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Mark Schmidt

Publications and source records attributed to Mark Schmidt.

At least 73 records · Page 4Linked to original sources

Model-Independent Online Learning for Influence Maximization

We consider influence maximization (IM) in social networks, which is the problem of maximizing the number of users that become aware of a product by selecting a set of "seed" users to expose the product to. While prior work assumes a known model of information diffusion, we propose a novel parametrization that not only makes our framework agnostic to the underlying diffusion model, but also statistically efficient to learn from data. We give a corresponding monotone, submodular surrogate function, and show that it is a good approximation to the original IM objective. We also consider the case of a new marketer looking to exploit an existing social network, while simultaneously learning the factors governing information propagation. For this, we propose a pairwise-influence semi-bandit feedback model and develop a LinUCB-based bandit algorithm. Our model-independent analysis shows that our regret bound has a better (as compared to previous work) dependence on the size of the network. Experimental evaluation suggests that our framework is robust to the underlying diffusion model and can efficiently learn a near-optimal solution.

cs.LG↗

New Insights into Bootstrapping for Bandits

We investigate the use of bootstrapping in the bandit setting. We first show that the commonly used non-parametric bootstrapping (NPB) procedure can be provably inefficient and establish a near-linear lower bound on the regret incurred by it under the bandit model with Bernoulli rewards. We show that NPB with an appropriate amount of forced exploration can result in sub-linear albeit sub-optimal regret. As an alternative to NPB, we propose a weighted bootstrapping (WB) procedure. For Bernoulli rewards, WB with multiplicative exponential weights is mathematically equivalent to Thompson sampling (TS) and results in near-optimal regret bounds. Similarly, in the bandit setting with Gaussian rewards, we show that WB with additive Gaussian weights achieves near-optimal regret. Beyond these special cases, we show that WB leads to better empirical performance than TS for several reward distributions bounded on $[0,1]$. For the contextual bandit setting, we give practical guidelines that make bootstrapping simple and efficient to implement and result in good empirical performance on real-world datasets.

cs.LG↗

Online Learning Rate Adaptation with Hypergradient Descent

We introduce a general method for improving the convergence rate of gradient-based optimizers that is easy to implement and works well in practice. We demonstrate the effectiveness of the method in a range of optimization problems by applying it to stochastic gradient descent, stochastic gradient descent with Nesterov momentum, and Adam, showing that it significantly reduces the need for the manual tuning of the initial learning rate for these commonly used algorithms. Our method works by dynamically updating the learning rate during optimization using the gradient with respect to the learning rate of the update rule itself. Computing this "hypergradient" needs little additional computation, requires only one extra copy of the original gradient to be stored in memory, and relies upon nothing more than what is provided by reverse-mode automatic differentiation.

cs.LG↗

Horde of Bandits using Gaussian Markov Random Fields

The gang of bandits (GOB) model \cite{cesa2013gang} is a recent contextual bandits framework that shares information between a set of bandit problems, related by a known (possibly noisy) graph. This model is useful in problems like recommender systems where the large number of users makes it vital to transfer information between users. Despite its effectiveness, the existing GOB model can only be applied to small problems due to its quadratic time-dependence on the number of nodes. Existing solutions to combat the scalability issue require an often-unrealistic clustering assumption. By exploiting a connection to Gaussian Markov random fields (GMRFs), we show that the GOB model can be made to scale to much larger graphs without additional assumptions. In addition, we propose a Thompson sampling algorithm which uses the recent GMRF sampling-by-perturbation technique, allowing it to scale to even larger problems (leading to a "horde" of bandits). We give regret bounds and experimental results for GOB with Thompson sampling and epoch-greedy algorithms, indicating that these methods are as good as or significantly better than ignoring the graph or adopting a clustering-based approach. Finally, when an existing graph is not available, we propose a heuristic for learning it on the fly and show promising results.

cs.LG↗

Convergence Rates for Greedy Kaczmarz Algorithms, and Faster Randomized Kaczmarz Rules Using the Orthogonality Graph

The Kaczmarz method is an iterative algorithm for solving systems of linear equalities and inequalities, that iteratively projects onto these constraints. Recently, Strohmer and Vershynin [J. Fourier Anal. Appl., 15(2):262-278, 2009] gave a non-asymptotic convergence rate analysis for this algorithm, spurring numerous extensions and generalizations of the Kaczmarz method. Rather than the randomized selection rule analyzed in that work, in this paper we instead discuss greedy and approximate greedy selection rules. We show that in some applications the computational costs of greedy and random selection are comparable, and that in many cases greedy selection rules give faster convergence rates than random selection rules. Further, we give the first multi-step analysis of Kaczmarz methods for a particular greedy rule, and propose a provably-faster randomized selection rule for matrices with many pairwise-orthogonal rows.

