Constantinos Daskalakis

LG
h-index57
80papers
4,181citations
Novelty63%
AI Score62

80 Papers

LGFeb 17, 2023Code
Consistent Diffusion Models: Mitigating Sampling Drift by Learning to be Consistent

Giannis Daras, Yuval Dagan, Alexandros G. Dimakis et al.

Imperfect score-matching leads to a shift between the training and the sampling distribution of diffusion models. Due to the recursive nature of the generation process, errors in previous steps yield sampling iterates that drift away from the training distribution. Yet, the standard training objective via Denoising Score Matching (DSM) is only designed to optimize over non-drifted data. To train on drifted data, we propose to enforce a \emph{consistency} property which states that predictions of the model on its own generated data are consistent across time. Theoretically, we show that if the score is learned perfectly on some non-drifted points (via DSM) and if the consistency property is enforced everywhere, then the score is learned accurately everywhere. Empirically we show that our novel training objective yields state-of-the-art results for conditional and unconditional generation in CIFAR-10 and baseline improvements in AFHQ and FFHQ. We open-source our code and models: https://github.com/giannisdaras/cdm

LGApr 8, 2022
The Complexity of Markov Equilibrium in Stochastic Games

Constantinos Daskalakis, Noah Golowich, Kaiqing Zhang

We show that computing approximate stationary Markov coarse correlated equilibria (CCE) in general-sum stochastic games is computationally intractable, even when there are two players, the game is turn-based, the discount factor is an absolute constant, and the approximation is an absolute constant. Our intractability results stand in sharp contrast to normal-form games where exact CCEs are efficiently computable. A fortiori, our results imply that there are no efficient algorithms for learning stationary Markov CCE policies in multi-agent reinforcement learning (MARL), even when the interaction is two-player and turn-based, and both the discount factor and the desired approximation of the learned policies is an absolute constant. In turn, these results stand in sharp contrast to single-agent reinforcement learning (RL) where near-optimal stationary Markov policies can be efficiently learned. Complementing our intractability results for stationary Markov CCEs, we provide a decentralized algorithm (assuming shared randomness among players) for learning a nonstationary Markov CCE policy with polynomial time and sample complexity in all problem parameters. Previous work for learning Markov CCE policies all required exponential time and sample complexity in the number of players.

LGJun 18, 2022
Score-Guided Intermediate Layer Optimization: Fast Langevin Mixing for Inverse Problems

Giannis Daras, Yuval Dagan, Alexandros G. Dimakis et al.

We prove fast mixing and characterize the stationary distribution of the Langevin Algorithm for inverting random weighted DNN generators. This result extends the work of Hand and Voroninski from efficient inversion to efficient posterior sampling. In practice, to allow for increased expressivity, we propose to do posterior sampling in the latent space of a pre-trained generative model. To achieve that, we train a score-based model in the latent space of a StyleGAN-2 and we use it to solve inverse problems. Our framework, Score-Guided Intermediate Layer Optimization (SGILO), extends prior work by replacing the sparsity regularization with a generative prior in the intermediate layer. Experimentally, we obtain significant improvements over the previous state-of-the-art, especially in the low measurement regime.

LGJul 4, 2023
Online Learning and Solving Infinite Games with an ERM Oracle

Angelos Assos, Idan Attias, Yuval Dagan et al.

While ERM suffices to attain near-optimal generalization error in the stochastic learning setting, this is not known to be the case in the online learning setting, where algorithms for general concept classes rely on computationally inefficient oracles such as the Standard Optimal Algorithm (SOA). In this work, we propose an algorithm for online binary classification setting that relies solely on ERM oracle calls, and show that it has finite regret in the realizable setting and sublinearly growing regret in the agnostic setting. We bound the regret in terms of the Littlestone and threshold dimensions of the underlying concept class. We obtain similar results for nonparametric games, where the ERM oracle can be interpreted as a best response oracle, finding the best response of a player to a given history of play of the other players. In this setting, we provide learning algorithms that only rely on best response oracles and converge to approximate-minimax equilibria in two-player zero-sum games and approximate coarse correlated equilibria in multi-player general-sum games, as long as the game has a bounded fat-threshold dimension. Our algorithms apply to both binary-valued and real-valued games and can be viewed as providing justification for the wide use of double oracle and multiple oracle algorithms in the practice of solving large games.

MEAug 25, 2022
Efficient Truncated Linear Regression with Unknown Noise Variance

Constantinos Daskalakis, Patroklos Stefanou, Rui Yao et al.

Truncated linear regression is a classical challenge in Statistics, wherein a label, $y = w^T x + \varepsilon$, and its corresponding feature vector, $x \in \mathbb{R}^k$, are only observed if the label falls in some subset $S \subseteq \mathbb{R}$; otherwise the existence of the pair $(x, y)$ is hidden from observation. Linear regression with truncated observations has remained a challenge, in its general form, since the early works of~\citet{tobin1958estimation,amemiya1973regression}. When the distribution of the error is normal with known variance, recent work of~\citet{daskalakis2019truncatedregression} provides computationally and statistically efficient estimators of the linear model, $w$. In this paper, we provide the first computationally and statistically efficient estimators for truncated linear regression when the noise variance is unknown, estimating both the linear model and the variance of the noise. Our estimator is based on an efficient implementation of Projected Stochastic Gradient Descent on the negative log-likelihood of the truncated sample. Importantly, we show that the error of our estimates is asymptotically normal, and we use this to provide explicit confidence regions for our estimates.

STMay 6, 2022
What Makes A Good Fisherman? Linear Regression under Self-Selection Bias

Yeshwanth Cherapanamjeri, Constantinos Daskalakis, Andrew Ilyas et al.

In the classical setting of self-selection, the goal is to learn $k$ models, simultaneously from observations $(x^{(i)}, y^{(i)})$ where $y^{(i)}$ is the output of one of $k$ underlying models on input $x^{(i)}$. In contrast to mixture models, where we observe the output of a randomly selected model, here the observed model depends on the outputs themselves, and is determined by some known selection criterion. For example, we might observe the highest output, the smallest output, or the median output of the $k$ models. In known-index self-selection, the identity of the observed model output is observable; in unknown-index self-selection, it is not. Self-selection has a long history in Econometrics and applications in various theoretical and applied fields, including treatment effect estimation, imitation learning, learning from strategically reported data, and learning from markets at disequilibrium. In this work, we present the first computationally and statistically efficient estimation algorithms for the most standard setting of this problem where the models are linear. In the known-index case, we require poly$(1/\varepsilon, k, d)$ sample and time complexity to estimate all model parameters to accuracy $\varepsilon$ in $d$ dimensions, and can accommodate quite general selection criteria. In the more challenging unknown-index case, even the identifiability of the linear models (from infinitely many samples) was not known. We show three results in this case for the commonly studied $\max$ self-selection criterion: (1) we show that the linear models are indeed identifiable, (2) for general $k$ we provide an algorithm with poly$(d) \exp(\text{poly}(k))$ sample and time complexity to estimate the regression parameters up to error $1/\text{poly}(k)$, and (3) for $k = 2$ we provide an algorithm for any error $\varepsilon$ and poly$(d, 1/\varepsilon)$ sample and time complexity.

LGNov 23, 2022
Learning and Testing Latent-Tree Ising Models Efficiently

Davin Choo, Yuval Dagan, Constantinos Daskalakis et al.

