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701篇论文匹配“First-order”
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Theory/Reinforcement Learning and Planning

Donghao Ying, Yunkai Zhang, Yuhao Ding, Alec Koppel, Javad Lavaei

We investigate safe multi-agent reinforcement learning, where agents seek to collectively maximize an aggregate sum of local objectives while satisfying their own safety constraints. The objective and constraints are described by general utilities, i.e., nonlinear functions of the long-term state-action occupancy measure, which encompass broader decision-making goals such as risk, exploration, or imitations. The exponential growth of the state-action space size with the number of agents presents challenges for global observability, further exacerbated by the global coupling arising from agents' safety constraints. To tackle this issue, we propose a primal-dual method utilizing shadow reward and $\kappa$-hop neighbor truncation under a form of correlation decay property, where $\kappa$ is the communication radius. In the exact setting, our algorithm converges to a first-order stationary point (FOSP) at the rate of $\mathcal{O}\left(T^{-2/3}\right)$. In the sample-based setting, we demonstrate that, with high probability, our algorithm requires $\widetilde{\mathcal{O}}\left(\epsilon^{-3.5}\right)$ samples to achieve an $\epsilon$-FOSP with an approximation error of $\mathcal{O}(\phi_0^{2\kappa})$, where $\phi_0\in (0,1)$. Finally, we demonstrate the effectiveness of our model through extensive numerical experiments.

Theory/Game Theory

Mengzi Amy Guo, Donghao Ying, Javad Lavaei, Zuo-Jun Shen

This work is dedicated to the algorithm design in a competitive framework, with the primary goal of learning a stable equilibrium. We consider the dynamic price competition between two firms operating within an opaque marketplace, where each firm lacks information about its competitor. The demand follows the multinomial logit (MNL) choice model, which depends on the consumers' observed price and their reference price, and consecutive periods in the repeated games are connected by reference price updates. We use the notion of stationary Nash equilibrium (SNE), defined as the fixed point of the equilibrium pricing policy for the single-period game, to simultaneously capture the long-run market equilibrium and stability. We propose the online projected gradient ascent algorithm (OPGA), where the firms adjust prices using the first-order derivatives of their log-revenues that can be obtained from the market feedback mechanism. Despite the absence of typical properties required for the convergence of online games, such as strong monotonicity and variational stability, we demonstrate that under diminishing step-sizes, the price and reference price paths generated by OPGA converge to the unique SNE, thereby achieving the no-regret learning and a stable market. Moreover, with appropriate step-sizes, we prove that this convergence exhibits a rate of $\mathcal{O}(1/t)$.

Theory/Game Theory

Hedi Hadiji, Sarah Sachs, Tim van Erven, Wouter Koolen

In the first-order query model for zero-sum $K\times K$ matrix games, players observe the expected pay-offs for all their possible actions under the randomized action played by their opponent. This classical model has received renewed interest after the discovery by Rakhlin and Sridharan that $\epsilon$-approximate Nash equilibria can be computed efficiently from $O(\frac{\ln K}{\epsilon})$ instead of $O(\frac{\ln K}{\epsilon^2})$ queries. Surprisingly, the optimal number of such queries, as a function of both $\epsilon$ and $K$, is not known. We make progress on this question on two fronts. First, we fully characterise the query complexity of learning exact equilibria ($\epsilon=0$), by showing that they require a number of queries that is linear in $K$, which means that it is essentially as hard as querying the whole matrix, which can also be done with $K$ queries. Second, for $\epsilon > 0$, the current query complexity upper bound stands at $O(\min(\frac{\ln(K)}{\epsilon} , K))$. We argue that, unfortunately, obtaining a matching lower bound is not possible with existing techniques: we prove that no lower bound can be derived by constructing hard matrices whose entries take values in a known countable set, because such matrices can be fully identified by a single query. This rules out, for instance, reducing to an optimization problem over the hypercube by encoding it as a binary payoff matrix. We then introduce a new technique for lower bounds, which allows us to obtain lower bounds of order $\tilde\Omega(\log(\frac{1}{K\epsilon})$ for any $\epsilon \leq 1 / (cK^4)$, where $c$ is a constant independent of $K$. We further discuss possible future directions to improve on our techniques in order to close the gap with the upper bounds.