math.NA↗

Fast Patch-based Style Transfer of Arbitrary Style

Artistic style transfer is an image synthesis problem where the content of an image is reproduced with the style of another. Recent works show that a visually appealing style transfer can be achieved by using the hidden activations of a pretrained convolutional neural network. However, existing methods either apply (i) an optimization procedure that works for any style image but is very expensive, or (ii) an efficient feedforward network that only allows a limited number of trained styles. In this work we propose a simpler optimization objective based on local matching that combines the content structure and style textures in a single layer of the pretrained network. We show that our objective has desirable properties such as a simpler optimization landscape, intuitive parameter tuning, and consistent frame-by-frame performance on video. Furthermore, we use 80,000 natural images and 80,000 paintings to train an inverse network that approximates the result of the optimization. This results in a procedure for artistic style transfer that is efficient but also allows arbitrary content and style images.

cs.CV↗

Play and Learn: Using Video Games to Train Computer Vision Models

Video games are a compelling source of annotated data as they can readily provide fine-grained groundtruth for diverse tasks. However, it is not clear whether the synthetically generated data has enough resemblance to the real-world images to improve the performance of computer vision models in practice. We present experiments assessing the effectiveness on real-world data of systems trained on synthetic RGB images that are extracted from a video game. We collected over 60000 synthetic samples from a modern video game with similar conditions to the real-world CamVid and Cityscapes datasets. We provide several experiments to demonstrate that the synthetically generated RGB images can be used to improve the performance of deep neural networks on both image segmentation and depth estimation. These results show that a convolutional network trained on synthetic data achieves a similar test error to a network that is trained on real-world data for dense image classification. Furthermore, the synthetically generated RGB images can provide similar or better results compared to the real-world datasets if a simple domain adaptation technique is applied. Our results suggest that collaboration with game developers for an accessible interface to gather data is potentially a fruitful direction for future work in computer vision.

cs.CV↗

Faster Stochastic Variational Inference using Proximal-Gradient Methods with General Divergence Functions

Several recent works have explored stochastic gradient methods for variational inference that exploit the geometry of the variational-parameter space. However, the theoretical properties of these methods are not well-understood and these methods typically only apply to conditionally-conjugate models. We present a new stochastic method for variational inference which exploits the geometry of the variational-parameter space and also yields simple closed-form updates even for non-conjugate models. We also give a convergence-rate analysis of our method and many other previous methods which exploit the geometry of the space. Our analysis generalizes existing convergence results for stochastic mirror-descent on non-convex objectives by using a more general class of divergence functions. Beyond giving a theoretical justification for a variety of recent methods, our experiments show that new algorithms derived in this framework lead to state of the art results on a variety of problems. Further, due to its generality, we expect that our theoretical analysis could also apply to other applications.

stat.ML↗

Minimizing Finite Sums with the Stochastic Average Gradient

We propose the stochastic average gradient (SAG) method for optimizing the sum of a finite number of smooth convex functions. Like stochastic gradient (SG) methods, the SAG method's iteration cost is independent of the number of terms in the sum. However, by incorporating a memory of previous gradient values the SAG method achieves a faster convergence rate than black-box SG methods. The convergence rate is improved from O(1/k^{1/2}) to O(1/k) in general, and when the sum is strongly-convex the convergence rate is improved from the sub-linear O(1/k) to a linear convergence rate of the form O(p^k) for p \textless{} 1. Further, in many cases the convergence rate of the new method is also faster than black-box deterministic gradient methods, in terms of the number of gradient evaluations. Numerical experiments indicate that the new algorithm often dramatically outperforms existing SG and deterministic gradient methods, and that the performance may be further improved through the use of non-uniform sampling strategies.

math.OC↗

Influence Maximization with Bandits

We consider the problem of \emph{influence maximization}, the problem of maximizing the number of people that become aware of a product by finding the `best' set of `seed' users to expose the product to. Most prior work on this topic assumes that we know the probability of each user influencing each other user, or we have data that lets us estimate these influences. However, this information is typically not initially available or is difficult to obtain. To avoid this assumption, we adopt a combinatorial multi-armed bandit paradigm that estimates the influence probabilities as we sequentially try different seed sets. We establish bounds on the performance of this procedure under the existing edge-level feedback as well as a novel and more realistic node-level feedback. Beyond our theoretical results, we describe a practical implementation and experimentally demonstrate its efficiency and effectiveness on four real datasets.

