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Simon Lacoste-Julien

Publications and source records attributed to Simon Lacoste-Julien.

At least 73 records · Page 4Linked to original sources

Affine Invariant Analysis of Frank-Wolfe on Strongly Convex Sets

It is known that the Frank-Wolfe (FW) algorithm, which is affine-covariant, enjoys accelerated convergence rates when the constraint set is strongly convex. However, these results rely on norm-dependent assumptions, usually incurring non-affine invariant bounds, in contradiction with FW's affine-covariant property. In this work, we introduce new structural assumptions on the problem (such as the directional smoothness) and derive an affine invariant, norm-independent analysis of Frank-Wolfe. Based on our analysis, we propose an affine invariant backtracking line-search. Interestingly, we show that typical backtracking line-searches using smoothness of the objective function surprisingly converge to an affine invariant step size, despite using affine-dependent norms in the step size's computation. This indicates that we do not necessarily need to know the set's structure in advance to enjoy the affine-invariant accelerated rate.

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Differentiable Causal Discovery from Interventional Data

Learning a causal directed acyclic graph from data is a challenging task that involves solving a combinatorial problem for which the solution is not always identifiable. A new line of work reformulates this problem as a continuous constrained optimization one, which is solved via the augmented Lagrangian method. However, most methods based on this idea do not make use of interventional data, which can significantly alleviate identifiability issues. This work constitutes a new step in this direction by proposing a theoretically-grounded method based on neural networks that can leverage interventional data. We illustrate the flexibility of the continuous-constrained framework by taking advantage of expressive neural architectures such as normalizing flows. We show that our approach compares favorably to the state of the art in a variety of settings, including perfect and imperfect interventions for which the targeted nodes may even be unknown.

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GAIT: A Geometric Approach to Information Theory

We advocate the use of a notion of entropy that reflects the relative abundances of the symbols in an alphabet, as well as the similarities between them. This concept was originally introduced in theoretical ecology to study the diversity of ecosystems. Based on this notion of entropy, we introduce geometry-aware counterparts for several concepts and theorems in information theory. Notably, our proposed divergence exhibits performance on par with state-of-the-art methods based on the Wasserstein distance, but enjoys a closed-form expression that can be computed efficiently. We demonstrate the versatility of our method via experiments on a broad range of domains: training generative models, computing image barycenters, approximating empirical measures and counting modes.

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Machine Learning in Airline Crew Pairing to Construct Initial Clusters for Dynamic Constraint Aggregation

The crew pairing problem (CPP) is generally modelled as a set partitioning problem where the flights have to be partitioned in pairings. A pairing is a sequence of flight legs separated by connection time and rest periods that starts and ends at the same base. Because of the extensive list of complex rules and regulations, determining whether a sequence of flights constitutes a feasible pairing can be quite difficult by itself, making CPP one of the hardest of the airline planning problems. In this paper, we first propose to improve the prototype Baseline solver of Desaulniers et al. (2020) by adding dynamic control strategies to obtain an efficient solver for large-scale CPPs: Commercial-GENCOL-DCA. These solvers are designed to aggregate the flights covering constraints to reduce the size of the problem. Then, we use machine learning (ML) to produce clusters of flights having a high probability of being performed consecutively by the same crew. The solver combines several advanced Operations Research techniques to assemble and modify these clusters, when necessary, to produce a good solution. We show, on monthly CPPs with up to 50 000 flights, that Commercial-GENCOL-DCA with clusters produced by ML-based heuristics outperforms Baseline fed by initial clusters that are pairings of a solution obtained by rolling horizon with GENCOL. The reduction of solution cost averages between 6.8% and 8.52%, which is mainly due to the reduction in the cost of global constraints between 69.79% and 78.11%.

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A Variational Inequality Perspective on Generative Adversarial Networks

Generative adversarial networks (GANs) form a generative modeling approach known for producing appealing samples, but they are notably difficult to train. One common way to tackle this issue has been to propose new formulations of the GAN objective. Yet, surprisingly few studies have looked at optimization methods designed for this adversarial training. In this work, we cast GAN optimization problems in the general variational inequality framework. Tapping into the mathematical programming literature, we counter some common misconceptions about the difficulties of saddle point optimization and propose to extend techniques designed for variational inequalities to the training of GANs. We apply averaging, extrapolation and a computationally cheaper variant that we call extrapolation from the past to the stochastic gradient method (SGD) and Adam.

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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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Are Few-Shot Learning Benchmarks too Simple ? Solving them without Task Supervision at Test-Time

We show that several popular few-shot learning benchmarks can be solved with varying degrees of success without using support set Labels at Test-time (LT). To this end, we introduce a new baseline called Centroid Networks, a modification of Prototypical Networks in which the support set labels are hidden from the method at test-time and have to be recovered through clustering. A benchmark that can be solved perfectly without LT does not require proper task adaptation and is therefore inadequate for evaluating few-shot methods. In practice, most benchmarks cannot be solved perfectly without LT, but running our baseline on any new combinations of architectures and datasets gives insights on the baseline performance to be expected from leveraging a good representation, before any adaptation to the test-time labels.

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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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Reducing Noise in GAN Training with Variance Reduced Extragradient

We study the effect of the stochastic gradient noise on the training of generative adversarial networks (GANs) and show that it can prevent the convergence of standard game optimization methods, while the batch version converges. We address this issue with a novel stochastic variance-reduced extragradient (SVRE) optimization algorithm, which for a large class of games improves upon the previous convergence rates proposed in the literature. We observe empirically that SVRE performs similarly to a batch method on MNIST while being computationally cheaper, and that SVRE yields more stable GAN training on standard datasets.

