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Praneeth Netrapalli

Publications and source records attributed to Praneeth Netrapalli.

At least 37 records · Page 2Linked to original sources

All Mistakes Are Not Equal: Comprehensive Hierarchy Aware Multi-label Predictions (CHAMP)

This paper considers the problem of Hierarchical Multi-Label Classification (HMC), where (i) several labels can be present for each example, and (ii) labels are related via a domain-specific hierarchy tree. Guided by the intuition that all mistakes are not equal, we present Comprehensive Hierarchy Aware Multi-label Predictions (CHAMP), a framework that penalizes a misprediction depending on its severity as per the hierarchy tree. While there have been works that apply such an idea to single-label classification, to the best of our knowledge, there are limited such works for multilabel classification focusing on the severity of mistakes. The key reason is that there is no clear way of quantifying the severity of a misprediction a priori in the multilabel setting. In this work, we propose a simple but effective metric to quantify the severity of a mistake in HMC, naturally leading to CHAMP. Extensive experiments on six public HMC datasets across modalities (image, audio, and text) demonstrate that incorporating hierarchical information leads to substantial gains as CHAMP improves both AUPRC (2.6% median percentage improvement) and hierarchical metrics (2.85% median percentage improvement), over stand-alone hierarchical or multilabel classification methods. Compared to standard multilabel baselines, CHAMP provides improved AUPRC in both robustness (8.87% mean percentage improvement ) and less data regimes. Further, our method provides a framework to enhance existing multilabel classification algorithms with better mistakes (18.1% mean percentage increment).

cs.LG

Focus on the Common Good: Group Distributional Robustness Follows

We consider the problem of training a classification model with group annotated training data. Recent work has established that, if there is distribution shift across different groups, models trained using the standard empirical risk minimization (ERM) objective suffer from poor performance on minority groups and that group distributionally robust optimization (Group-DRO) objective is a better alternative. The starting point of this paper is the observation that though Group-DRO performs better than ERM on minority groups for some benchmark datasets, there are several other datasets where it performs much worse than ERM. Inspired by ideas from the closely related problem of domain generalization, this paper proposes a new and simple algorithm that explicitly encourages learning of features that are shared across various groups. The key insight behind our proposed algorithm is that while Group-DRO focuses on groups with worst regularized loss, focusing instead, on groups that enable better performance even on other groups, could lead to learning of shared/common features, thereby enhancing minority performance beyond what is achieved by Group-DRO. Empirically, we show that our proposed algorithm matches or achieves better performance compared to strong contemporary baselines including ERM and Group-DRO on standard benchmarks on both minority groups and across all groups. Theoretically, we show that the proposed algorithm is a descent method and finds first order stationary points of smooth nonconvex functions.

cs.LG

Near-Optimal Lower Bounds For Convex Optimization For All Orders of Smoothness

We study the complexity of optimizing highly smooth convex functions. For a positive integer $p$, we want to find an $ε$-approximate minimum of a convex function $f$, given oracle access to the function and its first $p$ derivatives, assuming that the $p$th derivative of $f$ is Lipschitz. Recently, three independent research groups (Jiang et al., PLMR 2019; Gasnikov et al., PLMR 2019; Bubeck et al., PLMR 2019) developed a new algorithm that solves this problem with $\tilde{O}(1/ε^{\frac{2}{3p+1}})$ oracle calls for constant $p$. This is known to be optimal (up to log factors) for deterministic algorithms, but known lower bounds for randomized algorithms do not match this bound. We prove a new lower bound that matches this bound (up to log factors), and holds not only for randomized algorithms, but also for quantum algorithms.

