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Lin F. Yang

Publications and source records attributed to Lin F. Yang.

At least 91 records · Page 5Linked to original sources

Efficient Symmetric Norm Regression via Linear Sketching

We provide efficient algorithms for overconstrained linear regression problems with size $n \times d$ when the loss function is a symmetric norm (a norm invariant under sign-flips and coordinate-permutations). An important class of symmetric norms are Orlicz norms, where for a function $G$ and a vector $y \in \mathbb{R}^n$, the corresponding Orlicz norm $\|y\|_G$ is defined as the unique value $α$ such that $\sum_{i=1}^n G(|y_i|/α) = 1$. When the loss function is an Orlicz norm, our algorithm produces a $(1 + \varepsilon)$-approximate solution for an arbitrarily small constant $\varepsilon > 0$ in input-sparsity time, improving over the previously best-known algorithm which produces a $d \cdot \mathrm{polylog} n$-approximate solution. When the loss function is a general symmetric norm, our algorithm produces a $\sqrt{d} \cdot \mathrm{polylog} n \cdot \mathrm{mmc}(\ell)$-approximate solution in input-sparsity time, where $\mathrm{mmc}(\ell)$ is a quantity related to the symmetric norm under consideration. To the best of our knowledge, this is the first input-sparsity time algorithm with provable guarantees for the general class of symmetric norm regression problem. Our results shed light on resolving the universal sketching problem for linear regression, and the techniques might be of independent interest to numerical linear algebra problems more broadly.

cs.DS↗

Dropping Convexity for More Efficient and Scalable Online Multiview Learning

Multiview representation learning is very popular for latent factor analysis. It naturally arises in many data analysis, machine learning, and information retrieval applications to model dependent structures among multiple data sources. For computational convenience, existing approaches usually formulate the multiview representation learning as convex optimization problems, where global optima can be obtained by certain algorithms in polynomial time. However, many pieces of evidence have corroborated that heuristic nonconvex approaches also have good empirical computational performance and convergence to the global optima, although there is a lack of theoretical justification. Such a gap between theory and practice motivates us to study a nonconvex formulation for multiview representation learning, which can be efficiently solved by a simple stochastic gradient descent (SGD) algorithm. We first illustrate the geometry of the nonconvex formulation; Then, we establish asymptotic global rates of convergence to the global optima by diffusion approximations. Numerical experiments are provided to support our theory.

cs.LG↗

Solving Discounted Stochastic Two-Player Games with Near-Optimal Time and Sample Complexity

In this paper, we settle the sampling complexity of solving discounted two-player turn-based zero-sum stochastic games up to polylogarithmic factors. Given a stochastic game with discount factor $γ\in(0,1)$ we provide an algorithm that computes an $ε$-optimal strategy with high-probability given $\tilde{O}((1 - γ)^{-3} ε^{-2})$ samples from the transition function for each state-action-pair. Our algorithm runs in time nearly linear in the number of samples and uses space nearly linear in the number of state-action pairs. As stochastic games generalize Markov decision processes (MDPs) our runtime and sample complexities are optimal due to Azar et al (2013). We achieve our results by showing how to generalize a near-optimal Q-learning based algorithms for MDP, in particular Sidford et al (2018), to two-player strategy computation algorithms. This overcomes limitations of standard Q-learning and strategy iteration or alternating minimization based approaches and we hope will pave the way for future reinforcement learning results by facilitating the extension of MDP results to multi-agent settings with little loss.

cs.LG↗

Reinforcement Learning in Feature Space: Matrix Bandit, Kernels, and Regret Bound

Exploration in reinforcement learning (RL) suffers from the curse of dimensionality when the state-action space is large. A common practice is to parameterize the high-dimensional value and policy functions using given features. However existing methods either have no theoretical guarantee or suffer a regret that is exponential in the planning horizon $H$. In this paper, we propose an online RL algorithm, namely the MatrixRL, that leverages ideas from linear bandit to learn a low-dimensional representation of the probability transition model while carefully balancing the exploitation-exploration tradeoff. We show that MatrixRL achieves a regret bound ${O}\big(H^2d\log T\sqrt{T}\big)$ where $d$ is the number of features. MatrixRL has an equivalent kernelized version, which is able to work with an arbitrary kernel Hilbert space without using explicit features. In this case, the kernelized MatrixRL satisfies a regret bound ${O}\big(H^2\widetilde{d}\log T\sqrt{T}\big)$, where $\widetilde{d}$ is the effective dimension of the kernel space. To our best knowledge, for RL using features or kernels, our results are the first regret bounds that are near-optimal in time $T$ and dimension $d$ (or $\widetilde{d}$) and polynomial in the planning horizon $H$.