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To Each Optimizer a Norm, To Each Norm its Generalization

We study the implicit regularization of optimization methods for linear models interpolating the training data in the under-parametrized and over-parametrized regimes. Since it is difficult to determine whether an optimizer converges to solutions that minimize a known norm, we flip the problem and investigate what is the corresponding norm minimized by an interpolating solution. Using this reasoning, we prove that for over-parameterized linear regression, projections onto linear spans can be used to move between different interpolating solutions. For under-parameterized linear classification, we prove that for any linear classifier separating the data, there exists a family of quadratic norms ||.||_P such that the classifier's direction is the same as that of the maximum P-margin solution. For linear classification, we argue that analyzing convergence to the standard maximum l2-margin is arbitrary and show that minimizing the norm induced by the data results in better generalization. Furthermore, for over-parameterized linear classification, projections onto the data-span enable us to use techniques from the under-parameterized setting. On the empirical side, we propose techniques to bias optimizers towards better generalizing solutions, improving their test performance. We validate our theoretical results via synthetic experiments, and use the neural tangent kernel to handle non-linear models.

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A Closer Look at the Optimization Landscapes of Generative Adversarial Networks

Generative adversarial networks have been very successful in generative modeling, however they remain relatively challenging to train compared to standard deep neural networks. In this paper, we propose new visualization techniques for the optimization landscapes of GANs that enable us to study the game vector field resulting from the concatenation of the gradient of both players. Using these visualization techniques we try to bridge the gap between theory and practice by showing empirically that the training of GANs exhibits significant rotations around Local Stable Stationary Points (LSSP), similar to the one predicted by theory on toy examples. Moreover, we provide empirical evidence that GAN training converge to a stable stationary point which is a saddle point for the generator loss, not a minimum, while still achieving excellent performance.

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Fast and Furious Convergence: Stochastic Second Order Methods under Interpolation

We consider stochastic second-order methods for minimizing smooth and strongly-convex functions under an interpolation condition satisfied by over-parameterized models. Under this condition, we show that the regularized subsampled Newton method (R-SSN) achieves global linear convergence with an adaptive step-size and a constant batch-size. By growing the batch size for both the subsampled gradient and Hessian, we show that R-SSN can converge at a quadratic rate in a local neighbourhood of the solution. We also show that R-SSN attains local linear convergence for the family of self-concordant functions. Furthermore, we analyze stochastic BFGS algorithms in the interpolation setting and prove their global linear convergence. We empirically evaluate stochastic L-BFGS and a "Hessian-free" implementation of R-SSN for binary classification on synthetic, linearly-separable datasets and real datasets under a kernel mapping. Our experimental results demonstrate the fast convergence of these methods, both in terms of the number of iterations and wall-clock time.

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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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Gradient-Based Neural DAG Learning

We propose a novel score-based approach to learning a directed acyclic graph (DAG) from observational data. We adapt a recently proposed continuous constrained optimization formulation to allow for nonlinear relationships between variables using neural networks. This extension allows to model complex interactions while avoiding the combinatorial nature of the problem. In addition to comparing our method to existing continuous optimization methods, we provide missing empirical comparisons to nonlinear greedy search methods. On both synthetic and real-world data sets, this new method outperforms current continuous methods on most tasks, while being competitive with existing greedy search methods on important metrics for causal inference.

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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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Implicit Regularization of Discrete Gradient Dynamics in Linear Neural Networks

When optimizing over-parameterized models, such as deep neural networks, a large set of parameters can achieve zero training error. In such cases, the choice of the optimization algorithm and its respective hyper-parameters introduces biases that will lead to convergence to specific minimizers of the objective. Consequently, this choice can be considered as an implicit regularization for the training of over-parametrized models. In this work, we push this idea further by studying the discrete gradient dynamics of the training of a two-layer linear network with the least-squares loss. Using a time rescaling, we show that, with a vanishing initialization and a small enough step size, this dynamics sequentially learns the solutions of a reduced-rank regression with a gradually increasing rank.

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Improved asynchronous parallel optimization analysis for stochastic incremental methods

As datasets continue to increase in size and multi-core computer architectures are developed, asynchronous parallel optimization algorithms become more and more essential to the field of Machine Learning. Unfortunately, conducting the theoretical analysis asynchronous methods is difficult, notably due to the introduction of delay and inconsistency in inherently sequential algorithms. Handling these issues often requires resorting to simplifying but unrealistic assumptions. Through a novel perspective, we revisit and clarify a subtle but important technical issue present in a large fraction of the recent convergence rate proofs for asynchronous parallel optimization algorithms, and propose a simplification of the recently introduced "perturbed iterate" framework that resolves it. We demonstrate the usefulness of our new framework by analyzing three distinct asynchronous parallel incremental optimization algorithms: Hogwild (asynchronous SGD), KROMAGNON (asynchronous SVRG) and ASAGA, a novel asynchronous parallel version of the incremental gradient algorithm SAGA that enjoys fast linear convergence rates. We are able to both remove problematic assumptions and obtain better theoretical results. Notably, we prove that ASAGA and KROMAGNON can obtain a theoretical linear speedup on multi-core systems even without sparsity assumptions. We present results of an implementation on a 40-core architecture illustrating the practical speedups as well as the hardware overhead. Finally, we investigate the overlap constant, an ill-understood but central quantity for the theoretical analysis of asynchronous parallel algorithms. We find that it encompasses much more complexity than suggested in previous work, and often is order-of-magnitude bigger than traditionally thought.

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