11,123 research outputs found

    Escaping the Local Minima via Simulated Annealing: Optimization of Approximately Convex Functions

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    We consider the problem of optimizing an approximately convex function over a bounded convex set in Rn\mathbb{R}^n 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 O∗\mathcal{O}^* 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 ϵ\epsilon-minimizer after O∗(n7.5ϵ−2)\mathcal{O}^*(n^{7.5}\epsilon^{-2}) noisy function evaluations by inducing a O(ϵ/n)\mathcal{O}(\epsilon/n)-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

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    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

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    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

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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
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