We provide time- and sample-efficient algorithms for learning and testing latent-tree Ising models, i.e. Ising models that may only be observed at their leaf nodes. On the learning side, we obtain efficient algorithms for learning a tree-structured Ising model whose leaf node distribution is close in Total Variation Distance, improving on the results of prior work. On the testing side, we provide an efficient algorithm with fewer samples for testing whether two latent-tree Ising models have leaf-node distributions that are close or far in Total Variation distance. We obtain our algorithms by showing novel localization results for the total variation distance between the leaf-node distributions of tree-structured Ising models, in terms of their marginals on pairs of leaves.

LGFeb 7, 2023
SDYN-GANs: Adversarial Learning Methods for Multistep Generative Models for General Order Stochastic Dynamics

Panos Stinis, Constantinos Daskalakis, Paul J. Atzberger

We introduce adversarial learning methods for data-driven generative modeling of the dynamics of $n^{th}$-order stochastic systems. Our approach builds on Generative Adversarial Networks (GANs) with generative model classes based on stable $m$-step stochastic numerical integrators. We introduce different formulations and training methods for learning models of stochastic dynamics based on observation of trajectory samples. We develop approaches using discriminators based on Maximum Mean Discrepancy (MMD), training protocols using conditional and marginal distributions, and methods for learning dynamic responses over different time-scales. We show how our approaches can be used for modeling physical systems to learn force-laws, damping coefficients, and noise-related parameters. The adversarial learning approaches provide methods for obtaining stable generative models for dynamic tasks including long-time prediction and developing simulations for stochastic systems.

LGOct 18, 2022
STay-ON-the-Ridge: Guaranteed Convergence to Local Minimax Equilibrium in Nonconvex-Nonconcave Games

Constantinos Daskalakis, Noah Golowich, Stratis Skoulakis et al.

Min-max optimization problems involving nonconvex-nonconcave objectives have found important applications in adversarial training and other multi-agent learning settings. Yet, no known gradient descent-based method is guaranteed to converge to (even local notions of) min-max equilibrium in the nonconvex-nonconcave setting. For all known methods, there exist relatively simple objectives for which they cycle or exhibit other undesirable behavior different from converging to a point, let alone to some game-theoretically meaningful one~\cite{flokas2019poincare,hsieh2021limits}. The only known convergence guarantees hold under the strong assumption that the initialization is very close to a local min-max equilibrium~\cite{wang2019solving}. Moreover, the afore-described challenges are not just theoretical curiosities. All known methods are unstable in practice, even in simple settings. We propose the first method that is guaranteed to converge to a local min-max equilibrium for smooth nonconvex-nonconcave objectives. Our method is second-order and provably escapes limit cycles as long as it is initialized at an easy-to-find initial point. Both the definition of our method and its convergence analysis are motivated by the topological nature of the problem. In particular, our method is not designed to decrease some potential function, such as the distance of its iterate from the set of local min-max equilibria or the projected gradient of the objective, but is designed to satisfy a topological property that guarantees the avoidance of cycles and implies its convergence.

GTSep 21, 2023
Smooth Nash Equilibria: Algorithms and Complexity

Constantinos Daskalakis, Noah Golowich, Nika Haghtalab et al.

A fundamental shortcoming of the concept of Nash equilibrium is its computational intractability: approximating Nash equilibria in normal-form games is PPAD-hard. In this paper, inspired by the ideas of smoothed analysis, we introduce a relaxed variant of Nash equilibrium called $σ$-smooth Nash equilibrium, for a smoothness parameter $σ$. In a $σ$-smooth Nash equilibrium, players only need to achieve utility at least as high as their best deviation to a $σ$-smooth strategy, which is a distribution that does not put too much mass (as parametrized by $σ$) on any fixed action. We distinguish two variants of $σ$-smooth Nash equilibria: strong $σ$-smooth Nash equilibria, in which players are required to play $σ$-smooth strategies under equilibrium play, and weak $σ$-smooth Nash equilibria, where there is no such requirement. We show that both weak and strong $σ$-smooth Nash equilibria have superior computational properties to Nash equilibria: when $σ$ as well as an approximation parameter $ε$ and the number of players are all constants, there is a constant-time randomized algorithm to find a weak $ε$-approximate $σ$-smooth Nash equilibrium in normal-form games. In the same parameter regime, there is a polynomial-time deterministic algorithm to find a strong $ε$-approximate $σ$-smooth Nash equilibrium in a normal-form game. These results stand in contrast to the optimal algorithm for computing $ε$-approximate Nash equilibria, which cannot run in faster than quasipolynomial-time. We complement our upper bounds by showing that when either $σ$ or $ε$ is an inverse polynomial, finding a weak $ε$-approximate $σ$-smooth Nash equilibria becomes computationally intractable.

LGNov 21, 2022
EM's Convergence in Gaussian Latent Tree Models

Yuval Dagan, Constantinos Daskalakis, Anthimos Vardis Kandiros

We study the optimization landscape of the log-likelihood function and the convergence of the Expectation-Maximization (EM) algorithm in latent Gaussian tree models, i.e. tree-structured Gaussian graphical models whose leaf nodes are observable and non-leaf nodes are unobservable. We show that the unique non-trivial stationary point of the population log-likelihood is its global maximum, and establish that the expectation-maximization algorithm is guaranteed to converge to it in the single latent variable case. Our results for the landscape of the log-likelihood function in general latent tree models provide support for the extensive practical use of maximum likelihood based-methods in this setting. Our results for the EM algorithm extend an emerging line of work on obtaining global convergence guarantees for this celebrated algorithm. We show our results for the non-trivial stationary points of the log-likelihood by arguing that a certain system of polynomial equations obtained from the EM updates has a unique non-trivial solution. The global convergence of the EM algorithm follows by arguing that all trivial fixed points are higher-order saddle points.

LGOct 30, 2023
From External to Swap Regret 2.0: An Efficient Reduction and Oblivious Adversary for Large Action Spaces

Yuval Dagan, Constantinos Daskalakis, Maxwell Fishelson et al.

We provide a novel reduction from swap-regret minimization to external-regret minimization, which improves upon the classical reductions of Blum-Mansour [BM07] and Stolz-Lugosi [SL05] in that it does not require finiteness of the space of actions. We show that, whenever there exists a no-external-regret algorithm for some hypothesis class, there must also exist a no-swap-regret algorithm for that same class. For the problem of learning with expert advice, our result implies that it is possible to guarantee that the swap regret is bounded by ε after $\log(N)^{O(1/ε)}$ rounds and with $O(N)$ per iteration complexity, where $N$ is the number of experts, while the classical reductions of Blum-Mansour and Stolz-Lugosi require $O(N/ε^2)$ rounds and at least $Ω(N^2)$ per iteration complexity. Our result comes with an associated lower bound, which -- in contrast to that in [BM07] -- holds for oblivious and $\ell_1$-constrained adversaries and learners that can employ distributions over experts, showing that the number of rounds must be $\tildeΩ(N/ε^2)$ or exponential in $1/ε$. Our reduction implies that, if no-regret learning is possible in some game, then this game must have approximate correlated equilibria, of arbitrarily good approximation. This strengthens the folklore implication of no-regret learning that approximate coarse correlated equilibria exist. Importantly, it provides a sufficient condition for the existence of correlated equilibrium which vastly extends the requirement that the action set is finite, thus answering a question left open by [DG22; Ass+23]. Moreover, it answers several outstanding questions about equilibrium computation and learning in games.

GTNov 3, 2025
Proximal Regret and Proximal Correlated Equilibria: A New Tractable Solution Concept for Online Learning and Games

Yang Cai, Constantinos Daskalakis, Haipeng Luo et al.