cs.SI↗

Stop Wasting My Gradients: Practical SVRG

We present and analyze several strategies for improving the performance of stochastic variance-reduced gradient (SVRG) methods. We first show that the convergence rate of these methods can be preserved under a decreasing sequence of errors in the control variate, and use this to derive variants of SVRG that use growing-batch strategies to reduce the number of gradient calculations required in the early iterations. We further (i) show how to exploit support vectors to reduce the number of gradient computations in the later iterations, (ii) prove that the commonly-used regularized SVRG iteration is justified and improves the convergence rate, (iii) consider alternate mini-batch selection strategies, and (iv) consider the generalization error of the method.

cs.LG↗

Non-Uniform Stochastic Average Gradient Method for Training Conditional Random Fields

We apply stochastic average gradient (SAG) algorithms for training conditional random fields (CRFs). We describe a practical implementation that uses structure in the CRF gradient to reduce the memory requirement of this linearly-convergent stochastic gradient method, propose a non-uniform sampling scheme that substantially improves practical performance, and analyze the rate of convergence of the SAGA variant under non-uniform sampling. Our experimental results reveal that our method often significantly outperforms existing methods in terms of the training objective, and performs as well or better than optimally-tuned stochastic gradient methods in terms of test error.

stat.ML↗

Hierarchical Maximum-Margin Clustering

We present a hierarchical maximum-margin clustering method for unsupervised data analysis. Our method extends beyond flat maximum-margin clustering, and performs clustering recursively in a top-down manner. We propose an effective greedy splitting criteria for selecting which cluster to split next, and employ regularizers that enforce feature sharing/competition for capturing data semantics. Experimental results obtained on four standard datasets show that our method outperforms flat and hierarchical clustering baselines, while forming clean and semantically meaningful cluster hierarchies.

cs.LG↗

Convex Optimization for Big Data

This article reviews recent advances in convex optimization algorithms for Big Data, which aim to reduce the computational, storage, and communications bottlenecks. We provide an overview of this emerging field, describe contemporary approximation techniques like first-order methods and randomization for scalability, and survey the important role of parallel and distributed computation. The new Big Data algorithms are based on surprisingly simple principles and attain staggering accelerations even on classical problems.

math.OC↗

Fast Convergence of Stochastic Gradient Descent under a Strong Growth Condition

We consider optimizing a function smooth convex function $f$ that is the average of a set of differentiable functions $f_i$, under the assumption considered by Solodov [1998] and Tseng [1998] that the norm of each gradient $f_i'$ is bounded by a linear function of the norm of the average gradient $f'$. We show that under these assumptions the basic stochastic gradient method with a sufficiently-small constant step-size has an $O(1/k)$ convergence rate, and has a linear convergence rate if $g$ is strongly-convex.

math.OC↗

A Stochastic Gradient Method with an Exponential Convergence Rate for Finite Training Sets

We propose a new stochastic gradient method for optimizing the sum of a finite set of smooth functions, where the sum is strongly convex. While standard stochastic gradient methods converge at sublinear rates for this problem, the proposed method incorporates a memory of previous gradient values in order to achieve a linear convergence rate. In a machine learning context, numerical experiments indicate that the new algorithm can dramatically outperform standard algorithms, both in terms of optimizing the training error and reducing the test error quickly.

math.OC↗

Hybrid Deterministic-Stochastic Methods for Data Fitting

Many structured data-fitting applications require the solution of an optimization problem involving a sum over a potentially large number of measurements. Incremental gradient algorithms offer inexpensive iterations by sampling a subset of the terms in the sum. These methods can make great progress initially, but often slow as they approach a solution. In contrast, full-gradient methods achieve steady convergence at the expense of evaluating the full objective and gradient on each iteration. We explore hybrid methods that exhibit the benefits of both approaches. Rate-of-convergence analysis shows that by controlling the sample size in an incremental gradient algorithm, it is possible to maintain the steady convergence rates of full-gradient methods. We detail a practical quasi-Newton implementation based on this approach. Numerical experiments illustrate its potential benefits.

math.NA↗

Block-Coordinate Frank-Wolfe Optimization for Structural SVMs

We propose a randomized block-coordinate variant of the classic Frank-Wolfe algorithm for convex optimization with block-separable constraints. Despite its lower iteration cost, we show that it achieves a similar convergence rate in duality gap as the full Frank-Wolfe algorithm. We also show that, when applied to the dual structural support vector machine (SVM) objective, this yields an online algorithm that has the same low iteration complexity as primal stochastic subgradient methods. However, unlike stochastic subgradient methods, the block-coordinate Frank-Wolfe algorithm allows us to compute the optimal step-size and yields a computable duality gap guarantee. Our experiments indicate that this simple algorithm outperforms competing structural SVM solvers.

cs.LG↗