cs.LG↗

Near-Optimal Time and Sample Complexities for Solving Discounted Markov Decision Process with a Generative Model

In this paper we consider the problem of computing an $ε$-optimal policy of a discounted Markov Decision Process (DMDP) provided we can only access its transition function through a generative sampling model that given any state-action pair samples from the transition function in $O(1)$ time. Given such a DMDP with states $S$, actions $A$, discount factor $γ\in(0,1)$, and rewards in range $[0, 1]$ we provide an algorithm which computes an $ε$-optimal policy with probability $1 - δ$ where \emph{both} the time spent and number of sample taken are upper bounded by \[ O\left[\frac{|S||A|}{(1-γ)^3 ε^2} \log \left(\frac{|S||A|}{(1-γ)δε} \right) \log\left(\frac{1}{(1-γ)ε}\right)\right] ~. \] For fixed values of $ε$, this improves upon the previous best known bounds by a factor of $(1 - γ)^{-1}$ and matches the sample complexity lower bounds proved in Azar et al. (2013) up to logarithmic factors. We also extend our method to computing $ε$-optimal policies for finite-horizon MDP with a generative model and provide a nearly matching sample complexity lower bound.

math.OC↗

Sample-Optimal Parametric Q-Learning Using Linearly Additive Features

Consider a Markov decision process (MDP) that admits a set of state-action features, which can linearly express the process's probabilistic transition model. We propose a parametric Q-learning algorithm that finds an approximate-optimal policy using a sample size proportional to the feature dimension $K$ and invariant with respect to the size of the state space. To further improve its sample efficiency, we exploit the monotonicity property and intrinsic noise structure of the Bellman operator, provided the existence of anchor state-actions that imply implicit non-negativity in the feature space. We augment the algorithm using techniques of variance reduction, monotonicity preservation, and confidence bounds. It is proved to find a policy which is $ε$-optimal from any initial state with high probability using $\widetilde{O}(K/ε^2(1-γ)^3)$ sample transitions for arbitrarily large-scale MDP with a discount factor $γ\in(0,1)$. A matching information-theoretical lower bound is proved, confirming the sample optimality of the proposed method with respect to all parameters (up to polylog factors).

cs.LG↗

Feature-Based Q-Learning for Two-Player Stochastic Games

Consider a two-player zero-sum stochastic game where the transition function can be embedded in a given feature space. We propose a two-player Q-learning algorithm for approximating the Nash equilibrium strategy via sampling. The algorithm is shown to find an $ε$-optimal strategy using sample size linear to the number of features. To further improve its sample efficiency, we develop an accelerated algorithm by adopting techniques such as variance reduction, monotonicity preservation and two-sided strategy approximation. We prove that the algorithm is guaranteed to find an $ε$-optimal strategy using no more than $\tilde{\mathcal{O}}(K/(ε^{2}(1-γ)^{4}))$ samples with high probability, where $K$ is the number of features and $γ$ is a discount factor. The sample, time and space complexities of the algorithm are independent of original dimensions of the game.

cs.LG↗

Learning to Control in Metric Space with Optimal Regret

We study online reinforcement learning for finite-horizon deterministic control systems with {\it arbitrary} state and action spaces. Suppose that the transition dynamics and reward function is unknown, but the state and action space is endowed with a metric that characterizes the proximity between different states and actions. We provide a surprisingly simple upper-confidence reinforcement learning algorithm that uses a function approximation oracle to estimate optimistic Q functions from experiences. We show that the regret of the algorithm after $K$ episodes is $O(HL(KH)^{\frac{d-1}{d}}) $ where $L$ is a smoothness parameter, and $d$ is the doubling dimension of the state-action space with respect to the given metric. We also establish a near-matching regret lower bound. The proposed method can be adapted to work for more structured transition systems, including the finite-state case and the case where value functions are linear combinations of features, where the method also achieve the optimal regret.

cs.LG↗

The One-Way Communication Complexity of Dynamic Time Warping Distance

We resolve the randomized one-way communication complexity of Dynamic Time Warping (DTW) distance. We show that there is an efficient one-way communication protocol using $\widetilde{O}(n/α)$ bits for the problem of computing an $α$-approximation for DTW between strings $x$ and $y$ of length $n$, and we prove a lower bound of $Ω(n / α)$ bits for the same problem. Our communication protocol works for strings over an arbitrary metric of polynomial size and aspect ratio, and we optimize the logarithmic factors depending on properties of the underlying metric, such as when the points are low-dimensional integer vectors equipped with various metrics or have bounded doubling dimension. We also consider linear sketches of DTW, showing that such sketches must have size $Ω(n)$.