Learning and computation of equilibria are central problems in game theory, theory of computation, and artificial intelligence. In this work, we introduce proximal regret, a new notion of regret based on proximal operators that lies strictly between external and swap regret. When every player employs a no-proximal-regret algorithm in a general convex game, the empirical distribution of play converges to proximal correlated equilibria (PCE), a refinement of coarse correlated equilibria. Our framework unifies several emerging notions in online learning and game theory-such as gradient equilibrium and semicoarse correlated equilibrium-and introduces new ones. Our main result shows that the classic Online Gradient Descent (GD) algorithm achieves an optimal $O(\sqrt{T})$ bound on proximal regret, revealing that GD, without modification, minimizes a stronger regret notion than external regret. This provides a new explanation for the empirically superior performance of gradient descent in online learning and games. We further extend our analysis to Mirror Descent in the Bregman setting and to Optimistic Gradient Descent, which yields faster convergence in smooth convex games.

GTJul 5, 2024
Maximizing utility in multi-agent environments by anticipating the behavior of other learners

Angelos Assos, Yuval Dagan, Constantinos Daskalakis

Learning algorithms are often used to make decisions in sequential decision-making environments. In multi-agent settings, the decisions of each agent can affect the utilities/losses of the other agents. Therefore, if an agent is good at anticipating the behavior of the other agents, in particular how they will make decisions in each round as a function of their experience that far, it could try to judiciously make its own decisions over the rounds of the interaction so as to influence the other agents to behave in a way that ultimately benefits its own utility. In this paper, we study repeated two-player games involving two types of agents: a learner, which employs an online learning algorithm to choose its strategy in each round; and an optimizer, which knows the learner's utility function and the learner's online learning algorithm. The optimizer wants to plan ahead to maximize its own utility, while taking into account the learner's behavior. We provide two results: a positive result for repeated zero-sum games and a negative result for repeated general-sum games. Our positive result is an algorithm for the optimizer, which exactly maximizes its utility against a learner that plays the Replicator Dynamics -- the continuous-time analogue of Multiplicative Weights Update (MWU). Additionally, we use this result to provide an algorithm for the optimizer against MWU, i.e.~for the discrete-time setting, which guarantees an average utility for the optimizer that is higher than the value of the one-shot game. Our negative result shows that, unless P=NP, there is no Fully Polynomial Time Approximation Scheme (FPTAS) for maximizing the utility of an optimizer against a learner that best-responds to the history in each round. Yet, this still leaves open the question of whether there exists a polynomial-time algorithm that optimizes the utility up to $o(T)$.

LGNov 8, 2025
Learning Gaussian DAG Models without Condition Number Bounds

Constantinos Daskalakis, Vardis Kandiros, Rui Yao

We study the problem of learning the topology of a directed Gaussian Graphical Model under the equal-variance assumption, where the graph has $n$ nodes and maximum in-degree $d$. Prior work has established that $O(d \log n)$ samples are sufficient for this task. However, an important factor that is often overlooked in these analyses is the dependence on the condition number of the covariance matrix of the model. Indeed, all algorithms from prior work require a number of samples that grows polynomially with this condition number. In many cases this is unsatisfactory, since the condition number could grow polynomially with $n$, rendering these prior approaches impractical in high-dimensional settings. In this work, we provide an algorithm that recovers the underlying graph and prove that the number of samples required is independent of the condition number. Furthermore, we establish lower bounds that nearly match the upper bound up to a $d$-factor, thus providing an almost tight characterization of the true sample complexity of the problem. Moreover, under a further assumption that all the variances of the variables are bounded, we design a polynomial-time algorithm that recovers the underlying graph, at the cost of an additional polynomial dependence of the sample complexity on $d$. We complement our theoretical findings with simulations on synthetic datasets that confirm our predictions.

99.3GTMay 17
On the Complexity of Correlated Equilibria Beyond Normal-Form Games

Ioannis Anagnostides, Constantinos Daskalakis, Gabriele Farina et al.

Correlated equilibria are a fundamental solution concept in game theory. However, despite decades of research, the complexity beyond games of polynomial type -- such as extensive-form games, congestion or routing games, and more broadly concave games -- has remained a major open problem, first highlighted by Papadimitriou and Roughgarden (JACM '08). In this paper, we resolve several long-standing questions concerning the complexity of correlated equilibria and swap regret minimization. First, we show that computing a correlated equilibrium in concave quadratic games is as hard as computing the fixed point of a contraction mapping (Contr), providing the first strong evidence of intractability. Moreover, we establish an unconditional, information-theoretic lower bound ruling out the existence of a strongly sublinear swap regret minimizer: any online learning algorithm requires exponentially many iterations in the dimension $d$ to guarantee at most $1/\text{poly}(d)$ (average) swap regret. To circumvent these hardness results, we examine the complexity of $Φ$-equilibria -- tractable relaxations of correlated equilibria. We obtain a fully polynomial-time approximation scheme (FPTAS) for computing poly-dimensional $Φ$-equilibria in general concave games. We complement this by showing that Contr-hardness persists even under poly-dimensional swap deviations in the regime where the precision $ε$ is exponentially small. Finally, we show that Contr-hardness can be bypassed in the canonical setting of concave \emph{quadratic games}, for which we provide a $\text{poly}(d, \log(1/ε))$-time algorithm for computing poly-dimensional $Φ$-equilibria. As a byproduct, we obtain an algorithm for computing fixed points of a mapping that is contracting with respect to an unknown Mahalanobis norm, which could be of independent interest.

LGNov 26, 2025
Estimating Ising Models in Total Variation Distance

Constantinos Daskalakis, Vardis Kandiros, Rui Yao

We consider the problem of estimating Ising models over $n$ variables in Total Variation (TV) distance, given $l$ independent samples from the model. While the statistical complexity of the problem is well-understood [DMR20], identifying computationally and statistically efficient algorithms has been challenging. In particular, remarkable progress has occurred in several settings, such as when the underlying graph is a tree [DP21, BGPV21], when the entries of the interaction matrix follow a Gaussian distribution [GM24, CK24], or when the bulk of its eigenvalues lie in a small interval [AJK+24, KLV24], but no unified framework for polynomial-time estimation in TV exists so far. Our main contribution is a unified analysis of the Maximum Pseudo-Likelihood Estimator (MPLE) for two general classes of Ising models. The first class includes models that have bounded operator norm and satisfy the Modified Log-Sobolev Inequality (MLSI), a functional inequality that was introduced to study the convergence of the associated Glauber dynamics to stationarity. In the second class of models, the interaction matrix has bounded infinity norm (or bounded width), which is the most common assumption in the literature for structure learning of Ising models. We show how our general results for these classes yield polynomial-time algorithms and optimal or near-optimal sample complexity guarantees in a variety of settings. Our proofs employ a variety of tools from tensorization inequalities to measure decompositions and concentration bounds.

CVDec 26, 2017Code
The Robust Manifold Defense: Adversarial Training using Generative Models

Ajil Jalal, Andrew Ilyas, Constantinos Daskalakis et al.

