1,122 research outputs found
MaxHedge: Maximising a Maximum Online
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
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 , where is the total number of
units of all items available. We then construct a polynomial-time mechanism
that gives a -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
-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
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
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
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 -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 -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
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
- …