11,123 research outputs found
Escaping the Local Minima via Simulated Annealing: Optimization of Approximately Convex Functions
We consider the problem of optimizing an approximately convex function over a
bounded convex set in using only function evaluations. The
problem is reduced to sampling from an \emph{approximately} log-concave
distribution using the Hit-and-Run method, which is shown to have the same
complexity as sampling from log-concave distributions. In
addition to extend the analysis for log-concave distributions to approximate
log-concave distributions, the implementation of the 1-dimensional sampler of
the Hit-and-Run walk requires new methods and analysis. The algorithm then is
based on simulated annealing which does not relies on first order conditions
which makes it essentially immune to local minima.
We then apply the method to different motivating problems. In the context of
zeroth order stochastic convex optimization, the proposed method produces an
-minimizer after noisy function
evaluations by inducing a -approximately log concave
distribution. We also consider in detail the case when the "amount of
non-convexity" decays towards the optimum of the function. Other applications
of the method discussed in this work include private computation of empirical
risk minimizers, two-stage stochastic programming, and approximate dynamic
programming for online learning.Comment: 27 page
First-Come-First-Served for Online Slot Allocation and Huffman Coding
Can one choose a good Huffman code on the fly, without knowing the underlying
distribution? Online Slot Allocation (OSA) models this and similar problems:
There are n slots, each with a known cost. There are n items. Requests for
items are drawn i.i.d. from a fixed but hidden probability distribution p.
After each request, if the item, i, was not previously requested, then the
algorithm (knowing the slot costs and the requests so far, but not p) must
place the item in some vacant slot j(i). The goal is to minimize the sum, over
the items, of the probability of the item times the cost of its assigned slot.
The optimal offline algorithm is trivial: put the most probable item in the
cheapest slot, the second most probable item in the second cheapest slot, etc.
The optimal online algorithm is First Come First Served (FCFS): put the first
requested item in the cheapest slot, the second (distinct) requested item in
the second cheapest slot, etc. The optimal competitive ratios for any online
algorithm are 1+H(n-1) ~ ln n for general costs and 2 for concave costs. For
logarithmic costs, the ratio is, asymptotically, 1: FCFS gives cost opt + O(log
opt).
For Huffman coding, FCFS yields an online algorithm (one that allocates
codewords on demand, without knowing the underlying probability distribution)
that guarantees asymptotically optimal cost: at most opt + 2 log(1+opt) + 2.Comment: ACM-SIAM Symposium on Discrete Algorithms (SODA) 201
Volumetric Spanners: an Efficient Exploration Basis for Learning
Numerous machine learning problems require an exploration basis - a mechanism
to explore the action space. We define a novel geometric notion of exploration
basis with low variance, called volumetric spanners, and give efficient
algorithms to construct such a basis.
We show how efficient volumetric spanners give rise to the first efficient
and optimal regret algorithm for bandit linear optimization over general convex
sets. Previously such results were known only for specific convex sets, or
under special conditions such as the existence of an efficient self-concordant
barrier for the underlying set
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
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