math.OC

Streaming Linear System Identification with Reverse Experience Replay

We consider the problem of estimating a linear time-invariant (LTI) dynamical system from a single trajectory via streaming algorithms, which is encountered in several applications including reinforcement learning (RL) and time-series analysis. While the LTI system estimation problem is well-studied in the {\em offline} setting, the practically important streaming/online setting has received little attention. Standard streaming methods like stochastic gradient descent (SGD) are unlikely to work since streaming points can be highly correlated. In this work, we propose a novel streaming algorithm, SGD with Reverse Experience Replay ($\mathsf{SGD}-\mathsf{RER}$), that is inspired by the experience replay (ER) technique popular in the RL literature. $\mathsf{SGD}-\mathsf{RER}$ divides data into small buffers and runs SGD backwards on the data stored in the individual buffers. We show that this algorithm exactly deconstructs the dependency structure and obtains information theoretically optimal guarantees for both parameter error and prediction error. Thus, we provide the first -- to the best of our knowledge -- optimal SGD-style algorithm for the classical problem of linear system identification with a first order oracle. Furthermore, $\mathsf{SGD}-\mathsf{RER}$ can be applied to more general settings like sparse LTI identification with known sparsity pattern, and non-linear dynamical systems. Our work demonstrates that the knowledge of data dependency structure can aid us in designing statistically and computationally efficient algorithms which can "decorrelate" streaming samples.

cs.LG

Near-optimal Offline and Streaming Algorithms for Learning Non-Linear Dynamical Systems

We consider the setting of vector valued non-linear dynamical systems $X_{t+1} = ϕ(A^* X_t) + η_t$, where $η_t$ is unbiased noise and $ϕ: \mathbb{R} \to \mathbb{R}$ is a known link function that satisfies certain {\em expansivity property}. The goal is to learn $A^*$ from a single trajectory $X_1,\cdots,X_T$ of {\em dependent or correlated} samples. While the problem is well-studied in the linear case, where $ϕ$ is identity, with optimal error rates even for non-mixing systems, existing results in the non-linear case hold only for mixing systems. In this work, we improve existing results for learning nonlinear systems in a number of ways: a) we provide the first offline algorithm that can learn non-linear dynamical systems without the mixing assumption, b) we significantly improve upon the sample complexity of existing results for mixing systems, c) in the much harder one-pass, streaming setting we study a SGD with Reverse Experience Replay ($\mathsf{SGD-RER}$) method, and demonstrate that for mixing systems, it achieves the same sample complexity as our offline algorithm, d) we justify the expansivity assumption by showing that for the popular ReLU link function -- a non-expansive but easy to learn link function with i.i.d. samples -- any method would require exponentially many samples (with respect to dimension of $X_t$) from the dynamical system. We validate our results via. simulations and demonstrate that a naive application of SGD can be highly sub-optimal. Indeed, our work demonstrates that for correlated data, specialized methods designed for the dependency structure in data can significantly outperform standard SGD based methods.

cs.LG

Do Input Gradients Highlight Discriminative Features?

Post-hoc gradient-based interpretability methods [Simonyan et al., 2013, Smilkov et al., 2017] that provide instance-specific explanations of model predictions are often based on assumption (A): magnitude of input gradients -- gradients of logits with respect to input -- noisily highlight discriminative task-relevant features. In this work, we test the validity of assumption (A) using a three-pronged approach. First, we develop an evaluation framework, DiffROAR, to test assumption (A) on four image classification benchmarks. Our results suggest that (i) input gradients of standard models (i.e., trained on original data) may grossly violate (A), whereas (ii) input gradients of adversarially robust models satisfy (A). Second, we introduce BlockMNIST, an MNIST-based semi-real dataset, that by design encodes a priori knowledge of discriminative features. Our analysis on BlockMNIST leverages this information to validate as well as characterize differences between input gradient attributions of standard and robust models. Finally, we theoretically prove that our empirical findings hold on a simplified version of the BlockMNIST dataset. Specifically, we prove that input gradients of standard one-hidden-layer MLPs trained on this dataset do not highlight instance-specific signal coordinates, thus grossly violating assumption (A). Our findings motivate the need to formalize and test common assumptions in interpretability in a falsifiable manner [Leavitt and Morcos, 2020]. We believe that the DiffROAR evaluation framework and BlockMNIST-based datasets can serve as sanity checks to audit instance-specific interpretability methods; code and data available at https://github.com/harshays/inputgradients.