We propose a new type of attack for finding adversarial examples for image classifiers. Our method exploits spanners, i.e. deep neural networks whose input space is low-dimensional and whose output range approximates the set of images of interest. Spanners may be generators of GANs or decoders of VAEs. The key idea in our attack is to search over latent code pairs to find ones that generate nearby images with different classifier outputs. We argue that our attack is stronger than searching over perturbations of real images. Moreover, we show that our stronger attack can be used to reduce the accuracy of Defense-GAN to 3\%, resolving an open problem from the well-known paper by Athalye et al. We combine our attack with normal adversarial training to obtain the most robust known MNIST classifier, significantly improving the state of the art against PGD attacks. Our formulation involves solving a min-max problem, where the min player sets the parameters of the classifier and the max player is running our attack, and is thus searching for adversarial examples in the {\em low-dimensional} input space of the spanner. All code and models are available at \url{https://github.com/ajiljalal/manifold-defense.git}

CVMar 20, 2024
Consistent Diffusion Meets Tweedie: Training Exact Ambient Diffusion Models with Noisy Data

Giannis Daras, Alexandros G. Dimakis, Constantinos Daskalakis

Ambient diffusion is a recently proposed framework for training diffusion models using corrupted data. Both Ambient Diffusion and alternative SURE-based approaches for learning diffusion models from corrupted data resort to approximations which deteriorate performance. We present the first framework for training diffusion models that provably sample from the uncorrupted distribution given only noisy training data, solving an open problem in this space. Our key technical contribution is a method that uses a double application of Tweedie's formula and a consistency loss function that allows us to extend sampling at noise levels below the observed data noise. We also provide further evidence that diffusion models memorize from their training sets by identifying extremely corrupted images that are almost perfectly reconstructed, raising copyright and privacy concerns. Our method for training using corrupted samples can be used to mitigate this problem. We demonstrate this by fine-tuning Stable Diffusion XL to generate samples from a distribution using only noisy samples. Our framework reduces the amount of memorization of the fine-tuning dataset, while maintaining competitive performance.

LGNov 5, 2024
How much is a noisy image worth? Data Scaling Laws for Ambient Diffusion

Giannis Daras, Yeshwanth Cherapanamjeri, Constantinos Daskalakis

The quality of generative models depends on the quality of the data they are trained on. Creating large-scale, high-quality datasets is often expensive and sometimes impossible, e.g. in certain scientific applications where there is no access to clean data due to physical or instrumentation constraints. Ambient Diffusion and related frameworks train diffusion models with solely corrupted data (which are usually cheaper to acquire) but ambient models significantly underperform models trained on clean data. We study this phenomenon at scale by training more than $80$ models on data with different corruption levels across three datasets ranging from $30,000$ to $\approx 1.3$M samples. We show that it is impossible, at these sample sizes, to match the performance of models trained on clean data when only training on noisy data. Yet, a combination of a small set of clean data (e.g.~$10\%$ of the total dataset) and a large set of highly noisy data suffices to reach the performance of models trained solely on similar-size datasets of clean data, and in particular to achieve near state-of-the-art performance. We provide theoretical evidence for our findings by developing novel sample complexity bounds for learning from Gaussian Mixtures with heterogeneous variances. Our theoretical model suggests that, for large enough datasets, the effective marginal utility of a noisy sample is exponentially worse than that of a clean sample. Providing a small set of clean samples can significantly reduce the sample size requirements for noisy data, as we also observe in our experiments.

GRJun 10, 2025
Ambient Diffusion Omni: Training Good Models with Bad Data

Giannis Daras, Adrian Rodriguez-Munoz, Adam Klivans et al.

We show how to use low-quality, synthetic, and out-of-distribution images to improve the quality of a diffusion model. Typically, diffusion models are trained on curated datasets that emerge from highly filtered data pools from the Web and other sources. We show that there is immense value in the lower-quality images that are often discarded. We present Ambient Diffusion Omni, a simple, principled framework to train diffusion models that can extract signal from all available images during training. Our framework exploits two properties of natural images -- spectral power law decay and locality. We first validate our framework by successfully training diffusion models with images synthetically corrupted by Gaussian blur, JPEG compression, and motion blur. We then use our framework to achieve state-of-the-art ImageNet FID, and we show significant improvements in both image quality and diversity for text-to-image generative modeling. The core insight is that noise dampens the initial skew between the desired high-quality distribution and the mixed distribution we actually observe. We provide rigorous theoretical justification for our approach by analyzing the trade-off between learning from biased data versus limited unbiased data across diffusion times.

GTMar 13, 2024
On Tractable $Φ$-Equilibria in Non-Concave Games

Yang Cai, Constantinos Daskalakis, Haipeng Luo et al.

While Online Gradient Descent and other no-regret learning procedures are known to efficiently converge to a coarse correlated equilibrium in games where each agent's utility is concave in their own strategy, this is not the case when utilities are non-concave -- a common scenario in machine learning applications involving strategies parameterized by deep neural networks, or when agents' utilities are computed by neural networks, or both. Non-concave games introduce significant game-theoretic and optimization challenges: (i) Nash equilibria may not exist; (ii) local Nash equilibria, though they exist, are intractable; and (iii) mixed Nash, correlated, and coarse correlated equilibria generally have infinite support and are intractable. To sidestep these challenges, we revisit the classical solution concept of $Φ$-equilibria introduced by Greenwald and Jafari [2003], which is guaranteed to exist for an arbitrary set of strategy modifications $Φ$ even in non-concave games [Stolz and Lugosi, 2007]. However, the tractability of $Φ$-equilibria in such games remains elusive. In this paper, we initiate the study of tractable $Φ$-equilibria in non-concave games and examine several natural families of strategy modifications. We show that when $Φ$ is finite, there exists an efficient uncoupled learning algorithm that converges to the corresponding $Φ$-equilibria. Additionally, we explore cases where $Φ$ is infinite but consists of local modifications. We show that approximating local $Φ$-equilibria beyond the first-order stationary regime is computationally intractable. In contrast, within this regime, we show Online Gradient Descent efficiently converges to $Φ$-equilibria for several natural infinite families of modifications, including a new structural family of modifications inspired by the well-studied proximal operator.

GTDec 7, 2024
Charting the Shapes of Stories with Game Theory

Constantinos Daskalakis, Ian Gemp, Yanchen Jiang et al.

Stories are records of our experiences and their analysis reveals insights into the nature of being human. Successful analyses are often interdisciplinary, leveraging mathematical tools to extract structure from stories and insights from structure. Historically, these tools have been restricted to one dimensional charts and dynamic social networks; however, modern AI offers the possibility of identifying more fully the plot structure, character incentives, and, importantly, counterfactual plot lines that the story could have taken but did not take. In this work, we use AI to model the structure of stories as game-theoretic objects, amenable to quantitative analysis. This allows us to not only interrogate each character's decision making, but also possibly peer into the original author's conception of the characters' world. We demonstrate our proposed technique on Shakespeare's famous Romeo and Juliet. We conclude with a discussion of how our analysis could be replicated in broader contexts, including real-life scenarios.

GTJan 18, 2025
Fixed Point Computation: Beating Brute Force with Smoothed Analysis

Idan Attias, Yuval Dagan, Constantinos Daskalakis et al.

We propose a new algorithm that finds an $\varepsilon$-approximate fixed point of a smooth function from the $n$-dimensional $\ell_2$ unit ball to itself. We use the general framework of finding approximate solutions to a variational inequality, a problem that subsumes fixed point computation and the computation of a Nash Equilibrium. The algorithm's runtime is bounded by $e^{O(n)}/\varepsilon$, under the smoothed-analysis framework. This is the first known algorithm in such a generality whose runtime is faster than $(1/\varepsilon)^{O(n)}$, which is a time that suffices for an exhaustive search. We complement this result with a lower bound of $e^{Ω(n)}$ on the query complexity for finding an $O(1)$-approximate fixed point on the unit ball, which holds even in the smoothed-analysis model, yet without the assumption that the function is smooth. Existing lower bounds are only known for the hypercube, and adapting them to the ball does not give non-trivial results even for finding $O(1/\sqrt{n})$-approximate fixed points.

