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The success of minimax learning problems of generative adversarial networks (GANs) has been observed to depend on the minimax optimization algorithm used for their training. This dependence is commonly attributed to the convergence speed and robustne ss properties of the underlying optimization algorithm. In this paper, we show that the optimization algorithm also plays a key role in the generalization performance of the trained minimax model. To this end, we analyze the generalization properties of standard gradient descent ascent (GDA) and proximal point method (PPM) algorithms through the lens of algorithmic stability under both convex concave and non-convex non-concave minimax settings. While the GDA algorithm is not guaranteed to have a vanishing excess risk in convex concave problems, we show the PPM algorithm enjoys a bounded excess risk in the same setup. For non-convex non-concave problems, we compare the generalization performance of stochastic GDA and GDmax algorithms where the latter fully solves the maximization subproblem at every iteration. Our generalization analysis suggests the superiority of GDA provided that the minimization and maximization subproblems are solved simultaneously with similar learning rates. We discuss several numerical results indicating the role of optimization algorithms in the generalization of the learned minimax models.
We present fictitious play dynamics for stochastic games and analyze its convergence properties in zero-sum stochastic games. Our dynamics involves players forming beliefs on opponent strategy and their own continuation payoff (Q-function), and playi ng a greedy best response using estimated continuation payoffs. Players update their beliefs from observations of opponent actions. A key property of the learning dynamics is that update of the beliefs on Q-functions occurs at a slower timescale than update of the beliefs on strategies. We show both in the model-based and model-free cases (without knowledge of player payoff functions and state transition probabilities), the beliefs on strategies converge to a stationary mixed Nash equilibrium of the zero-sum stochastic game.
Generative adversarial networks (GANs) represent a zero-sum game between two machine players, a generator and a discriminator, designed to learn the distribution of data. While GANs have achieved state-of-the-art performance in several benchmark lear ning tasks, GAN minimax optimization still poses great theoretical and empirical challenges. GANs trained using first-order optimization methods commonly fail to converge to a stable solution where the players cannot improve their objective, i.e., the Nash equilibrium of the underlying game. Such issues raise the question of the existence of Nash equilibrium solutions in the GAN zero-sum game. In this work, we show through several theoretical and numerical results that indeed GAN zero-sum games may not have any local Nash equilibria. To characterize an equilibrium notion applicable to GANs, we consider the equilibrium of a new zero-sum game with an objective function given by a proximal operator applied to the original objective, a solution we call the proximal equilibrium. Unlike the Nash equilibrium, the proximal equilibrium captures the sequential nature of GANs, in which the generator moves first followed by the discriminator. We prove that the optimal generative model in Wasserstein GAN problems provides a proximal equilibrium. Inspired by these results, we propose a new approach, which we call proximal training, for solving GAN problems. We discuss several numerical experiments demonstrating the existence of proximal equilibrium solutions in GAN minimax problems.
In this paper, we focus on solving a class of constrained non-convex non-concave saddle point problems in a decentralized manner by a group of nodes in a network. Specifically, we assume that each node has access to a summand of a global objective fu nction and nodes are allowed to exchange information only with their neighboring nodes. We propose a decentralized variant of the proximal point method for solving this problem. We show that when the objective function is $rho$-weakly convex-weakly concave the iterates converge to approximate stationarity with a rate of $mathcal{O}(1/sqrt{T})$ where the approximation error depends linearly on $sqrt{rho}$. We further show that when the objective function satisfies the Minty VI condition (which generalizes the convex-concave case) we obtain convergence to stationarity with a rate of $mathcal{O}(1/sqrt{T})$. To the best of our knowledge, our proposed method is the first decentralized algorithm with theoretical guarantees for solving a non-convex non-concave decentralized saddle point problem. Our numerical results for training a general adversarial network (GAN) in a decentralized manner match our theoretical guarantees.
We study distributed stochastic gradient (D-SG) method and its accelerated variant (D-ASG) for solving decentralized strongly convex stochastic optimization problems where the objective function is distributed over several computational units, lying on a fixed but arbitrary connected communication graph, subject to local communication constraints where noisy estimates of the gradients are available. We develop a framework which allows to choose the stepsize and the momentum parameters of these algorithms in a way to optimize performance by systematically trading off the bias, variance, robustness to gradient noise and dependence to network effects. When gradients do not contain noise, we also prove that distributed accelerated methods can emph{achieve acceleration}, requiring $mathcal{O}(kappa log(1/varepsilon))$ gradient evaluations and $mathcal{O}(kappa log(1/varepsilon))$ communications to converge to the same fixed point with the non-accelerated variant where $kappa$ is the condition number and $varepsilon$ is the target accuracy. To our knowledge, this is the first acceleration result where the iteration complexity scales with the square root of the condition number in the context of emph{primal} distributed inexact first-order methods. For quadratic functions, we also provide finer performance bounds that are tight with respect to bias and variance terms. Finally, we study a multistage version of D-ASG with parameters carefully varied over stages to ensure exact $mathcal{O}(-k/sqrt{kappa})$ linear decay in the bias term as well as optimal $mathcal{O}(sigma^2/k)$ in the variance term. We illustrate through numerical experiments that our approach results in practical algorithms that are robust to gradient noise and that can outperform existing methods.
