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Thodoris Lykouris

Publications and source records attributed to Thodoris Lykouris.

25 records · Page 2Linked to original sources

Competitive caching with machine learned advice

Traditional online algorithms encapsulate decision making under uncertainty, and give ways to hedge against all possible future events, while guaranteeing a nearly optimal solution as compared to an offline optimum. On the other hand, machine learning algorithms are in the business of extrapolating patterns found in the data to predict the future, and usually come with strong guarantees on the expected generalization error. In this work we develop a framework for augmenting online algorithms with a machine learned oracle to achieve competitive ratios that provably improve upon unconditional worst case lower bounds when the oracle has low error. Our approach treats the oracle as a complete black box, and is not dependent on its inner workings, or the exact distribution of its errors. We apply this framework to the traditional caching problem -- creating an eviction strategy for a cache of size $k$. We demonstrate that naively following the oracle's recommendations may lead to very poor performance, even when the average error is quite low. Instead we show how to modify the Marker algorithm to take into account the oracle's predictions, and prove that this combined approach achieves a competitive ratio that both (i) decreases as the oracle's error decreases, and (ii) is always capped by $O(\log k)$, which can be achieved without any oracle input. We complement our results with an empirical evaluation of our algorithm on real world datasets, and show that it performs well empirically even using simple off-the-shelf predictions.

cs.DS↗

Learning and Efficiency in Games with Dynamic Population

We study the quality of outcomes in repeated games when the population of players is dynamically changing and participants use learning algorithms to adapt to the changing environment. Game theory classically considers Nash equilibria of one-shot games, while in practice many games are played repeatedly, and in such games players often use algorithmic tools to learn to play in the given environment. Most previous work on learning in repeated games assumes that the population playing the game is static over time. We analyze the efficiency of repeated games in dynamically changing environments, motivated by application domains such as Internet ad-auctions and packet routing. We prove that, in many classes of games, if players choose their strategies in a way that guarantees low adaptive regret, then high social welfare is ensured, even under very frequent changes. In fact, in large markets learning players achieve asymptotically optimal social welfare despite high turnover. Previous work has only showed that high welfare is guaranteed for learning outcomes in static environments. Our work extends these results to more realistic settings when participation is drastically evolving over time.

cs.GT↗

Feedback graph regret bounds for Thompson Sampling and UCB

We study the stochastic multi-armed bandit problem with the graph-based feedback structure introduced by Mannor and Shamir. We analyze the performance of the two most prominent stochastic bandit algorithms, Thompson Sampling and Upper Confidence Bound (UCB), in the graph-based feedback setting. We show that these algorithms achieve regret guarantees that combine the graph structure and the gaps between the means of the arm distributions. Surprisingly this holds despite the fact that these algorithms do not explicitly use the graph structure to select arms; they observe the additional feedback but do not explore based on it. Towards this result we introduce a "layering technique" highlighting the commonalities in the two algorithms.

cs.LG↗

Advancing subgroup fairness via sleeping experts

We study methods for improving fairness to subgroups in settings with overlapping populations and sequential predictions. Classical notions of fairness focus on the balance of some property across different populations. However, in many applications the goal of the different groups is not to be predicted equally but rather to be predicted well. We demonstrate that the task of satisfying this guarantee for multiple overlapping groups is not straightforward and show that for the simple objective of unweighted average of false negative and false positive rate, satisfying this for overlapping populations can be statistically impossible even when we are provided predictors that perform well separately on each subgroup. On the positive side, we show that when individuals are equally important to the different groups they belong to, this goal is achievable; to do so, we draw a connection to the sleeping experts literature in online learning. Motivated by the one-sided feedback in natural settings of interest, we extend our results to such a feedback model. We also provide a game-theoretic interpretation of our results, examining the incentives of participants to join the system and to provide the system full information about predictors they may possess. We end with several interesting open problems concerning the strength of guarantees that can be achieved in a computationally efficient manner.

cs.LG↗

On preserving non-discrimination when combining expert advice

We study the interplay between sequential decision making and avoiding discrimination against protected groups, when examples arrive online and do not follow distributional assumptions. We consider the most basic extension of classical online learning: "Given a class of predictors that are individually non-discriminatory with respect to a particular metric, how can we combine them to perform as well as the best predictor, while preserving non-discrimination?" Surprisingly we show that this task is unachievable for the prevalent notion of "equalized odds" that requires equal false negative rates and equal false positive rates across groups. On the positive side, for another notion of non-discrimination, "equalized error rates", we show that running separate instances of the classical multiplicative weights algorithm for each group achieves this guarantee. Interestingly, even for this notion, we show that algorithms with stronger performance guarantees than multiplicative weights cannot preserve non-discrimination.

cs.LG↗

Stochastic bandits robust to adversarial corruptions

We introduce a new model of stochastic bandits with adversarial corruptions which aims to capture settings where most of the input follows a stochastic pattern but some fraction of it can be adversarially changed to trick the algorithm, e.g., click fraud, fake reviews and email spam. The goal of this model is to encourage the design of bandit algorithms that (i) work well in mixed adversarial and stochastic models, and (ii) whose performance deteriorates gracefully as we move from fully stochastic to fully adversarial models. In our model, the rewards for all arms are initially drawn from a distribution and are then altered by an adaptive adversary. We provide a simple algorithm whose performance gracefully degrades with the total corruption the adversary injected in the data, measured by the sum across rounds of the biggest alteration the adversary made in the data in that round; this total corruption is denoted by $C$. Our algorithm provides a guarantee that retains the optimal guarantee (up to a logarithmic term) if the input is stochastic and whose performance degrades linearly to the amount of corruption $C$, while crucially being agnostic to it. We also provide a lower bound showing that this linear degradation is necessary if the algorithm achieves optimal performance in the stochastic setting (the lower bound works even for a known amount of corruption, a special case in which our algorithm achieves optimal performance without the extra logarithm).

cs.LG↗

Learning in Games: Robustness of Fast Convergence

We show that learning algorithms satisfying a $\textit{low approximate regret}$ property experience fast convergence to approximate optimality in a large class of repeated games. Our property, which simply requires that each learner has small regret compared to a $(1+ε)$-multiplicative approximation to the best action in hindsight, is ubiquitous among learning algorithms; it is satisfied even by the vanilla Hedge forecaster. Our results improve upon recent work of Syrgkanis et al. [SALS15] in a number of ways. We require only that players observe payoffs under other players' realized actions, as opposed to expected payoffs. We further show that convergence occurs with high probability, and show convergence under bandit feedback. Finally, we improve upon the speed of convergence by a factor of $n$, the number of players. Both the scope of settings and the class of algorithms for which our analysis provides fast convergence are considerably broader than in previous work. Our framework applies to dynamic population games via a low approximate regret property for shifting experts. Here we strengthen the results of Lykouris et al. [LST16] in two ways: We allow players to select learning algorithms from a larger class, which includes a minor variant of the basic Hedge algorithm, and we increase the maximum churn in players for which approximate optimality is achieved. In the bandit setting we present a new algorithm which provides a "small loss"-type bound with improved dependence on the number of actions in utility settings, and is both simple and efficient. This result may be of independent interest.

cs.GT↗