LGFeb 1
High-accuracy sampling for diffusion models and log-concave distributions

Fan Chen, Sinho Chewi, Constantinos Daskalakis et al.

We present algorithms for diffusion model sampling which obtain $δ$-error in $\mathrm{polylog}(1/δ)$ steps, given access to $\widetilde O(δ)$-accurate score estimates in $L^2$. This is an exponential improvement over all previous results. Specifically, under minimal data assumptions, the complexity is $\widetilde O(d\,\mathrm{polylog}(1/δ))$ where $d$ is the dimension of the data; under a non-uniform $L$-Lipschitz condition, the complexity is $\widetilde O(\sqrt{dL}\,\mathrm{polylog}(1/δ))$; and if the data distribution has intrinsic dimension $d_\star$, then the complexity reduces to $\widetilde O(d_\star\,\mathrm{polylog}(1/δ))$. Our approach also yields the first $\mathrm{polylog}(1/δ)$ complexity sampler for general log-concave distributions using only gradient evaluations.

LGApr 28, 2025
Learning High-dimensional Gaussians from Censored Data

Arnab Bhattacharyya, Constantinos Daskalakis, Themis Gouleakis et al.

We provide efficient algorithms for the problem of distribution learning from high-dimensional Gaussian data where in each sample, some of the variable values are missing. We suppose that the variables are missing not at random (MNAR). The missingness model, denoted by $S(y)$, is the function that maps any point $y$ in $R^d$ to the subsets of its coordinates that are seen. In this work, we assume that it is known. We study the following two settings: (i) Self-censoring: An observation $x$ is generated by first sampling the true value $y$ from a $d$-dimensional Gaussian $N(μ*, Σ*)$ with unknown $μ*$ and $Σ*$. For each coordinate $i$, there exists a set $S_i$ subseteq $R^d$ such that $x_i = y_i$ if and only if $y_i$ in $S_i$. Otherwise, $x_i$ is missing and takes a generic value (e.g., "?"). We design an algorithm that learns $N(μ*, Σ*)$ up to total variation (TV) distance epsilon, using $poly(d, 1/ε)$ samples, assuming only that each pair of coordinates is observed with sufficiently high probability. (ii) Linear thresholding: An observation $x$ is generated by first sampling $y$ from a $d$-dimensional Gaussian $N(μ*, Σ)$ with unknown $μ*$ and known $Σ$, and then applying the missingness model $S$ where $S(y) = {i in [d] : v_i^T y <= b_i}$ for some $v_1, ..., v_d$ in $R^d$ and $b_1, ..., b_d$ in $R$. We design an efficient mean estimation algorithm, assuming that none of the possible missingness patterns is very rare conditioned on the values of the observed coordinates and that any small subset of coordinates is observed with sufficiently high probability.

LGJan 21
Ambient Dataloops: Generative Models for Dataset Refinement

Adrián Rodríguez-Muñoz, William Daspit, Adam Klivans et al.

We propose Ambient Dataloops, an iterative framework for refining datasets that makes it easier for diffusion models to learn the underlying data distribution. Modern datasets contain samples of highly varying quality, and training directly on such heterogeneous data often yields suboptimal models. We propose a dataset-model co-evolution process; at each iteration of our method, the dataset becomes progressively higher quality, and the model improves accordingly. To avoid destructive self-consuming loops, at each generation, we treat the synthetically improved samples as noisy, but at a slightly lower noisy level than the previous iteration, and we use Ambient Diffusion techniques for learning under corruption. Empirically, Ambient Dataloops achieve state-of-the-art performance in unconditional and text-conditional image generation and de novo protein design. We further provide a theoretical justification for the proposed framework that captures the benefits of the data looping procedure.

STFeb 15
High-accuracy log-concave sampling with stochastic queries

Fan Chen, Sinho Chewi, Constantinos Daskalakis et al.

We show that high-accuracy guarantees for log-concave sampling -- that is, iteration and query complexities which scale as $\mathrm{poly}\log(1/δ)$, where $δ$ is the desired target accuracy -- are achievable using stochastic gradients with subexponential tails. Notably, this exhibits a separation with the problem of convex optimization, where stochasticity (even additive Gaussian noise) in the gradient oracle incurs $\mathrm{poly}(1/δ)$ queries. We also give an information-theoretic argument that light-tailed stochastic gradients are necessary for high accuracy: for example, in the bounded variance case, we show that the minimax-optimal query complexity scales as $Θ(1/δ)$. Our framework also provides similar high accuracy guarantees under stochastic zeroth order (value) queries.

LGOct 17, 2025
Learning Correlated Reward Models: Statistical Barriers and Opportunities

Yeshwanth Cherapanamjeri, Constantinos Daskalakis, Gabriele Farina et al.

Random Utility Models (RUMs) are a classical framework for modeling user preferences and play a key role in reward modeling for Reinforcement Learning from Human Feedback (RLHF). However, a crucial shortcoming of many of these techniques is the Independence of Irrelevant Alternatives (IIA) assumption, which collapses \emph{all} human preferences to a universal underlying utility function, yielding a coarse approximation of the range of human preferences. On the other hand, statistical and computational guarantees for models avoiding this assumption are scarce. In this paper, we investigate the statistical and computational challenges of learning a \emph{correlated} probit model, a fundamental RUM that avoids the IIA assumption. First, we establish that the classical data collection paradigm of pairwise preference data is \emph{fundamentally insufficient} to learn correlational information, explaining the lack of statistical and computational guarantees in this setting. Next, we demonstrate that \emph{best-of-three} preference data provably overcomes these shortcomings, and devise a statistically and computationally efficient estimator with near-optimal performance. These results highlight the benefits of higher-order preference data in learning correlated utilities, allowing for more fine-grained modeling of human preferences. Finally, we validate these theoretical guarantees on several real-world datasets, demonstrating improved personalization of human preferences.

LGOct 14, 2025
DiffEM: Learning from Corrupted Data with Diffusion Models via Expectation Maximization

Danial Hosseintabar, Fan Chen, Giannis Daras et al.

Diffusion models have emerged as powerful generative priors for high-dimensional inverse problems, yet learning them when only corrupted or noisy observations are available remains challenging. In this work, we propose a new method for training diffusion models with Expectation-Maximization (EM) from corrupted data. Our proposed method, DiffEM, utilizes conditional diffusion models to reconstruct clean data from observations in the E-step, and then uses the reconstructed data to refine the conditional diffusion model in the M-step. Theoretically, we provide monotonic convergence guarantees for the DiffEM iteration, assuming appropriate statistical conditions. We demonstrate the effectiveness of our approach through experiments on various image reconstruction tasks.

LGJun 19, 2024
Breaking the $T^{2/3}$ Barrier for Sequential Calibration

Yuval Dagan, Constantinos Daskalakis, Maxwell Fishelson et al.

A set of probabilistic forecasts is calibrated if each prediction of the forecaster closely approximates the empirical distribution of outcomes on the subset of timesteps where that prediction was made. We study the fundamental problem of online calibrated forecasting of binary sequences, which was initially studied by Foster & Vohra (1998). They derived an algorithm with $O(T^{2/3})$ calibration error after $T$ time steps, and showed a lower bound of $Ω(T^{1/2})$. These bounds remained stagnant for two decades, until Qiao & Valiant (2021) improved the lower bound to $Ω(T^{0.528})$ by introducing a combinatorial game called sign preservation and showing that lower bounds for this game imply lower bounds for calibration. In this paper, we give the first improvement to the $O(T^{2/3})$ upper bound on calibration error of Foster & Vohra. We do this by introducing a variant of Qiao & Valiant's game that we call sign preservation with reuse (SPR). We prove that the relationship between SPR and calibrated forecasting is bidirectional: not only do lower bounds for SPR translate into lower bounds for calibration, but algorithms for SPR also translate into new algorithms for calibrated forecasting. We then give an improved \emph{upper bound} for the SPR game, which implies, via our equivalence, a forecasting algorithm with calibration error $O(T^{2/3 - \varepsilon})$ for some $\varepsilon > 0$, improving Foster & Vohra's upper bound for the first time. Using similar ideas, we then prove a slightly stronger lower bound than that of Qiao & Valiant, namely $Ω(T^{0.54389})$. Our lower bound is obtained by an oblivious adversary, marking the first $ω(T^{1/2})$ calibration lower bound for oblivious adversaries.

