shows that it is reasonable to use parameters as features in algorithms that rely on metric spaces (e.g. classification, dimensionality reduction, clustering). Our results do not rely on specific algorithms for learning the structure or parameters. We show preliminary results for activity recognition and temporal segmentation.

cs.LG↗