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Tongzheng Ren

Publications and source records attributed to Tongzheng Ren.

33 records · Page 2Linked to original sources

Beyond EM Algorithm on Over-specified Two-Component Location-Scale Gaussian Mixtures

The Expectation-Maximization (EM) algorithm has been predominantly used to approximate the maximum likelihood estimation of the location-scale Gaussian mixtures. However, when the models are over-specified, namely, the chosen number of components to fit the data is larger than the unknown true number of components, EM needs a polynomial number of iterations in terms of the sample size to reach the final statistical radius; this is computationally expensive in practice. The slow convergence of EM is due to the missing of the locally strong convexity with respect to the location parameter on the negative population log-likelihood function, i.e., the limit of the negative sample log-likelihood function when the sample size goes to infinity. To efficiently explore the curvature of the negative log-likelihood functions, by specifically considering two-component location-scale Gaussian mixtures, we develop the Exponential Location Update (ELU) algorithm. The idea of the ELU algorithm is that we first obtain the exact optimal solution for the scale parameter and then perform an exponential step-size gradient descent for the location parameter. We demonstrate theoretically and empirically that the ELU iterates converge to the final statistical radius of the models after a logarithmic number of iterations. To the best of our knowledge, it resolves the long-standing open question in the literature about developing an optimization algorithm that has optimal statistical and computational complexities for solving parameter estimation even under some specific settings of the over-specified Gaussian mixture models.

stat.ML↗

Unsupervised Out-of-Domain Detection via Pre-trained Transformers

Deployed real-world machine learning applications are often subject to uncontrolled and even potentially malicious inputs. Those out-of-domain inputs can lead to unpredictable outputs and sometimes catastrophic safety issues. Prior studies on out-of-domain detection require in-domain task labels and are limited to supervised classification scenarios. Our work tackles the problem of detecting out-of-domain samples with only unsupervised in-domain data. We utilize the latent representations of pre-trained transformers and propose a simple yet effective method to transform features across all layers to construct out-of-domain detectors efficiently. Two domain-specific fine-tuning approaches are further proposed to boost detection accuracy. Our empirical evaluations of related methods on two datasets validate that our method greatly improves out-of-domain detection ability in a more general scenario.

cs.CL↗

Improving Computational Complexity in Statistical Models with Second-Order Information

It is known that when the statistical models are singular, i.e., the Fisher information matrix at the true parameter is degenerate, the fixed step-size gradient descent algorithm takes polynomial number of steps in terms of the sample size $n$ to converge to a final statistical radius around the true parameter, which can be unsatisfactory for the application. To further improve that computational complexity, we consider the utilization of the second-order information in the design of optimization algorithms. Specifically, we study the normalized gradient descent (NormGD) algorithm for solving parameter estimation in parametric statistical models, which is a variant of gradient descent algorithm whose step size is scaled by the maximum eigenvalue of the Hessian matrix of the empirical loss function of statistical models. When the population loss function, i.e., the limit of the empirical loss function when $n$ goes to infinity, is homogeneous in all directions, we demonstrate that the NormGD iterates reach a final statistical radius around the true parameter after a logarithmic number of iterations in terms of $n$. Therefore, for fixed dimension $d$, the NormGD algorithm achieves the optimal overall computational complexity $\mathcal{O}(n)$ to reach the final statistical radius. This computational complexity is cheaper than that of the fixed step-size gradient descent algorithm, which is of the order $\mathcal{O}(n^τ)$ for some $τ> 1$, to reach the same statistical radius. We illustrate our general theory under two statistical models: generalized linear models and mixture models, and experimental results support our prediction with general theory.

stat.ML↗

Policy Learning for Robust Markov Decision Process with a Mismatched Generative Model