LGJun 17, 2024
Is Efficient PAC Learning Possible with an Oracle That Responds 'Yes' or 'No'?

Constantinos Daskalakis, Noah Golowich

The empirical risk minimization (ERM) principle has been highly impactful in machine learning, leading both to near-optimal theoretical guarantees for ERM-based learning algorithms as well as driving many of the recent empirical successes in deep learning. In this paper, we investigate the question of whether the ability to perform ERM, which computes a hypothesis minimizing empirical risk on a given dataset, is necessary for efficient learning: in particular, is there a weaker oracle than ERM which can nevertheless enable learnability? We answer this question affirmatively, showing that in the realizable setting of PAC learning for binary classification, a concept class can be learned using an oracle which only returns a single bit indicating whether a given dataset is realizable by some concept in the class. The sample complexity and oracle complexity of our algorithm depend polynomially on the VC dimension of the hypothesis class, thus showing that there is only a polynomial price to pay for use of our weaker oracle. Our results extend to the agnostic learning setting with a slight strengthening of the oracle, as well as to the partial concept, multiclass and real-valued learning settings. In the setting of partial concept classes, prior to our work no oracle-efficient algorithms were known, even with a standard ERM oracle. Thus, our results address a question of Alon et al. (2021) who asked whether there are algorithmic principles which enable efficient learnability in this setting.

LGJun 12, 2024
Near-Optimal Learning and Planning in Separated Latent MDPs

Fan Chen, Constantinos Daskalakis, Noah Golowich et al.

We study computational and statistical aspects of learning Latent Markov Decision Processes (LMDPs). In this model, the learner interacts with an MDP drawn at the beginning of each epoch from an unknown mixture of MDPs. To sidestep known impossibility results, we consider several notions of separation of the constituent MDPs. The main thrust of this paper is in establishing a nearly-sharp *statistical threshold* for the horizon length necessary for efficient learning. On the computational side, we show that under a weaker assumption of separability under the optimal policy, there is a quasi-polynomial algorithm with time complexity scaling in terms of the statistical threshold. We further show a near-matching time complexity lower bound under the exponential time hypothesis.

MLDec 13, 2021
How Good are Low-Rank Approximations in Gaussian Process Regression?

Constantinos Daskalakis, Petros Dellaportas, Aristeidis Panos

We provide guarantees for approximate Gaussian Process (GP) regression resulting from two common low-rank kernel approximations: based on random Fourier features, and based on truncating the kernel's Mercer expansion. In particular, we bound the Kullback-Leibler divergence between an exact GP and one resulting from one of the afore-described low-rank approximations to its kernel, as well as between their corresponding predictive densities, and we also bound the error between predictive mean vectors and between predictive covariance matrices computed using the exact versus using the approximate GP. We provide experiments on both simulated data and standard benchmarks to evaluate the effectiveness of our theoretical bounds.

LGNov 17, 2021
Fast Rates for Nonparametric Online Learning: From Realizability to Learning in Games

Constantinos Daskalakis, Noah Golowich

We study fast rates of convergence in the setting of nonparametric online regression, namely where regret is defined with respect to an arbitrary function class which has bounded complexity. Our contributions are two-fold: - In the realizable setting of nonparametric online regression with the absolute loss, we propose a randomized proper learning algorithm which gets a near-optimal cumulative loss in terms of the sequential fat-shattering dimension of the hypothesis class. In the setting of online classification with a class of Littlestone dimension $d$, our bound reduces to $d \cdot {\rm poly} \log T$. This result answers a question as to whether proper learners could achieve near-optimal cumulative loss; previously, even for online classification, the best known cumulative loss was $\tilde O( \sqrt{dT})$. Further, for the real-valued (regression) setting, a cumulative loss bound with near-optimal scaling on sequential fat-shattering dimension was not even known for improper learners, prior to this work. - Using the above result, we exhibit an independent learning algorithm for general-sum binary games of Littlestone dimension $d$, for which each player achieves regret $\tilde O(d^{3/4} \cdot T^{1/4})$. This result generalizes analogous results of Syrgkanis et al. (2015) who showed that in finite games the optimal regret can be accelerated from $O(\sqrt{T})$ in the adversarial setting to $O(T^{1/4})$ in the game setting. To establish the above results, we introduce several new techniques, including: a hierarchical aggregation rule to achieve the optimal cumulative loss for real-valued classes, a multi-scale extension of the proper online realizable learner of Hanneke et al. (2021), an approach to show that the output of such nonparametric learning algorithms is stable, and a proof that the minimax theorem holds in all online learnable games.

LGNov 11, 2021
Near-Optimal No-Regret Learning for Correlated Equilibria in Multi-Player General-Sum Games

Ioannis Anagnostides, Constantinos Daskalakis, Gabriele Farina et al.

Recently, Daskalakis, Fishelson, and Golowich (DFG) (NeurIPS`21) showed that if all agents in a multi-player general-sum normal-form game employ Optimistic Multiplicative Weights Update (OMWU), the external regret of every player is $O(\textrm{polylog}(T))$ after $T$ repetitions of the game. We extend their result from external regret to internal regret and swap regret, thereby establishing uncoupled learning dynamics that converge to an approximate correlated equilibrium at the rate of $\tilde{O}(T^{-1})$. This substantially improves over the prior best rate of convergence for correlated equilibria of $O(T^{-3/4})$ due to Chen and Peng (NeurIPS`20), and it is optimal -- within the no-regret framework -- up to polylogarithmic factors in $T$. To obtain these results, we develop new techniques for establishing higher-order smoothness for learning dynamics involving fixed point operations. Specifically, we establish that the no-internal-regret learning dynamics of Stoltz and Lugosi (Mach Learn`05) are equivalently simulated by no-external-regret dynamics on a combinatorial space. This allows us to trade the computation of the stationary distribution on a polynomial-sized Markov chain for a (much more well-behaved) linear transformation on an exponential-sized set, enabling us to leverage similar techniques as DFG to near-optimally bound the internal regret. Moreover, we establish an $O(\textrm{polylog}(T))$ no-swap-regret bound for the classic algorithm of Blum and Mansour (BM) (JMLR`07). We do so by introducing a technique based on the Cauchy Integral Formula that circumvents the more limited combinatorial arguments of DFG. In addition to shedding clarity on the near-optimal regret guarantees of BM, our arguments provide insights into the various ways in which the techniques by DFG can be extended and leveraged in the analysis of more involved learning algorithms.