cs.LG

Online Target Q-learning with Reverse Experience Replay: Efficiently finding the Optimal Policy for Linear MDPs

Q-learning is a popular Reinforcement Learning (RL) algorithm which is widely used in practice with function approximation (Mnih et al., 2015). In contrast, existing theoretical results are pessimistic about Q-learning. For example, (Baird, 1995) shows that Q-learning does not converge even with linear function approximation for linear MDPs. Furthermore, even for tabular MDPs with synchronous updates, Q-learning was shown to have sub-optimal sample complexity (Li et al., 2021;Azar et al., 2013). The goal of this work is to bridge the gap between practical success of Q-learning and the relatively pessimistic theoretical results. The starting point of our work is the observation that in practice, Q-learning is used with two important modifications: (i) training with two networks, called online network and target network simultaneously (online target learning, or OTL) , and (ii) experience replay (ER) (Mnih et al., 2015). While they have been observed to play a significant role in the practical success of Q-learning, a thorough theoretical understanding of how these two modifications improve the convergence behavior of Q-learning has been missing in literature. By carefully combining Q-learning with OTL and reverse experience replay (RER) (a form of experience replay), we present novel methods Q-Rex and Q-RexDaRe (Q-Rex + data reuse). We show that Q-Rex efficiently finds the optimal policy for linear MDPs (or more generally for MDPs with zero inherent Bellman error with linear approximation (ZIBEL)) and provide non-asymptotic bounds on sample complexity -- the first such result for a Q-learning method for this class of MDPs under standard assumptions. Furthermore, we demonstrate that Q-RexDaRe in fact achieves near optimal sample complexity in the tabular setting, improving upon the existing results for vanilla Q-learning.

cs.LG

Minimax Optimization with Smooth Algorithmic Adversaries

This paper considers minimax optimization $\min_x \max_y f(x, y)$ in the challenging setting where $f$ can be both nonconvex in $x$ and nonconcave in $y$. Though such optimization problems arise in many machine learning paradigms including training generative adversarial networks (GANs) and adversarially robust models, many fundamental issues remain in theory, such as the absence of efficiently computable optimality notions, and cyclic or diverging behavior of existing algorithms. Our framework sprouts from the practical consideration that under a computational budget, the max-player can not fully maximize $f(x,\cdot)$ since nonconcave maximization is NP-hard in general. So, we propose a new algorithm for the min-player to play against smooth algorithms deployed by the adversary (i.e., the max-player) instead of against full maximization. Our algorithm is guaranteed to make monotonic progress (thus having no limit cycles), and to find an appropriate "stationary point" in a polynomial number of iterations. Our framework covers practical settings where the smooth algorithms deployed by the adversary are multi-step stochastic gradient ascent, and its accelerated version. We further provide complementing experiments that confirm our theoretical findings and demonstrate the effectiveness of the proposed approach in practice.

cs.LG

Sample Efficient Linear Meta-Learning by Alternating Minimization

Meta-learning synthesizes and leverages the knowledge from a given set of tasks to rapidly learn new tasks using very little data. Meta-learning of linear regression tasks, where the regressors lie in a low-dimensional subspace, is an extensively-studied fundamental problem in this domain. However, existing results either guarantee highly suboptimal estimation errors, or require $Ω(d)$ samples per task (where $d$ is the data dimensionality) thus providing little gain over separately learning each task. In this work, we study a simple alternating minimization method (MLLAM), which alternately learns the low-dimensional subspace and the regressors. We show that, for a constant subspace dimension MLLAM obtains nearly-optimal estimation error, despite requiring only $Ω(\log d)$ samples per task. However, the number of samples required per task grows logarithmically with the number of tasks. To remedy this in the low-noise regime, we propose a novel task subset selection scheme that ensures the same strong statistical guarantee as MLLAM, even with bounded number of samples per task for arbitrarily large number of tasks.