Miscellaneous Aspects of Machine Learning/Causality

Chang Deng, Kevin Bello, Pradeep Ravikumar, Bryon Aragam

Recently, a new class of non-convex optimization problems motivated by the statistical problem of learning an acyclic directed graphical model from data has attracted significant interest. While existing work uses standard first-order optimization schemes to solve this problem, proving the global optimality of such approaches has proven elusive. The difficulty lies in the fact that unlike other non-convex problems in the literature, this problem is not "benign", and possesses multiple spurious solutions that standard approaches can easily get trapped in. In this paper, we prove that a simple path-following optimization scheme globally converges to the global minimum of the population loss in the bivariate setting.

Theory/Game Theory

Darshan Chakrabarti, Jelena Diakonikolas, Christian Kroer

Coordinate descent methods are popular in machine learning and optimization for their simple sparse updates and excellent practical performance. In the context of large-scale sequential game solving, these same properties would be attractive, but until now no such methods were known, because the strategy spaces do not satisfy the typical separable block structure exploited by such methods.We present the first cyclic coordinate-descent-like method for the polytope of sequence-form strategies, which form the strategy spaces for the players in an extensive-form game (EFG). Our method exploits the recursive structure of the proximal update induced by what are known as dilated regularizers, in order to allow for a pseudo block-wise update.We show that our method enjoys a O(1/T) convergence rate to a two-player zero-sum Nash equilibrium, while avoiding the worst-case polynomial scaling with the number of blocks common to cyclic methods. We empirically show that our algorithm usually performs better than other state-of-the-art first-order methods (i.e., mirror prox), and occasionally can even beat CFR$^+$, a state-of-the-art algorithm for numerical equilibrium computation in zero-sum EFGs. We then introduce a restarting heuristic for EFG solving. We show empirically that restarting can lead to speedups, sometimes huge, both for our cyclic method, as well as for existing methods such as mirror prox and predictive CFR$^+$.

Optimization/Higher order

Jui-Nan Yen, Sai Surya Duvvuri, Inderjit Dhillon, Cho-Jui Hsieh

Adaptive methods with non-diagonal preconditioning have shown state-of-the-art results on various tasks. However, their computational complexity and memory requirement makes it challenging to scale these methods to modern neural network architectures. To address this challenge, some previous works have adopted block-diagonal preconditioners. However, the memory cost of storing the block-diagonal matrix remains substantial, leading to the use of smaller block sizes and ultimately resulting in suboptimal performance. To reduce the time and memory complexity without sacrificing performance, we propose approximating each diagonal block of the second moment matrix by low-rank matrices and enforcing the same basis for the blocks within each layer. We provide theoretical justification for such sharing and design an algorithm to efficiently maintain this shared-basis block low-rank approximation during training. Our results on a deep autoencoder and a transformer benchmark demonstrate that the proposed method outperforms first-order methods with slightly more time and memory usage, while also achieving competitive or superior performance compared to other second-order methods with less time and memory usage.

Reinforcement Learning/Deep RL

Kavosh Asadi, Rasool Fakoor, Shoham Sabach

We focus on the task of approximating the optimal value function in deep reinforcement learning. This iterative process is comprised of solving a sequence of optimization problems where the loss function changes per iteration. The common approach to solving this sequence of problems is to employ modern variants of the stochastic gradient descent algorithm such as Adam. These optimizers maintain their own internal parameters such as estimates of the first-order and the second-order moments of the gradient, and update them over time. Therefore, information obtained in previous iterations is used to solve the optimization problem in the current iteration. We demonstrate that this can contaminate the moment estimates because the optimization landscape can change arbitrarily from one iteration to the next one. To hedge against this negative effect, a simple idea is to reset the internal parameters of the optimizer when starting a new iteration. We empirically investigate this resetting idea by employing various optimizers in conjunction with the Rainbow algorithm. We demonstrate that this simple modification significantly improves the performance of deep RL on the Atari benchmark.

Applications/Computer Vision

Joy Hsu, Jiayuan Mao, Josh Tenenbaum, Jiajun Wu

Recent works such as VisProg and ViperGPT have smartly composed foundation models for visual reasoning—using large language models (LLMs) to produce programs that can be executed by pre-trained vision-language models. However, they operate in limited domains, such as 2D images, not fully exploiting the generalization of language: abstract concepts like “*left*” can also be grounded in 3D, temporal, and action data, as in moving to your *left*. This limited generalization stems from these inference-only methods’ inability to learn or adapt pre-trained models to a new domain. We propose the **L**ogic-**E**nhanced **F**ounda**T**ion Model (**LEFT**), a unified framework that *learns* to ground and reason with concepts across domains with a differentiable, domain-independent, first-order logic-based program executor. LEFT has an LLM interpreter that outputs a program represented in a general, logic-based reasoning language, which is shared across all domains and tasks. LEFT’s executor then executes the program with trainable domain-specific grounding modules. We show that LEFT flexibly learns concepts in four domains: 2D images, 3D scenes, human motions, and robotic manipulation. It exhibits strong reasoning ability in a wide variety of tasks, including those that are complex and not seen during training, and can be easily applied to new domains.