GTOct 25, 2021
Recommender Systems meet Mechanism Design

Yang Cai, Constantinos Daskalakis

Machine learning has developed a variety of tools for learning and representing high-dimensional distributions with structure. Recent years have also seen big advances in designing multi-item mechanisms. Akin to overfitting, however, these mechanisms can be extremely sensitive to the Bayesian prior that they target, which becomes problematic when that prior is only approximately known. At the same time, even if access to the exact Bayesian prior is given, it is known that optimal or even approximately optimal multi-item mechanisms run into sample, computational, representation and communication intractability barriers. We consider a natural class of multi-item mechanism design problems with very large numbers of items, but where the bidders' value distributions can be well-approximated by a topic model akin to those used in recommendation systems with very large numbers of possible recommendations. We propose a mechanism design framework for this setting, building on a recent robustification framework by Brustle et al., which disentangles the statistical challenge of estimating a multi-dimensional prior from the task of designing a good mechanism for it, and robustifies the performance of the latter against the estimation error of the former. We provide an extension of this framework appropriate for our setting, which allows us to exploit the expressive power of topic models to reduce the effective dimensionality of the mechanism design problem and remove the dependence of its computational, communication and representation complexity on the number of items.

LGAug 16, 2021
Near-Optimal No-Regret Learning in General Games

Constantinos Daskalakis, Maxwell Fishelson, Noah Golowich

We show that Optimistic Hedge -- a common variant of multiplicative-weights-updates with recency bias -- attains ${\rm poly}(\log T)$ regret in multi-player general-sum games. In particular, when every player of the game uses Optimistic Hedge to iteratively update her strategy in response to the history of play so far, then after $T$ rounds of interaction, each player experiences total regret that is ${\rm poly}(\log T)$. Our bound improves, exponentially, the $O({T}^{1/2})$ regret attainable by standard no-regret learners in games, the $O(T^{1/4})$ regret attainable by no-regret learners with recency bias (Syrgkanis et al., 2015), and the ${O}(T^{1/6})$ bound that was recently shown for Optimistic Hedge in the special case of two-player games (Chen & Pen, 2020). A corollary of our bound is that Optimistic Hedge converges to coarse correlated equilibrium in general games at a rate of $\tilde{O}\left(\frac 1T\right)$.

LGJul 20, 2021
Statistical Estimation from Dependent Data

Yuval Dagan, Constantinos Daskalakis, Nishanth Dikkala et al.

We consider a general statistical estimation problem wherein binary labels across different observations are not independent conditioned on their feature vectors, but dependent, capturing settings where e.g. these observations are collected on a spatial domain, a temporal domain, or a social network, which induce dependencies. We model these dependencies in the language of Markov Random Fields and, importantly, allow these dependencies to be substantial, i.e do not assume that the Markov Random Field capturing these dependencies is in high temperature. As our main contribution we provide algorithms and statistically efficient estimation rates for this model, giving several instantiations of our bounds in logistic regression, sparse logistic regression, and neural network settings with dependent data. Our estimation guarantees follow from novel results for estimating the parameters (i.e. external fields and interaction strengths) of Ising models from a {\em single} sample. {We evaluate our estimation approach on real networked data, showing that it outperforms standard regression approaches that ignore dependencies, across three text classification datasets: Cora, Citeseer and Pubmed.}

LGJan 11, 2021
Independent Policy Gradient Methods for Competitive Reinforcement Learning

Constantinos Daskalakis, Dylan J. Foster, Noah Golowich

We obtain global, non-asymptotic convergence guarantees for independent learning algorithms in competitive reinforcement learning settings with two agents (i.e., zero-sum stochastic games). We consider an episodic setting where in each episode, each player independently selects a policy and observes only their own actions and rewards, along with the state. We show that if both players run policy gradient methods in tandem, their policies will converge to a min-max equilibrium of the game, as long as their learning rates follow a two-timescale rule (which is necessary). To the best of our knowledge, this constitutes the first finite-sample convergence result for independent policy gradient methods in competitive RL; prior work has largely focused on centralized, coordinated procedures for equilibrium computation.

OCOct 31, 2020
Efficient Methods for Structured Nonconvex-Nonconcave Min-Max Optimization

Jelena Diakonikolas, Constantinos Daskalakis, Michael I. Jordan

The use of min-max optimization in adversarial training of deep neural network classifiers and training of generative adversarial networks has motivated the study of nonconvex-nonconcave optimization objectives, which frequently arise in these applications. Unfortunately, recent results have established that even approximate first-order stationary points of such objectives are intractable, even under smoothness conditions, motivating the study of min-max objectives with additional structure. We introduce a new class of structured nonconvex-nonconcave min-max optimization problems, proposing a generalization of the extragradient algorithm which provably converges to a stationary point. The algorithm applies not only to Euclidean spaces, but also to general $\ell_p$-normed finite-dimensional real vector spaces. We also discuss its stability under stochastic oracles and provide bounds on its sample complexity. Our iteration complexity and sample complexity bounds either match or improve the best known bounds for the same or less general nonconvex-nonconcave settings, such as those that satisfy variational coherence or in which a weak solution to the associated variational inequality problem is assumed to exist.

LGOct 28, 2020
Sample-Optimal and Efficient Learning of Tree Ising models

Constantinos Daskalakis, Qinxuan Pan

We show that $n$-variable tree-structured Ising models can be learned computationally-efficiently to within total variation distance $ε$ from an optimal $O(n \ln n/ε^2)$ samples, where $O(\cdot)$ hides an absolute constant which, importantly, does not depend on the model being learned - neither its tree nor the magnitude of its edge strengths, on which we place no assumptions. Our guarantees hold, in fact, for the celebrated Chow-Liu [1968] algorithm, using the plug-in estimator for estimating mutual information. While this (or any other) algorithm may fail to identify the structure of the underlying model correctly from a finite sample, we show that it will still learn a tree-structured model that is $ε$-close to the true one in total variation distance, a guarantee called "proper learning." Our guarantees do not follow from known results for the Chow-Liu algorithm and the ensuing literature on learning graphical models, including a recent renaissance of algorithms on this learning challenge, which only yield asymptotic consistency results, or sample-inefficient and/or time-inefficient algorithms, unless further assumptions are placed on the graphical model, such as bounds on the "strengths" of the model's edges/hyperedges. While we establish guarantees for a widely known and simple algorithm, the analysis that this algorithm succeeds and is sample-optimal is quite complex, requiring a hierarchical classification of the edges into layers with different reconstruction guarantees, depending on their strength, combined with delicate uses of the subadditivity of the squared Hellinger distance over graphical models to control the error accumulation.

LGOct 26, 2020
Tight last-iterate convergence rates for no-regret learning in multi-player games

Noah Golowich, Sarath Pattathil, Constantinos Daskalakis

We study the question of obtaining last-iterate convergence rates for no-regret learning algorithms in multi-player games. We show that the optimistic gradient (OG) algorithm with a constant step-size, which is no-regret, achieves a last-iterate rate of $O(1/\sqrt{T})$ with respect to the gap function in smooth monotone games. This result addresses a question of Mertikopoulos & Zhou (2018), who asked whether extra-gradient approaches (such as OG) can be applied to achieve improved guarantees in the multi-agent learning setting. The proof of our upper bound uses a new technique centered around an adaptive choice of potential function at each iteration. We also show that the $O(1/\sqrt{T})$ rate is tight for all $p$-SCLI algorithms, which includes OG as a special case. As a byproduct of our lower bound analysis we additionally present a proof of a conjecture of Arjevani et al. (2015) which is more direct than previous approaches.

STOct 22, 2020
Computationally and Statistically Efficient Truncated Regression

Constantinos Daskalakis, Themis Gouleakis, Christos Tzamos et al.