cs.LG

MOReL : Model-Based Offline Reinforcement Learning

In offline reinforcement learning (RL), the goal is to learn a highly rewarding policy based solely on a dataset of historical interactions with the environment. The ability to train RL policies offline can greatly expand the applicability of RL, its data efficiency, and its experimental velocity. Prior work in offline RL has been confined almost exclusively to model-free RL approaches. In this work, we present MOReL, an algorithmic framework for model-based offline RL. This framework consists of two steps: (a) learning a pessimistic MDP (P-MDP) using the offline dataset; and (b) learning a near-optimal policy in this P-MDP. The learned P-MDP has the property that for any policy, the performance in the real environment is approximately lower-bounded by the performance in the P-MDP. This enables it to serve as a good surrogate for purposes of policy evaluation and learning, and overcome common pitfalls of model-based RL like model exploitation. Theoretically, we show that MOReL is minimax optimal (up to log factors) for offline RL. Through experiments, we show that MOReL matches or exceeds state-of-the-art results in widely studied offline RL benchmarks. Moreover, the modular design of MOReL enables future advances in its components (e.g. generative modeling, uncertainty estimation, planning etc.) to directly translate into advances for offline RL.

cs.LG

Optimal Regret Algorithm for Pseudo-1d Bandit Convex Optimization

We study online learning with bandit feedback (i.e. learner has access to only zeroth-order oracle) where cost/reward functions $\f_t$ admit a "pseudo-1d" structure, i.e. $\f_t(\w) = \loss_t(\pred_t(\w))$ where the output of $\pred_t$ is one-dimensional. At each round, the learner observes context $\x_t$, plays prediction $\pred_t(\w_t; \x_t)$ (e.g. $\pred_t(\cdot)=\langle \x_t, \cdot\rangle$) for some $\w_t \in \mathbb{R}^d$ and observes loss $\loss_t(\pred_t(\w_t))$ where $\loss_t$ is a convex Lipschitz-continuous function. The goal is to minimize the standard regret metric. This pseudo-1d bandit convex optimization problem (\SBCO) arises frequently in domains such as online decision-making or parameter-tuning in large systems. For this problem, we first show a lower bound of $\min(\sqrt{dT}, T^{3/4})$ for the regret of any algorithm, where $T$ is the number of rounds. We propose a new algorithm \sbcalg that combines randomized online gradient descent with a kernelized exponential weights method to exploit the pseudo-1d structure effectively, guaranteeing the {\em optimal} regret bound mentioned above, up to additional logarithmic factors. In contrast, applying state-of-the-art online convex optimization methods leads to $\tilde{O}\left(\min\left(d^{9.5}\sqrt{T},\sqrt{d}T^{3/4}\right)\right)$ regret, that is significantly suboptimal in $d$.

cs.LG

The Pitfalls of Simplicity Bias in Neural Networks

Several works have proposed Simplicity Bias (SB)---the tendency of standard training procedures such as Stochastic Gradient Descent (SGD) to find simple models---to justify why neural networks generalize well [Arpit et al. 2017, Nakkiran et al. 2019, Soudry et al. 2018]. However, the precise notion of simplicity remains vague. Furthermore, previous settings that use SB to theoretically justify why neural networks generalize well do not simultaneously capture the non-robustness of neural networks---a widely observed phenomenon in practice [Goodfellow et al. 2014, Jo and Bengio 2017]. We attempt to reconcile SB and the superior standard generalization of neural networks with the non-robustness observed in practice by designing datasets that (a) incorporate a precise notion of simplicity, (b) comprise multiple predictive features with varying levels of simplicity, and (c) capture the non-robustness of neural networks trained on real data. Through theory and empirics on these datasets, we make four observations: (i) SB of SGD and variants can be extreme: neural networks can exclusively rely on the simplest feature and remain invariant to all predictive complex features. (ii) The extreme aspect of SB could explain why seemingly benign distribution shifts and small adversarial perturbations significantly degrade model performance. (iii) Contrary to conventional wisdom, SB can also hurt generalization on the same data distribution, as SB persists even when the simplest feature has less predictive power than the more complex features. (iv) Common approaches to improve generalization and robustness---ensembles and adversarial training---can fail in mitigating SB and its pitfalls. Given the role of SB in training neural networks, we hope that the proposed datasets and methods serve as an effective testbed to evaluate novel algorithmic approaches aimed at avoiding the pitfalls of SB.