Reinforcement Learning/Average Cost Reward

Feiyang Wu, Jingyang Ke, Anqi Wu

We study the problem of Inverse Reinforcement Learning (IRL) with an average-reward criterion. The goal is to recover an unknown policy and a reward function when the agent only has samples of states and actions from an experienced agent. Previous IRL methods assume that the expert is trained in a discounted environment, and the discount factor is known. This work alleviates this assumption by proposing an average-reward framework with efficient learning algorithms. We develop novel stochastic first-order methods to solve the IRL problem under the average-reward setting, which requires solving an Average-reward Markov Decision Process (AMDP) as a subproblem. To solve the subproblem, we develop a Stochastic Policy Mirror Descent (SPMD) method under general state and action spaces that needs $\mathcal{O}(1/\varepsilon)$ steps of gradient computation. Equipped with SPMD, we propose the Inverse Policy Mirror Descent (IPMD) method for solving the IRL problem with a $\mathcal{O}(1/\varepsilon^2)$ complexity. To the best of our knowledge, the aforementioned complexity results are new in IRL with the average reward criterion. Finally, we corroborate our analysis with numerical experiments using the MuJoCo benchmark and additional control tasks.

Optimization/Convex

Aleksandr Beznosikov, Sergey Samsonov, Marina Sheshukova, Alexander Gasnikov, Alexey Naumov, Eric Moulines

This paper delves into stochastic optimization problems that involve Markovian noise. We present a unified approach for the theoretical analysis of first-order gradient methods for stochastic optimization and variational inequalities. Our approach covers scenarios for both non-convex and strongly convex minimization problems. To achieve an optimal (linear) dependence on the mixing time of the underlying noise sequence, we use the randomized batching scheme, which is based on the multilevel Monte Carlo method. Moreover, our technique allows us to eliminate the limiting assumptions of previous research on Markov noise, such as the need for a bounded domain and uniformly bounded stochastic gradients. Our extension to variational inequalities under Markovian noise is original. Additionally, we provide lower bounds that match the oracle complexity of our method in the case of strongly convex optimization problems.

Optimization/First-order

Arun Jambulapati, Kevin Tian

We investigate area convexity [Sherman17], a mysterious tool introduced to tackle optimization problems under the challenging $\ell_\infty$ geometry. We develop a deeper understanding of its relationship with conventional analyses of extragradient methods [Nemirovski04, Nesterov07]. We also give improved solvers for the subproblems required by variants of the [Sherman17] algorithm, designed through the lens of relative smoothness [BBT17, LFN18}.Leveraging these new tools, we give a state-of-the-art first-order algorithm for solving box-simplex games (a primal-dual formulation of $\ell_\infty$ regression) in a $d \times n$ matrix with bounded rows, using $O(\log d \cdot \epsilon^{-1})$ matrix-vector queries. As a consequence, we obtain improved complexities for approximate maximum flow, optimal transport, min-mean-cycle, and other basic combinatorial optimization problems. We also develop a near-linear time algorithm for a matrix generalization of box-simplex games, capturing a family of problems closely related to semidefinite programs recently used as subroutines in robust statistics and numerical linear algebra.

Optimization/Large Scale, Parallel and Distributed

Wenhan Xian, Heng Huang

In this paper we study the second-order optimality of decentralized stochastic algorithm that escapes saddle point efficiently for nonconvex optimization problems. We propose a new pure gradient-based decentralized stochastic algorithm PEDESTAL with a novel convergence analysis framework to address the technical challenges unique to the decentralized stochastic setting. Our method is the first decentralized stochastic algorithm to achieve second-order optimality with non-asymptotic analysis. We provide theoretical guarantees with the gradient complexity of $\tilde{O} (\epsilon^{-3})$ to find $O(\epsilon, \sqrt{\epsilon})$-second-order stationary point, which matches state-of-the-art results of centralized counterparts or decentralized methods to find first-order stationary point. We also conduct two decentralized tasks in our experiments, a matrix sensing task with synthetic data and a matrix factorization task with a real-world dataset to validate the performance of our method.