In high-stake scenarios like medical treatment and auto-piloting, it's risky or even infeasible to collect online experimental data to train the agent. Simulation-based training can alleviate this issue, but may suffer from its inherent mismatches from the simulator and real environment. It is therefore imperative to utilize the simulator to learn a robust policy for the real-world deployment. In this work, we consider policy learning for Robust Markov Decision Processes (RMDP), where the agent tries to seek a robust policy with respect to unexpected perturbations on the environments. Specifically, we focus on the setting where the training environment can be characterized as a generative model and a constrained perturbation can be added to the model during testing. Our goal is to identify a near-optimal robust policy for the perturbed testing environment, which introduces additional technical difficulties as we need to simultaneously estimate the training environment uncertainty from samples and find the worst-case perturbation for testing. To solve this issue, we propose a generic method which formalizes the perturbation as an opponent to obtain a two-player zero-sum game, and further show that the Nash Equilibrium corresponds to the robust policy. We prove that, with a polynomial number of samples from the generative model, our algorithm can find a near-optimal robust policy with a high probability. Our method is able to deal with general perturbations under some mild assumptions and can also be extended to more complex problems like robust partial observable Markov decision process, thanks to the game-theoretical formulation.

cs.LG↗

Nearly Horizon-Free Offline Reinforcement Learning

We revisit offline reinforcement learning on episodic time-homogeneous Markov Decision Processes (MDP). For tabular MDP with $S$ states and $A$ actions, or linear MDP with anchor points and feature dimension $d$, given the collected $K$ episodes data with minimum visiting probability of (anchor) state-action pairs $d_m$, we obtain nearly horizon $H$-free sample complexity bounds for offline reinforcement learning when the total reward is upper bounded by $1$. Specifically: 1. For offline policy evaluation, we obtain an $\tilde{O}\left(\sqrt{\frac{1}{Kd_m}} \right)$ error bound for the plug-in estimator, which matches the lower bound up to logarithmic factors and does not have additional dependency on $\mathrm{poly}\left(H, S, A, d\right)$ in higher-order term. 2.For offline policy optimization, we obtain an $\tilde{O}\left(\sqrt{\frac{1}{Kd_m}} + \frac{\min(S, d)}{Kd_m}\right)$ sub-optimality gap for the empirical optimal policy, which approaches the lower bound up to logarithmic factors and a high-order term, improving upon the best known result by \cite{cui2020plug} that has additional $\mathrm{poly}\left(H, S, d\right)$ factors in the main term. To the best of our knowledge, these are the \emph{first} set of nearly horizon-free bounds for episodic time-homogeneous offline tabular MDP and linear MDP with anchor points. Central to our analysis is a simple yet effective recursion based method to bound a "total variance" term in the offline scenarios, which could be of individual interest.

stat.ML↗

Quasi-Bayesian Dual Instrumental Variable Regression

Recent years have witnessed an upsurge of interest in employing flexible machine learning models for instrumental variable (IV) regression, but the development of uncertainty quantification methodology is still lacking. In this work we present a novel quasi-Bayesian procedure for IV regression, building upon the recently developed kernelized IV models and the dual/minimax formulation of IV regression. We analyze the frequentist behavior of the proposed method, by establishing minimax optimal contraction rates in $L_2$ and Sobolev norms, and discussing the frequentist validity of credible balls. We further derive a scalable inference algorithm which can be extended to work with wide neural network models. Empirical evaluation shows that our method produces informative uncertainty estimates on complex high-dimensional problems.

stat.ML↗

Towards Statistical and Computational Complexities of Polyak Step Size Gradient Descent

We study the statistical and computational complexities of the Polyak step size gradient descent algorithm under generalized smoothness and Lojasiewicz conditions of the population loss function, namely, the limit of the empirical loss function when the sample size goes to infinity, and the stability between the gradients of the empirical and population loss functions, namely, the polynomial growth on the concentration bound between the gradients of sample and population loss functions. We demonstrate that the Polyak step size gradient descent iterates reach a final statistical radius of convergence around the true parameter after logarithmic number of iterations in terms of the sample size. It is computationally cheaper than the polynomial number of iterations on the sample size of the fixed-step size gradient descent algorithm to reach the same final statistical radius when the population loss function is not locally strongly convex. Finally, we illustrate our general theory under three statistical examples: generalized linear model, mixture model, and mixed linear regression model.