cs.LG

No quantum speedup over gradient descent for non-smooth convex optimization

We study the first-order convex optimization problem, where we have black-box access to a (not necessarily smooth) function $f:\mathbb{R}^n \to \mathbb{R}$ and its (sub)gradient. Our goal is to find an $ε$-approximate minimum of $f$ starting from a point that is distance at most $R$ from the true minimum. If $f$ is $G$-Lipschitz, then the classic gradient descent algorithm solves this problem with $O((GR/ε)^{2})$ queries. Importantly, the number of queries is independent of the dimension $n$ and gradient descent is optimal in this regard: No deterministic or randomized algorithm can achieve better complexity that is still independent of the dimension $n$. In this paper we reprove the randomized lower bound of $Ω((GR/ε)^{2})$ using a simpler argument than previous lower bounds. We then show that although the function family used in the lower bound is hard for randomized algorithms, it can be solved using $O(GR/ε)$ quantum queries. We then show an improved lower bound against quantum algorithms using a different set of instances and establish our main result that in general even quantum algorithms need $Ω((GR/ε)^2)$ queries to solve the problem. Hence there is no quantum speedup over gradient descent for black-box first-order convex optimization without further assumptions on the function family.

cs.DS

Projection Efficient Subgradient Method and Optimal Nonsmooth Frank-Wolfe Method

We consider the classical setting of optimizing a nonsmooth Lipschitz continuous convex function over a convex constraint set, when having access to a (stochastic) first-order oracle (FO) for the function and a projection oracle (PO) for the constraint set. It is well known that to achieve $ε$-suboptimality in high-dimensions, $Θ(ε^{-2})$ FO calls are necessary. This is achieved by the projected subgradient method (PGD). However, PGD also entails $O(ε^{-2})$ PO calls, which may be computationally costlier than FO calls (e.g. nuclear norm constraints). Improving this PO calls complexity of PGD is largely unexplored, despite the fundamental nature of this problem and extensive literature. We present first such improvement. This only requires a mild assumption that the objective function, when extended to a slightly larger neighborhood of the constraint set, still remains Lipschitz and accessible via FO. In particular, we introduce MOPES method, which carefully combines Moreau-Yosida smoothing and accelerated first-order schemes. This is guaranteed to find a feasible $ε$-suboptimal solution using only $O(ε^{-1})$ PO calls and optimal $O(ε^{-2})$ FO calls. Further, instead of a PO if we only have a linear minimization oracle (LMO, a la Frank-Wolfe) to access the constraint set, an extension of our method, MOLES, finds a feasible $ε$-suboptimal solution using $O(ε^{-2})$ LMO calls and FO calls---both match known lower bounds, resolving a question left open since White (1993). Our experiments confirm that these methods achieve significant speedups over the state-of-the-art, for a problem with costly PO and LMO calls.

math.OC

What is Local Optimality in Nonconvex-Nonconcave Minimax Optimization?

Minimax optimization has found extensive applications in modern machine learning, in settings such as generative adversarial networks (GANs), adversarial training and multi-agent reinforcement learning. As most of these applications involve continuous nonconvex-nonconcave formulations, a very basic question arises---"what is a proper definition of local optima?" Most previous work answers this question using classical notions of equilibria from simultaneous games, where the min-player and the max-player act simultaneously. In contrast, most applications in machine learning, including GANs and adversarial training, correspond to sequential games, where the order of which player acts first is crucial (since minimax is in general not equal to maximin due to the nonconvex-nonconcave nature of the problems). The main contribution of this paper is to propose a proper mathematical definition of local optimality for this sequential setting---local minimax, as well as to present its properties and existence results. Finally, we establish a strong connection to a basic local search algorithm---gradient descent ascent (GDA): under mild conditions, all stable limit points of GDA are exactly local minimax points up to some degenerate points.

