6,408 research outputs found

    Active classification with comparison queries

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    We study an extension of active learning in which the learning algorithm may ask the annotator to compare the distances of two examples from the boundary of their label-class. For example, in a recommendation system application (say for restaurants), the annotator may be asked whether she liked or disliked a specific restaurant (a label query); or which one of two restaurants did she like more (a comparison query). We focus on the class of half spaces, and show that under natural assumptions, such as large margin or bounded bit-description of the input examples, it is possible to reveal all the labels of a sample of size nn using approximately O(logn)O(\log n) queries. This implies an exponential improvement over classical active learning, where only label queries are allowed. We complement these results by showing that if any of these assumptions is removed then, in the worst case, Ω(n)\Omega(n) queries are required. Our results follow from a new general framework of active learning with additional queries. We identify a combinatorial dimension, called the \emph{inference dimension}, that captures the query complexity when each additional query is determined by O(1)O(1) examples (such as comparison queries, each of which is determined by the two compared examples). Our results for half spaces follow by bounding the inference dimension in the cases discussed above.Comment: 23 pages (not including references), 1 figure. The new version contains a minor fix in the proof of Lemma 4.

    Learning Convex Partitions and Computing Game-theoretic Equilibria from Best Response Queries

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    Suppose that an mm-simplex is partitioned into nn convex regions having disjoint interiors and distinct labels, and we may learn the label of any point by querying it. The learning objective is to know, for any point in the simplex, a label that occurs within some distance ϵ\epsilon from that point. We present two algorithms for this task: Constant-Dimension Generalised Binary Search (CD-GBS), which for constant mm uses poly(n,log(1ϵ))poly(n, \log \left( \frac{1}{\epsilon} \right)) queries, and Constant-Region Generalised Binary Search (CR-GBS), which uses CD-GBS as a subroutine and for constant nn uses poly(m,log(1ϵ))poly(m, \log \left( \frac{1}{\epsilon} \right)) queries. We show via Kakutani's fixed-point theorem that these algorithms provide bounds on the best-response query complexity of computing approximate well-supported equilibria of bimatrix games in which one of the players has a constant number of pure strategies. We also partially extend our results to games with multiple players, establishing further query complexity bounds for computing approximate well-supported equilibria in this setting.Comment: 38 pages, 7 figures, second version strengthens lower bound in Theorem 6, adds footnotes with additional comments and fixes typo

    Deterministic and Probabilistic Binary Search in Graphs

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    We consider the following natural generalization of Binary Search: in a given undirected, positively weighted graph, one vertex is a target. The algorithm's task is to identify the target by adaptively querying vertices. In response to querying a node qq, the algorithm learns either that qq is the target, or is given an edge out of qq that lies on a shortest path from qq to the target. We study this problem in a general noisy model in which each query independently receives a correct answer with probability p>12p > \frac{1}{2} (a known constant), and an (adversarial) incorrect one with probability 1p1-p. Our main positive result is that when p=1p = 1 (i.e., all answers are correct), log2n\log_2 n queries are always sufficient. For general pp, we give an (almost information-theoretically optimal) algorithm that uses, in expectation, no more than (1δ)log2n1H(p)+o(logn)+O(log2(1/δ))(1 - \delta)\frac{\log_2 n}{1 - H(p)} + o(\log n) + O(\log^2 (1/\delta)) queries, and identifies the target correctly with probability at leas 1δ1-\delta. Here, H(p)=(plogp+(1p)log(1p))H(p) = -(p \log p + (1-p) \log(1-p)) denotes the entropy. The first bound is achieved by the algorithm that iteratively queries a 1-median of the nodes not ruled out yet; the second bound by careful repeated invocations of a multiplicative weights algorithm. Even for p=1p = 1, we show several hardness results for the problem of determining whether a target can be found using KK queries. Our upper bound of log2n\log_2 n implies a quasipolynomial-time algorithm for undirected connected graphs; we show that this is best-possible under the Strong Exponential Time Hypothesis (SETH). Furthermore, for directed graphs, or for undirected graphs with non-uniform node querying costs, the problem is PSPACE-complete. For a semi-adaptive version, in which one may query rr nodes each in kk rounds, we show membership in Σ2k1\Sigma_{2k-1} in the polynomial hierarchy, and hardness for Σ2k5\Sigma_{2k-5}

    Learning Boolean Halfspaces with Small Weights from Membership Queries

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    We consider the problem of proper learning a Boolean Halfspace with integer weights {0,1,,t}\{0,1,\ldots,t\} from membership queries only. The best known algorithm for this problem is an adaptive algorithm that asks nO(t5)n^{O(t^5)} membership queries where the best lower bound for the number of membership queries is ntn^t [Learning Threshold Functions with Small Weights Using Membership Queries. COLT 1999] In this paper we close this gap and give an adaptive proper learning algorithm with two rounds that asks nO(t)n^{O(t)} membership queries. We also give a non-adaptive proper learning algorithm that asks nO(t3)n^{O(t^3)} membership queries

    The geometry of quantum learning

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    Concept learning provides a natural framework in which to place the problems solved by the quantum algorithms of Bernstein-Vazirani and Grover. By combining the tools used in these algorithms--quantum fast transforms and amplitude amplification--with a novel (in this context) tool--a solution method for geometrical optimization problems--we derive a general technique for quantum concept learning. We name this technique "Amplified Impatient Learning" and apply it to construct quantum algorithms solving two new problems: BATTLESHIP and MAJORITY, more efficiently than is possible classically.Comment: 20 pages, plain TeX with amssym.tex, related work at http://www.math.uga.edu/~hunziker/ and http://math.ucsd.edu/~dmeyer
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