cs.DS↗

Towards a Theoretical Understanding of Hashing-Based Neural Nets

Parameter reduction has been an important topic in deep learning due to the ever-increasing size of deep neural network models and the need to train and run them on resource limited machines. Despite many efforts in this area, there were no rigorous theoretical guarantees on why existing neural net compression methods should work. In this paper, we provide provable guarantees on some hashing-based parameter reduction methods in neural nets. First, we introduce a neural net compression scheme based on random linear sketching (which is usually implemented efficiently via hashing), and show that the sketched (smaller) network is able to approximate the original network on all input data coming from any smooth and well-conditioned low-dimensional manifold. The sketched network can also be trained directly via back-propagation. Next, we study the previously proposed HashedNets architecture and show that the optimization landscape of one-hidden-layer HashedNets has a local strong convexity property similar to a normal fully connected neural network. We complement our theoretical results with empirical verifications.

cs.LG↗

Nearly Optimal Dynamic $k$-Means Clustering for High-Dimensional Data

We consider the $k$-means clustering problem in the dynamic streaming setting, where points from a discrete Euclidean space $\{1, 2, \ldots, Δ\}^d$ can be dynamically inserted to or deleted from the dataset. For this problem, we provide a one-pass coreset construction algorithm using space $\tilde{O}(k\cdot \mathrm{poly}(d, \logΔ))$, where $k$ is the target number of centers. To our knowledge, this is the first dynamic geometric data stream algorithm for $k$-means using space polynomial in dimension and nearly optimal (linear) in $k$.

cs.DS↗

The Physical Systems Behind Optimization Algorithms

We use differential equations based approaches to provide some {\it \textbf{physics}} insights into analyzing the dynamics of popular optimization algorithms in machine learning. In particular, we study gradient descent, proximal gradient descent, coordinate gradient descent, proximal coordinate gradient, and Newton's methods as well as their Nesterov's accelerated variants in a unified framework motivated by a natural connection of optimization algorithms to physical systems. Our analysis is applicable to more general algorithms and optimization problems {\it \textbf{beyond}} convexity and strong convexity, e.g. Polyak-Łojasiewicz and error bound conditions (possibly nonconvex).

cs.LG↗

Matrix Norms in Data Streams: Faster, Multi-Pass and Row-Order

A central problem in data streams is to characterize which functions of an underlying frequency vector can be approximated efficiently. Recently there has been considerable effort in extending this problem to that of estimating functions of a matrix that is presented as a data-stream. This setting generalizes classical problems to the analogous ones for matrices. For example, instead of estimating frequent-item counts, we now wish to estimate "frequent-direction" counts. A related example is to estimate norms, which now correspond to estimating a vector norm on the singular values of the matrix. Despite recent efforts, the current understanding for such matrix problems is considerably weaker than that for vector problems. We study a number of aspects of estimating matrix norms in a stream that have not previously been considered: (1) multi-pass algorithms, (2) algorithms that see the underlying matrix one row at a time, and (3) time-efficient algorithms. Our multi-pass and row-order algorithms use less memory than what is provably required in the single-pass and entrywise-update models, and thus give separations between these models (in terms of memory). Moreover, all of our algorithms are considerably faster than previous ones. We also prove a number of lower bounds, and obtain for instance, a near-complete characterization of the memory required of row-order algorithms for estimating Schatten $p$-norms of sparse matrices.

cs.DS↗

Scalable Streaming Tools for Analyzing $N$-body Simulations: Finding Halos and Investigating Excursion Sets in One Pass

Cosmological $N$-body simulations play a vital role in studying models for the evolution of the Universe. To compare to observations and make a scientific inference, statistic analysis on large simulation datasets, e.g., finding halos, obtaining multi-point correlation functions, is crucial. However, traditional in-memory methods for these tasks do not scale to the datasets that are forbiddingly large in modern simulations. Our prior paper proposes memory-efficient streaming algorithms that can find the largest halos in a simulation with up to $10^9$ particles on a small server or desktop. However, this approach fails when directly scaling to larger datasets. This paper presents a robust streaming tool that leverages state-of-the-art techniques on GPU boosting, sampling, and parallel I/O, to significantly improve performance and scalability. Our rigorous analysis of the sketch parameters improves the previous results from finding the centers of the $10^3$ largest halos to $\sim 10^4-10^5$, and reveals the trade-offs between memory, running time and number of halos. Our experiments show that our tool can scale to datasets with up to $\sim 10^{12}$ particles while using less than an hour of running time on a single GPU Nvidia GTX 1080.