cs.LG

Learning Minimax Estimators via Online Learning

We consider the problem of designing minimax estimators for estimating the parameters of a probability distribution. Unlike classical approaches such as the MLE and minimum distance estimators, we consider an algorithmic approach for constructing such estimators. We view the problem of designing minimax estimators as finding a mixed strategy Nash equilibrium of a zero-sum game. By leveraging recent results in online learning with non-convex losses, we provide a general algorithm for finding a mixed-strategy Nash equilibrium of general non-convex non-concave zero-sum games. Our algorithm requires access to two subroutines: (a) one which outputs a Bayes estimator corresponding to a given prior probability distribution, and (b) one which computes the worst-case risk of any given estimator. Given access to these two subroutines, we show that our algorithm outputs both a minimax estimator and a least favorable prior. To demonstrate the power of this approach, we use it to construct provably minimax estimators for classical problems such as estimation in the finite Gaussian sequence model, and linear regression.

stat.ML

Least Squares Regression with Markovian Data: Fundamental Limits and Algorithms

We study the problem of least squares linear regression where the data-points are dependent and are sampled from a Markov chain. We establish sharp information theoretic minimax lower bounds for this problem in terms of $τ_{\mathsf{mix}}$, the mixing time of the underlying Markov chain, under different noise settings. Our results establish that in general, optimization with Markovian data is strictly harder than optimization with independent data and a trivial algorithm (SGD-DD) that works with only one in every $\tildeΘ(τ_{\mathsf{mix}})$ samples, which are approximately independent, is minimax optimal. In fact, it is strictly better than the popular Stochastic Gradient Descent (SGD) method with constant step-size which is otherwise minimax optimal in the regression with independent data setting. Beyond a worst case analysis, we investigate whether structured datasets seen in practice such as Gaussian auto-regressive dynamics can admit more efficient optimization schemes. Surprisingly, even in this specific and natural setting, Stochastic Gradient Descent (SGD) with constant step-size is still no better than SGD-DD. Instead, we propose an algorithm based on experience replay--a popular reinforcement learning technique--that achieves a significantly better error rate. Our improved rate serves as one of the first results where an algorithm outperforms SGD-DD on an interesting Markov chain and also provides one of the first theoretical analyses to support the use of experience replay in practice.

cs.LG

Follow the Perturbed Leader: Optimism and Fast Parallel Algorithms for Smooth Minimax Games

We consider the problem of online learning and its application to solving minimax games. For the online learning problem, Follow the Perturbed Leader (FTPL) is a widely studied algorithm which enjoys the optimal $O(T^{1/2})$ worst-case regret guarantee for both convex and nonconvex losses. In this work, we show that when the sequence of loss functions is predictable, a simple modification of FTPL which incorporates optimism can achieve better regret guarantees, while retaining the optimal worst-case regret guarantee for unpredictable sequences. A key challenge in obtaining these tighter regret bounds is the stochasticity and optimism in the algorithm, which requires different analysis techniques than those commonly used in the analysis of FTPL. The key ingredient we utilize in our analysis is the dual view of perturbation as regularization. While our algorithm has several applications, we consider the specific application of minimax games. For solving smooth convex-concave games, our algorithm only requires access to a linear optimization oracle. For Lipschitz and smooth nonconvex-nonconcave games, our algorithm requires access to an optimization oracle which computes the perturbed best response. In both these settings, our algorithm solves the game up to an accuracy of $O(T^{-1/2})$ using $T$ calls to the optimization oracle. An important feature of our algorithm is that it is highly parallelizable and requires only $O(T^{1/2})$ iterations, with each iteration making $O(T^{1/2})$ parallel calls to the optimization oracle.

cs.LG