cs.LG↗

Combinatorial Bandits without Total Order for Arms

We consider the combinatorial bandits problem, where at each time step, the online learner selects a size-$k$ subset $s$ from the arms set $\mathcal{A}$, where $\left|\mathcal{A}\right| = n$, and observes a stochastic reward of each arm in the selected set $s$. The goal of the online learner is to minimize the regret, induced by not selecting $s^*$ which maximizes the expected total reward. Specifically, we focus on a challenging setting where 1) the reward distribution of an arm depends on the set $s$ it is part of, and crucially 2) there is \textit{no total order} for the arms in $\mathcal{A}$. In this paper, we formally present a reward model that captures set-dependent reward distribution and assumes no total order for arms. Correspondingly, we propose an Upper Confidence Bound (UCB) algorithm that maintains UCB for each individual arm and selects the arms with top-$k$ UCB. We develop a novel regret analysis and show an $O\left(\frac{k^2 n \log T}ε\right)$ gap-dependent regret bound as well as an $O\left(k^2\sqrt{n T \log T}\right)$ gap-independent regret bound. We also provide a lower bound for the proposed reward model, which shows our proposed algorithm is near-optimal for any constant $k$. Empirical results on various reward models demonstrate the broad applicability of our algorithm.

cs.LG↗

Stein Self-Repulsive Dynamics: Benefits From Past Samples

We propose a new Stein self-repulsive dynamics for obtaining diversified samples from intractable un-normalized distributions. Our idea is to introduce Stein variational gradient as a repulsive force to push the samples of Langevin dynamics away from the past trajectories. This simple idea allows us to significantly decrease the auto-correlation in Langevin dynamics and hence increase the effective sample size. Importantly, as we establish in our theoretical analysis, the asymptotic stationary distribution remains correct even with the addition of the repulsive force, thanks to the special properties of the Stein variational gradient. We perform extensive empirical studies of our new algorithm, showing that our method yields much higher sample efficiency and better uncertainty estimation than vanilla Langevin dynamics.

cs.LG↗

Accountable Off-Policy Evaluation With Kernel Bellman Statistics

We consider off-policy evaluation (OPE), which evaluates the performance of a new policy from observed data collected from previous experiments, without requiring the execution of the new policy. This finds important applications in areas with high execution cost or safety concerns, such as medical diagnosis, recommendation systems and robotics. In practice, due to the limited information from off-policy data, it is highly desirable to construct rigorous confidence intervals, not just point estimation, for the policy performance. In this work, we propose a new variational framework which reduces the problem of calculating tight confidence bounds in OPE into an optimization problem on a feasible set that catches the true state-action value function with high probability. The feasible set is constructed by leveraging statistical properties of a recently proposed kernel Bellman loss (Feng et al., 2019). We design an efficient computational approach for calculating our bounds, and extend it to perform post-hoc diagnosis and correction for existing estimators. Empirical results show that our method yields tight confidence intervals in different settings.

cs.LG↗

MaxUp: A Simple Way to Improve Generalization of Neural Network Training

We propose \emph{MaxUp}, an embarrassingly simple, highly effective technique for improving the generalization performance of machine learning models, especially deep neural networks. The idea is to generate a set of augmented data with some random perturbations or transforms and minimize the maximum, or worst case loss over the augmented data. By doing so, we implicitly introduce a smoothness or robustness regularization against the random perturbations, and hence improve the generation performance. For example, in the case of Gaussian perturbation, \emph{MaxUp} is asymptotically equivalent to using the gradient norm of the loss as a penalty to encourage smoothness. We test \emph{MaxUp} on a range of tasks, including image classification, language modeling, and adversarial certification, on which \emph{MaxUp} consistently outperforms the existing best baseline methods, without introducing substantial computational overhead. In particular, we improve ImageNet classification from the state-of-the-art top-1 accuracy $85.5\%$ without extra data to $85.8\%$. Code will be released soon.

