1,122 research outputs found

    MaxHedge: Maximising a Maximum Online

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    We introduce a new online learning framework where, at each trial, the learner is required to select a subset of actions from a given known action set. Each action is associated with an energy value, a reward and a cost. The sum of the energies of the actions selected cannot exceed a given energy budget. The goal is to maximise the cumulative profit, where the profit obtained on a single trial is defined as the difference between the maximum reward among the selected actions and the sum of their costs. Action energy values and the budget are known and fixed. All rewards and costs associated with each action change over time and are revealed at each trial only after the learner's selection of actions. Our framework encompasses several online learning problems where the environment changes over time; and the solution trades-off between minimising the costs and maximising the maximum reward of the selected subset of actions, while being constrained to an action energy budget. The algorithm that we propose is efficient and general in that it may be specialised to multiple natural online combinatorial problems.Comment: Published in AISTATS 201

    Truthful Multi-unit Procurements with Budgets

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    We study procurement games where each seller supplies multiple units of his item, with a cost per unit known only to him. The buyer can purchase any number of units from each seller, values different combinations of the items differently, and has a budget for his total payment. For a special class of procurement games, the {\em bounded knapsack} problem, we show that no universally truthful budget-feasible mechanism can approximate the optimal value of the buyer within lnn\ln n, where nn is the total number of units of all items available. We then construct a polynomial-time mechanism that gives a 4(1+lnn)4(1+\ln n)-approximation for procurement games with {\em concave additive valuations}, which include bounded knapsack as a special case. Our mechanism is thus optimal up to a constant factor. Moreover, for the bounded knapsack problem, given the well-known FPTAS, our results imply there is a provable gap between the optimization domain and the mechanism design domain. Finally, for procurement games with {\em sub-additive valuations}, we construct a universally truthful budget-feasible mechanism that gives an O(log2nloglogn)O(\frac{\log^2 n}{\log \log n})-approximation in polynomial time with a demand oracle.Comment: To appear at WINE 201

    Dispersion for Data-Driven Algorithm Design, Online Learning, and Private Optimization

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    Data-driven algorithm design, that is, choosing the best algorithm for a specific application, is a crucial problem in modern data science. Practitioners often optimize over a parameterized algorithm family, tuning parameters based on problems from their domain. These procedures have historically come with no guarantees, though a recent line of work studies algorithm selection from a theoretical perspective. We advance the foundations of this field in several directions: we analyze online algorithm selection, where problems arrive one-by-one and the goal is to minimize regret, and private algorithm selection, where the goal is to find good parameters over a set of problems without revealing sensitive information contained therein. We study important algorithm families, including SDP-rounding schemes for problems formulated as integer quadratic programs, and greedy techniques for canonical subset selection problems. In these cases, the algorithm's performance is a volatile and piecewise Lipschitz function of its parameters, since tweaking the parameters can completely change the algorithm's behavior. We give a sufficient and general condition, dispersion, defining a family of piecewise Lipschitz functions that can be optimized online and privately, which includes the functions measuring the performance of the algorithms we study. Intuitively, a set of piecewise Lipschitz functions is dispersed if no small region contains many of the functions' discontinuities. We present general techniques for online and private optimization of the sum of dispersed piecewise Lipschitz functions. We improve over the best-known regret bounds for a variety of problems, prove regret bounds for problems not previously studied, and give matching lower bounds. We also give matching upper and lower bounds on the utility loss due to privacy. Moreover, we uncover dispersion in auction design and pricing problems

    Decomposition Techniques for Bilinear Saddle Point Problems and Variational Inequalities with Affine Monotone Operators on Domains Given by Linear Minimization Oracles

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    The majority of First Order methods for large-scale convex-concave saddle point problems and variational inequalities with monotone operators are proximal algorithms which at every iteration need to minimize over problem's domain X the sum of a linear form and a strongly convex function. To make such an algorithm practical, X should be proximal-friendly -- admit a strongly convex function with easy to minimize linear perturbations. As a byproduct, X admits a computationally cheap Linear Minimization Oracle (LMO) capable to minimize over X linear forms. There are, however, important situations where a cheap LMO indeed is available, but X is not proximal-friendly, which motivates search for algorithms based solely on LMO's. For smooth convex minimization, there exists a classical LMO-based algorithm -- Conditional Gradient. In contrast, known to us LMO-based techniques for other problems with convex structure (nonsmooth convex minimization, convex-concave saddle point problems, even as simple as bilinear ones, and variational inequalities with monotone operators, even as simple as affine) are quite recent and utilize common approach based on Fenchel-type representations of the associated objectives/vector fields. The goal of this paper is to develop an alternative (and seemingly much simpler) LMO-based decomposition techniques for bilinear saddle point problems and for variational inequalities with affine monotone operators

    Locally Adaptive Optimization: Adaptive Seeding for Monotone Submodular Functions

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    The Adaptive Seeding problem is an algorithmic challenge motivated by influence maximization in social networks: One seeks to select among certain accessible nodes in a network, and then select, adaptively, among neighbors of those nodes as they become accessible in order to maximize a global objective function. More generally, adaptive seeding is a stochastic optimization framework where the choices in the first stage affect the realizations in the second stage, over which we aim to optimize. Our main result is a (11/e)2(1-1/e)^2-approximation for the adaptive seeding problem for any monotone submodular function. While adaptive policies are often approximated via non-adaptive policies, our algorithm is based on a novel method we call \emph{locally-adaptive} policies. These policies combine a non-adaptive global structure, with local adaptive optimizations. This method enables the (11/e)2(1-1/e)^2-approximation for general monotone submodular functions and circumvents some of the impossibilities associated with non-adaptive policies. We also introduce a fundamental problem in submodular optimization that may be of independent interest: given a ground set of elements where every element appears with some small probability, find a set of expected size at most kk that has the highest expected value over the realization of the elements. We show a surprising result: there are classes of monotone submodular functions (including coverage) that can be approximated almost optimally as the probability vanishes. For general monotone submodular functions we show via a reduction from \textsc{Planted-Clique} that approximations for this problem are not likely to be obtainable. This optimization problem is an important tool for adaptive seeding via non-adaptive policies, and its hardness motivates the introduction of \emph{locally-adaptive} policies we use in the main result
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