Optimization/Non-Convex

Yankun Huang, Qihang Lin

We consider a non-convex constrained optimization problem, where the objective function is weakly convex and the constraint function is either convex or weakly convex. To solve this problem, we consider the classical switching subgradient method, which is an intuitive and easily implementable first-order method whose oracle complexity was only known for convex problems. This paper provides the first analysis on the oracle complexity of the switching subgradient method for finding a nearly stationary point of non-convex problems. Our results are derived separately for convex and weakly convex constraints. Compared to existing approaches, especially the double-loop methods, the switching gradient method can be applied to non-smooth problems and achieves the same complexity using only a single loop, which saves the effort on tuning the number of inner iterations.

Optimization/Non-Convex

Ziye Ma, Javad Lavaei, Somayeh Sojoudi

Gradient descent (GD) is crucial for generalization in machine learning models, as it induces implicit regularization, promoting compact representations. In this work, we examine the role of GD in inducing implicit regularization for tensor optimization, particularly within the context of the lifted matrix sensing framework. This framework has been recently proposed to address the non-convex matrix sensing problem by transforming spurious solutions into strict saddles when optimizing over symmetric, rank-1 tensors. We show that, with sufficiently small initialization scale, GD applied to this lifted problem results in approximate rank-1 tensors and critical points with escape directions. Our findings underscore the significance of the tensor parametrization of matrix sensing, in combination with first-order methods, in achieving global optimality in such problems.

Optimization/First-order

Ahmed Khaled, Konstantin Mishchenko, Chi Jin

This paper proposes a new easy-to-implement parameter-free gradient-based optimizer: DoWG (Distance over Weighted Gradients). We prove that DoWG is efficient---matching the convergence rate of optimally tuned gradient descent in convex optimization up to a logarithmic factor without tuning any parameters, and universal---automatically adapting to both smooth and nonsmooth problems. While popular algorithms following the AdaGrad framework compute a running average of the squared gradients, DoWG maintains a new distance-based weighted version of the running average, which is crucial to achieve the desired properties. To complement our theory, we also show empirically that DoWG trains at the edge of stability, and validate its effectiveness on practical machine learning tasks.

Deep Learning/Graph Neural Networks

Jiaxin Bai, Xin Liu, Weiqi Wang, Chen Luo, Yangqiu Song

Querying knowledge graphs (KGs) using deep learning approaches can naturally leverage the reasoning and generalization ability to learn to infer better answers. Traditional neural complex query answering (CQA) approaches mostly work on entity-centric KGs. However, in the real world, we also need to make logical inferences about events, states, and activities (i.e., eventualities or situations) to push learning systems from System I to System II, as proposed by Yoshua Bengio. Querying logically from an EVentuality-centric KG (EVKG) can naturally provide references to such kind of intuitive and logical inference. Thus, in this paper, we propose a new framework to leverage neural methods to answer complex logical queries based on an EVKG, which can satisfy not only traditional first-order logic constraints but also implicit logical constraints over eventualities concerning their occurrences and orders. For instance, if we know that *Food is bad* happens before *PersonX adds soy sauce*, then *PersonX adds soy sauce* is unlikely to be the cause of *Food is bad* due to implicit temporal constraint. To facilitate consistent reasoning on EVKGs, we propose Complex Eventuality Query Answering (CEQA), a more rigorous definition of CQA that considers the implicit logical constraints governing the temporal order and occurrence of eventualities. In this manner, we propose to leverage theorem provers for constructing benchmark datasets to ensure the answers satisfy implicit logical constraints. We also propose a Memory-Enhanced Query Encoding (MEQE) approach to significantly improve the performance of state-of-the-art neural query encoders on the CEQA task.

Optimization/Higher order

Fnu Devvrit, Sai Surya Duvvuri, Rohan Anil, Vineet Gupta, Cho-Jui Hsieh, Inderjit Dhillon