We consider a network of agents that are cooperatively solving a global optimization problem, where the objective function is the sum of privately known local objective functions of the agents and the decision variables are coupled via linear constra ints. Recent literature focused on special cases of this formulation and studied their distributed solution through either subgradient based methods with O(1/sqrt(k)) rate of convergence (where k is the iteration number) or Alternating Direction Method of Multipliers (ADMM) based methods, which require a synchronous implementation and a globally known order on the agents. In this paper, we present a novel asynchronous ADMM based distributed method for the general formulation and show that it converges at the rate O(1/k).
A wireless packet network is considered in which each user transmits a stream of packets to its destination. The transmit power of each user interferes with the transmission of all other users. A convex cost function of the completion times of the us er packets is minimized by optimally allocating the users transmission power subject to their respective power constraints. At all ranges of SINR, completion time minimization can be formulated as a convex optimization problem and hence can be efficiently solved. In particular, although the feasible rate region of the wireless network is non-convex, its corresponding completion time region is shown to be convex. When channel knowledge is imperfect, robust power control is considered based on the channel fading distribution subject to outage probability constraints. The problem is shown to be convex when the fading distribution is log-concave in exponentiated channel power gains; e.g., when each user is under independent Rayleigh, Nakagami, or log-normal fading. Applying the optimization frameworks in a wireless cellular network, the average completion time is significantly reduced as compared to full power transmission.
We study the optimal pricing strategies of a monopolist selling a divisible good (service) to consumers that are embedded in a social network. A key feature of our model is that consumers experience a (positive) local network effect. In particular, e ach consumers usage level depends directly on the usage of her neighbors in the social network structure. Thus, the monopolists optimal pricing strategy may involve offering discounts to certain agents, who have a central position in the underlying network. First, we consider a setting where the monopolist can offer individualized prices and derive an explicit characterization of the optimal price for each consumer as a function of her network position. In particular, we show that it is optimal for the monopolist to charge each agent a price that is proportional to her Bonacich centrality in the social network. In the second part of the paper, we discuss the optimal strategy of a monopolist that can only choose a single uniform price for the good and derive an algorithm polynomial in the number of agents to compute such a price. Thirdly, we assume that the monopolist can offer the good in two prices, full and discounted, and study the problem of determining which set of consumers should be given the discount. We show that the problem is NP-hard, however we provide an explicit characterization of the set of agents that should be offered the discounted price. Next, we describe an approximation algorithm for finding the optimal set of agents. We show that if the profit is nonnegative under any feasible price allocation, the algorithm guarantees at least 88% of the optimal profit. Finally, we highlight the value of network information by comparing the profits of a monopolist that does not take into account the network effects when choosing her pricing policy to those of a monopolist that uses this information optimally.
Most existing work uses dual decomposition and subgradient methods to solve Network Utility Maximization (NUM) problems in a distributed manner, which suffer from slow rate of convergence properties. This work develops an alternative distributed Newt on-type fast converging algorithm for solving network utility maximization problems with self-concordant utility functions. By using novel matrix splitting techniques, both primal and dual updates for the Newton step can be computed using iterative schemes in a decentralized manner with limited information exchange. Similarly, the stepsize can be obtained via an iterative consensus-based averaging scheme. We show that even when the Newton direction and the stepsize in our method are computed within some error (due to finite truncation of the iterative schemes), the resulting objective function value still converges superlinearly to an explicitly characterized error neighborhood. Simulation results demonstrate significant convergence rate improvement of our algorithm relative to the existing subgradient methods based on dual decomposition.
In this paper we introduce a novel flow representation for finite games in strategic form. This representation allows us to develop a canonical direct sum decomposition of an arbitrary game into three components, which we refer to as the potential, h armonic and nonstrategic components. We analyze natural classes of games that are induced by this decomposition, and in particular, focus on games with no harmonic component and games with no potential component. We show that the first class corresponds to the well-known potential games. We refer to the second class of games as harmonic games, and study the structural and equilibrium properties of this new class of games. Intuitively, the potential component of a game captures interactions that can equivalently be represented as a common interest game, while the harmonic part represents the conflicts between the interests of the players. We make this intuition precise, by studying the properties of these two classes, and show that indeed they have quite distinct and remarkable characteristics. For instance, while finite potential games always have pure Nash equilibria, harmonic games generically never do. Moreover, we show that the nonstrategic component does not affect the equilibria of a game, but plays a fundamental role in their efficiency properties, thus decoupling the location of equilibria and their payoff-related properties. Exploiting the properties of the decomposition framework, we obtain explicit expressions for the projections of games onto the subspaces of potential and harmonic games. This enables an extension of the properties of potential and harmonic games to nearby games. We exemplify this point by showing that the set of approximate equilibria of an arbitrary game can be characterized through the equilibria of its projection onto the set of potential games.
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