astro-ph.IM↗

Revisiting Frequency Moment Estimation in Random Order Streams

We revisit one of the classic problems in the data stream literature, namely, that of estimating the frequency moments $F_p$ for $0 < p < 2$ of an underlying $n$-dimensional vector presented as a sequence of additive updates in a stream. It is well-known that using $p$-stable distributions one can approximate any of these moments up to a multiplicative $(1+ε)$-factor using $O(ε^{-2} \log n)$ bits of space, and this space bound is optimal up to a constant factor in the turnstile streaming model. We show that surprisingly, if one instead considers the popular random-order model of insertion-only streams, in which the updates to the underlying vector arrive in a random order, then one can beat this space bound and achieve $\tilde{O}(ε^{-2} + \log n)$ bits of space, where the $\tilde{O}$ hides poly$(\log(1/ε) + \log \log n)$ factors. If $ε^{-2} \approx \log n$, this represents a roughly quadratic improvement in the space achievable in turnstile streams. Our algorithm is in fact deterministic, and we show our space bound is optimal up to poly$(\log(1/ε) + \log \log n)$ factors for deterministic algorithms in the random order model. We also obtain a similar improvement in space for $p = 2$ whenever $F_2 \gtrsim \log n\cdot F_1$.

cs.DS↗

On Quadratic Convergence of DC Proximal Newton Algorithm for Nonconvex Sparse Learning in High Dimensions

We propose a DC proximal Newton algorithm for solving nonconvex regularized sparse learning problems in high dimensions. Our proposed algorithm integrates the proximal Newton algorithm with multi-stage convex relaxation based on the difference of convex (DC) programming, and enjoys both strong computational and statistical guarantees. Specifically, by leveraging a sophisticated characterization of sparse modeling structures/assumptions (i.e., local restricted strong convexity and Hessian smoothness), we prove that within each stage of convex relaxation, our proposed algorithm achieves (local) quadratic convergence, and eventually obtains a sparse approximate local optimum with optimal statistical properties after only a few convex relaxations. Numerical experiments are provided to support our theory.

stat.ML↗

Misspecified Nonconvex Statistical Optimization for Phase Retrieval

Existing nonconvex statistical optimization theory and methods crucially rely on the correct specification of the underlying "true" statistical models. To address this issue, we take a first step towards taming model misspecification by studying the high-dimensional sparse phase retrieval problem with misspecified link functions. In particular, we propose a simple variant of the thresholded Wirtinger flow algorithm that, given a proper initialization, linearly converges to an estimator with optimal statistical accuracy for a broad family of unknown link functions. We further provide extensive numerical experiments to support our theoretical findings.

stat.ML↗

Approximate Convex Hull of Data Streams

Given a finite set of points $P \subseteq \mathbb{R}^d$, we would like to find a small subset $S \subseteq P$ such that the convex hull of $S$ approximately contains $P$. More formally, every point in $P$ is within distance $ε$ from the convex hull of $S$. Such a subset $S$ is called an $ε$-hull. Computing an $ε$-hull is an important problem in computational geometry, machine learning, and approximation algorithms. In many real world applications, the set $P$ is too large to fit in memory. We consider the streaming model where the algorithm receives the points of $P$ sequentially and strives to use a minimal amount of memory. Existing streaming algorithms for computing an $ε$-hull require $O(ε^{-(d-1)/2})$ space, which is optimal for a worst-case input. However, this ignores the structure of the data. The minimal size of an $ε$-hull of $P$, which we denote by $\text{OPT}$, can be much smaller. A natural question is whether a streaming algorithm can compute an $ε$-hull using only $O(\text{OPT})$ space. We begin with lower bounds that show that it is not possible to have a single-pass streaming algorithm that computes an $ε$-hull with $O(\text{OPT})$ space. We instead propose three relaxations of the problem for which we can compute $ε$-hulls using space near-linear to the optimal size. Our first algorithm for points in $\mathbb{R}^2$ that arrive in random-order uses $O(\log n\cdot \text{OPT})$ space. Our second algorithm for points in $\mathbb{R}^2$ makes $O(\log(\frac{1}ε))$ passes before outputting the $ε$-hull and requires $O(\text{OPT})$ space. Our third algorithm for points in $\mathbb{R}^d$ for any fixed dimension $d$ outputs an $ε$-hull for all but $δ$-fraction of directions and requires $O(\text{OPT} \cdot \log \text{OPT})$ space.

cs.CG↗