No Arabic abstract
In the standard setting of approachability there are two players and a target set. The players play repeatedly a known vector-valued game where the first player wants to have the average vector-valued payoff converge to the target set which the other player tries to exclude it from this set. We revisit this setting in the spirit of online learning and do not assume that the first player knows the game structure: she receives an arbitrary vector-valued reward vector at every round. She wishes to approach the smallest (best) possible set given the observed average payoffs in hindsight. This extension of the standard setting has implications even when the original target set is not approachable and when it is not obvious which expansion of it should be approached instead. We show that it is impossible, in general, to approach the best target set in hindsight and propose achievable though ambitious alternative goals. We further propose a concrete strategy to approach these goals. Our method does not require projection onto a target set and amounts to switching between scalar regret minimization algorithms that are performed in episodes. Applications to global cost minimization and to approachability under sample path constraints are considered.
Federated learning has emerged as a promising, massively distributed way to train a joint deep model over large amounts of edge devices while keeping private user data strictly on device. In this work, motivated from ensuring fairness among users and robustness against malicious adversaries, we formulate federated learning as multi-objective optimization and propose a new algorithm FedMGDA+ that is guaranteed to converge to Pareto stationary solutions. FedMGDA+ is simple to implement, has fewer hyperparameters to tune, and refrains from sacrificing the performance of any participating user. We establish the convergence properties of FedMGDA+ and point out its connections to existing approaches. Extensive experiments on a variety of datasets confirm that FedMGDA+ compares favorably against state-of-the-art.
We consider ill-posed inverse problems where the forward operator $T$ is unknown, and instead we have access to training data consisting of functions $f_i$ and their noisy images $Tf_i$. This is a practically relevant and challenging problem which current methods are able to solve only under strong assumptions on the training set. Here we propose a new method that requires minimal assumptions on the data, and prove reconstruction rates that depend on the number of training points and the noise level. We show that, in the regime of many training data, the method is minimax optimal. The proposed method employs a type of convolutional neural networks (U-nets) and empirical risk minimization in order to fit the unknown operator. In a nutshell, our approach is based on two ideas: the first is to relate U-nets to multiscale decompositions such as wavelets, thereby linking them to the existing theory, and the second is to use the hierarchical structure of U-nets and the low number of parameters of convolutional neural nets to prove entropy bounds that are practically useful. A significant difference with the existing works on neural networks in nonparametric statistics is that we use them to approximate operators and not functions, which we argue is mathematically more natural and technically more convenient.
AutoML systems are currently rising in popularity, as they can build powerful models without human oversight. They often combine techniques from many different sub-fields of machine learning in order to find a model or set of models that optimize a user-supplied criterion, such as predictive performance. The ultimate goal of such systems is to reduce the amount of time spent on menial tasks, or tasks that can be solved better by algorithms while leaving decisions that require human intelligence to the end-user. In recent years, the importance of other criteria, such as fairness and interpretability, and many others have become more and more apparent. Current AutoML frameworks either do not allow to optimize such secondary criteria or only do so by limiting the systems choice of models and preprocessing steps. We propose to optimize additional criteria defined by the user directly to guide the search towards an optimal machine learning pipeline. In order to demonstrate the need and usefulness of our approach, we provide a simple multi-criteria AutoML system and showcase an exemplary application.
Optimizing the reliability and the robustness of a design is important but often unaffordable due to high sample requirements. Surrogate models based on statistical and machine learning methods are used to increase the sample efficiency. However, for higher dimensional or multi-modal systems, surrogate models may also require a large amount of samples to achieve good results. We propose a sequential sampling strategy for the surrogate based solution of multi-objective reliability based robust design optimization problems. Proposed local Latin hypercube refinement (LoLHR) strategy is model-agnostic and can be combined with any surrogate model because there is no free lunch but possibly a budget one. The proposed method is compared to stationary sampling as well as other proposed strategies from the literature. Gaussian process and support vector regression are both used as surrogate models. Empirical evidence is presented, showing that LoLHR achieves on average better results compared to other surrogate based strategies on the tested examples.
Regret minimization has proved to be a versatile tool for tree-form sequential decision making and extensive-form games. In large two-player zero-sum imperfect-information games, modern extensions of counterfactual regret minimization (CFR) are currently the practical state of the art for computing a Nash equilibrium. Most regret-minimization algorithms for tree-form sequential decision making, including CFR, require (i) an exact model of the players decision nodes, observation nodes, and how they are linked, and (ii) full knowledge, at all times t, about the payoffs -- even in parts of the decision space that are not encountered at time t. Recently, there has been growing interest towards relaxing some of those restrictions and making regret minimization applicable to settings for which reinforcement learning methods have traditionally been used -- for example, those in which only black-box access to the environment is available. We give the first, to our knowledge, regret-minimization algorithm that guarantees sublinear regret with high probability even when requirement (i) -- and thus also (ii) -- is dropped. We formalize an online learning setting in which the strategy space is not known to the agent and gets revealed incrementally whenever the agent encounters new decision points. We give an efficient algorithm that achieves $O(T^{3/4})$ regret with high probability for that setting, even when the agent faces an adversarial environment. Our experiments show it significantly outperforms the prior algorithms for the problem, which do not have such guarantees. It can be used in any application for which regret minimization is useful: approximating Nash equilibrium or quantal response equilibrium, approximating coarse correlated equilibrium in multi-player games, learning a best response, learning safe opponent exploitation, and online play against an unknown opponent/environment.