cs.LG↗

Function Space Particle Optimization for Bayesian Neural Networks

While Bayesian neural networks (BNNs) have drawn increasing attention, their posterior inference remains challenging, due to the high-dimensional and over-parameterized nature. To address this issue, several highly flexible and scalable variational inference procedures based on the idea of particle optimization have been proposed. These methods directly optimize a set of particles to approximate the target posterior. However, their application to BNNs often yields sub-optimal performance, as such methods have a particular failure mode on over-parameterized models. In this paper, we propose to solve this issue by performing particle optimization directly in the space of regression functions. We demonstrate through extensive experiments that our method successfully overcomes this issue, and outperforms strong baselines in a variety of tasks including prediction, defense against adversarial examples, and reinforcement learning.

stat.ML↗

Reward Shaping via Meta-Learning

Reward shaping is one of the most effective methods to tackle the crucial yet challenging problem of credit assignment in Reinforcement Learning (RL). However, designing shaping functions usually requires much expert knowledge and hand-engineering, and the difficulties are further exacerbated given multiple similar tasks to solve. In this paper, we consider reward shaping on a distribution of tasks, and propose a general meta-learning framework to automatically learn the efficient reward shaping on newly sampled tasks, assuming only shared state space but not necessarily action space. We first derive the theoretically optimal reward shaping in terms of credit assignment in model-free RL. We then propose a value-based meta-learning algorithm to extract an effective prior over the optimal reward shaping. The prior can be applied directly to new tasks, or provably adapted to the task-posterior while solving the task within few gradient updates. We demonstrate the effectiveness of our shaping through significantly improved learning efficiency and interpretable visualizations across various settings, including notably a successful transfer from DQN to DDPG.

cs.LG↗

Lazy-CFR: fast and near optimal regret minimization for extensive games with imperfect information

Counterfactual regret minimization (CFR) is the most popular algorithm on solving two-player zero-sum extensive games with imperfect information and achieves state-of-the-art performance in practice. However, the performance of CFR is not fully understood, since empirical results on the regret are much better than the upper bound proved in \cite{zinkevich2008regret}. Another issue is that CFR has to traverse the whole game tree in each round, which is time-consuming in large scale games. In this paper, we present a novel technique, lazy update, which can avoid traversing the whole game tree in CFR, as well as a novel analysis on the regret of CFR with lazy update. Our analysis can also be applied to the vanilla CFR, resulting in a much tighter regret bound than that in \cite{zinkevich2008regret}. Inspired by lazy update, we further present a novel CFR variant, named Lazy-CFR. Compared to traversing $O(|\mathcal{I}|)$ information sets in vanilla CFR, Lazy-CFR needs only to traverse $O(\sqrt{|\mathcal{I}|})$ information sets per round while keeping the regret bound almost the same, where $\mathcal{I}$ is the class of all information sets. As a result, Lazy-CFR shows better convergence result compared with vanilla CFR. Experimental results consistently show that Lazy-CFR outperforms the vanilla CFR significantly.

cs.LG↗

Learning to Write Stylized Chinese Characters by Reading a Handful of Examples

Automatically writing stylized Chinese characters is an attractive yet challenging task due to its wide applicabilities. In this paper, we propose a novel framework named Style-Aware Variational Auto-Encoder (SA-VAE) to flexibly generate Chinese characters. Specifically, we propose to capture the different characteristics of a Chinese character by disentangling the latent features into content-related and style-related components. Considering of the complex shapes and structures, we incorporate the structure information as prior knowledge into our framework to guide the generation. Our framework shows a powerful one-shot/low-shot generalization ability by inferring the style component given a character with unseen style. To the best of our knowledge, this is the first attempt to learn to write new-style Chinese characters by observing only one or a few examples. Extensive experiments demonstrate its effectiveness in generating different stylized Chinese characters by fusing the feature vectors corresponding to different contents and styles, which is of significant importance in real-world applications.

cs.CV↗