Second-order methods hold significant promise for enhancing the convergence of deep neural network training; however, their large memory and computational demands have limited their practicality. Thus there is a need for scalable second-order methods that can efficiently train large models. In this paper, we introduce the Sparsified Online Newton~(SONew) method, a memory-efficient second-order algorithm that yields a sparsified yet effective preconditioner. The algorithm emerges from a novel use of the LogDet matrix divergence measure; we combine it with sparsity constraints to minimize regret in the online convex optimization framework. Empirically, we test our method on large scale benchmarks of up to 1B parameters. We achieve up to $30\\%$ faster convergence, $3.4\\%$ relative improvement in validation performance, and $80\\%$ relative improvement in training loss, in comparison to memory efficient optimizers including first order methods. Powering the method is a surprising fact -- imposing structured sparsity patterns, like tridiagonal and banded structure, requires little to no overhead, making it as efficient and parallelizable as first-order methods. In wall-clock time, tridiagonal SONew is only about $3\\%$ slower per step than first-order methods but gives overall gains due to much faster convergence. In contrast, one of the state-of-the-art (SOTA) memory-intensive second-order methods, Shampoo, is unable to scale to large benchmarks. Additionally, while Shampoo necessitates significant engineering efforts to scale to large benchmarks, SONew offers a more straightforward implementation, increasing its practical appeal. SONew code is available at: https://github.com/devvrit/SONew

Reinforcement Learning/Multi-agent

Youpeng Zhao, Yaodong Yang, Zhenbo Lu, Wengang Zhou, Houqiang Li

In the realm of multi-agent reinforcement learning (MARL), achieving high performance is crucial for a successful multi-agent system.Meanwhile, the ability to avoid unsafe actions is becoming an urgent and imperative problem to solve for real-life applications. Whereas, it is still challenging to develop a safety-aware method for multi-agent systems in MARL. In this work, we introduce a novel approach called Multi-Agent First Order Constrained Optimization in Policy Space (MAFOCOPS), which effectively addresses the dual objectives of attaining satisfactory performance and enforcing safety constraints. Using data generated from the current policy, MAFOCOPS first finds the optimal update policy by solving a constrained optimization problem in the nonparameterized policy space. Then, the update policy is projected back into the parametric policy space to achieve a feasible policy. Notably, our method is first-order in nature, ensuring the ease of implementation, and exhibits an approximate upper bound on the worst-case constraint violation. Empirical results show that our approach achieves remarkable performance while satisfying safe constraints on several safe MARL benchmarks.

Theory/Online Learning and Bandits

Guanghui Wang, Zihao Hu, Vidya Muthukumar, Jacob Abernethy

First-order optimization methods tend to inherently favor certain solutions over others when minimizing a given training objective with multiple local optima. This phenomenon, known as \emph{implicit bias}, plays a critical role in understanding the generalization capabilities of optimization algorithms. Recent research has revealed that gradient-descent-based methods exhibit an implicit bias for the $\ell_2$-maximal margin classifier in the context of separable binary classification. In contrast, generic optimization methods, such as mirror descent and steepest descent, have been shown to converge to maximal margin classifiers defined by alternative geometries. However, while gradient-descent-based algorithms demonstrate fast implicit bias rates, the implicit bias rates of generic optimization methods have been relatively slow. To address this limitation, in this paper, we present a series of state-of-the-art implicit bias rates for mirror descent and steepest descent algorithms. Our primary technique involves transforming a generic optimization algorithm into an online learning dynamic that solves a regularized bilinear game, providing a unified framework for analyzing the implicit bias of various optimization methods. The accelerated rates are derived leveraging the regret bounds of online learning algorithms within this game framework.

Deep Learning/Robustness

Xingjian Bai, Guangyi He, Yifan Jiang, Jan Obloj

Deep neural networks are known to be vulnerable to adversarial attacks (AA). For an image recognition task, this means that a small perturbation of the original can result in the image being misclassified. Design of such attacks as well as methods of adversarial training against them are subject of intense research. We re-cast the problem using techniques of Wasserstein distributionally robust optimization (DRO) and obtain novel contributions leveraging recent insights from DRO sensitivity analysis. We consider a set of distributional threat models. Unlike the traditional pointwise attacks, which assume a uniform bound on perturbation of each input data point, distributional threat models allow attackers to perturb inputs in a non-uniform way. We link these more general attacks with questions of out-of-sample performance and Knightian uncertainty. To evaluate the distributional robustness of neural networks, we propose a first-order AA algorithm and its multistep version. Our attack algorithms include Fast Gradient Sign Method (FGSM) and Projected Gradient Descent (PGD) as special cases. Furthermore, we provide a new asymptotic estimate of the adversarial accuracy against distributional threat models. The bound is fast to compute and first-order accurate, offering new insights even for the pointwise AA. It also naturally yields out-of-sample performance guarantees. We conduct numerical experiments on CIFAR-10, CIFAR-100, ImageNet datasets using DNNs on RobustBench to illustrate our theoretical results. Our code is available at https://github.com/JanObloj/W-DRO-Adversarial-Methods.