We provide a computationally and statistically efficient estimator for the classical problem of truncated linear regression, where the dependent variable $y = w^T x + ε$ and its corresponding vector of covariates $x \in R^k$ are only revealed if the dependent variable falls in some subset $S \subseteq R$; otherwise the existence of the pair $(x, y)$ is hidden. This problem has remained a challenge since the early works of [Tobin 1958, Amemiya 1973, Hausman and Wise 1977], its applications are abundant, and its history dates back even further to the work of Galton, Pearson, Lee, and Fisher. While consistent estimators of the regression coefficients have been identified, the error rates are not well-understood, especially in high dimensions. Under a thickness assumption about the covariance matrix of the covariates in the revealed sample, we provide a computationally efficient estimator for the coefficient vector $w$ from $n$ revealed samples that attains $l_2$ error $\tilde{O}(\sqrt{k/n})$. Our estimator uses Projected Stochastic Gradient Descent (PSGD) without replacement on the negative log-likelihood of the truncated sample. For the statistically efficient estimation we only need oracle access to the set $S$.In order to achieve computational efficiency we need to assume that $S$ is a union of a finite number of intervals but still can be complicated. PSGD without replacement must be restricted to an appropriately defined convex cone to guarantee that the negative log-likelihood is strongly convex, which in turn is established using concentration of matrices on variables with sub-exponential tails. We perform experiments on simulated data to illustrate the accuracy of our estimator. As a corollary, we show that SGD learns the parameters of single-layer neural networks with noisy activation functions.

CCSep 21, 2020
The Complexity of Constrained Min-Max Optimization

Constantinos Daskalakis, Stratis Skoulakis, Manolis Zampetakis

Despite its important applications in Machine Learning, min-max optimization of nonconvex-nonconcave objectives remains elusive. Not only are there no known first-order methods converging even to approximate local min-max points, but the computational complexity of identifying them is also poorly understood. In this paper, we provide a characterization of the computational complexity of the problem, as well as of the limitations of first-order methods in constrained min-max optimization problems with nonconvex-nonconcave objectives and linear constraints. As a warm-up, we show that, even when the objective is a Lipschitz and smooth differentiable function, deciding whether a min-max point exists, in fact even deciding whether an approximate min-max point exists, is NP-hard. More importantly, we show that an approximate local min-max point of large enough approximation is guaranteed to exist, but finding one such point is PPAD-complete. The same is true of computing an approximate fixed point of Gradient Descent/Ascent. An important byproduct of our proof is to establish an unconditional hardness result in the Nemirovsky-Yudin model. We show that, given oracle access to some function $f : P \to [-1, 1]$ and its gradient $\nabla f$, where $P \subseteq [0, 1]^d$ is a known convex polytope, every algorithm that finds a $\varepsilon$-approximate local min-max point needs to make a number of queries that is exponential in at least one of $1/\varepsilon$, $L$, $G$, or $d$, where $L$ and $G$ are respectively the smoothness and Lipschitzness of $f$ and $d$ is the dimension. This comes in sharp contrast to minimization problems, where finding approximate local minima in the same setting can be done with Projected Gradient Descent using $O(L/\varepsilon)$ many queries. Our result is the first to show an exponential separation between these two fundamental optimization problems.

LGAug 5, 2020
Generative Ensemble Regression: Learning Particle Dynamics from Observations of Ensembles with Physics-Informed Deep Generative Models

Liu Yang, Constantinos Daskalakis, George Em Karniadakis

We propose a new method for inferring the governing stochastic ordinary differential equations (SODEs) by observing particle ensembles at discrete and sparse time instants, i.e., multiple "snapshots". Particle coordinates at a single time instant, possibly noisy or truncated, are recorded in each snapshot but are unpaired across the snapshots. By training a physics-informed generative model that generates "fake" sample paths, we aim to fit the observed particle ensemble distributions with a curve in the probability measure space, which is induced from the inferred particle dynamics. We employ different metrics to quantify the differences between distributions, e.g., the sliced Wasserstein distances and the adversarial losses in generative adversarial networks (GANs). We refer to this method as generative "ensemble-regression" (GER), in analogy to the classic "point-regression", where we infer the dynamics by performing regression in the Euclidean space. We illustrate the GER by learning the drift and diffusion terms of particle ensembles governed by SODEs with Brownian motions and Levy processes up to 100 dimensions. We also discuss how to treat cases with noisy or truncated observations. Apart from systems consisting of independent particles, we also tackle nonlocal interacting particle systems with unknown interaction potential parameters by constructing a physics-informed loss function. Finally, we investigate scenarios of paired observations and discuss how to reduce the dimensionality in such cases by proving a convergence theorem that provides theoretical support.

LGJul 29, 2020
Truncated Linear Regression in High Dimensions

Constantinos Daskalakis, Dhruv Rohatgi, Manolis Zampetakis

As in standard linear regression, in truncated linear regression, we are given access to observations $(A_i, y_i)_i$ whose dependent variable equals $y_i= A_i^{\rm T} \cdot x^* + η_i$, where $x^*$ is some fixed unknown vector of interest and $η_i$ is independent noise; except we are only given an observation if its dependent variable $y_i$ lies in some "truncation set" $S \subset \mathbb{R}$. The goal is to recover $x^*$ under some favorable conditions on the $A_i$'s and the noise distribution. We prove that there exists a computationally and statistically efficient method for recovering $k$-sparse $n$-dimensional vectors $x^*$ from $m$ truncated samples, which attains an optimal $\ell_2$ reconstruction error of $O(\sqrt{(k \log n)/m})$. As a corollary, our guarantees imply a computationally efficient and information-theoretically optimal algorithm for compressed sensing with truncation, which may arise from measurement saturation effects. Our result follows from a statistical and computational analysis of the Stochastic Gradient Descent (SGD) algorithm for solving a natural adaptation of the LASSO optimization problem that accommodates truncation. This generalizes the works of both: (1) [Daskalakis et al. 2018], where no regularization is needed due to the low-dimensionality of the data, and (2) [Wainright 2009], where the objective function is simple due to the absence of truncation. In order to deal with both truncation and high-dimensionality at the same time, we develop new techniques that not only generalize the existing ones but we believe are of independent interest.

ITJun 7, 2020
Constant-Expansion Suffices for Compressed Sensing with Generative Priors

Constantinos Daskalakis, Dhruv Rohatgi, Manolis Zampetakis

Generative neural networks have been empirically found very promising in providing effective structural priors for compressed sensing, since they can be trained to span low-dimensional data manifolds in high-dimensional signal spaces. Despite the non-convexity of the resulting optimization problem, it has also been shown theoretically that, for neural networks with random Gaussian weights, a signal in the range of the network can be efficiently, approximately recovered from a few noisy measurements. However, a major bottleneck of these theoretical guarantees is a network expansivity condition: that each layer of the neural network must be larger than the previous by a logarithmic factor. Our main contribution is to break this strong expansivity assumption, showing that constant expansivity suffices to get efficient recovery algorithms, besides it also being information-theoretically necessary. To overcome the theoretical bottleneck in existing approaches we prove a novel uniform concentration theorem for random functions that might not be Lipschitz but satisfy a relaxed notion which we call "pseudo-Lipschitzness." Using this theorem we can show that a matrix concentration inequality known as the Weight Distribution Condition (WDC), which was previously only known to hold for Gaussian matrices with logarithmic aspect ratio, in fact holds for constant aspect ratios too. Since the WDC is a fundamental matrix concentration inequality in the heart of all existing theoretical guarantees on this problem, our tighter bound immediately yields improvements in all known results in the literature on compressed sensing with deep generative priors, including one-bit recovery, phase retrieval, low-rank matrix recovery, and more.

STApr 20, 2020
Learning Ising models from one or multiple samples

Yuval Dagan, Constantinos Daskalakis, Nishanth Dikkala et al.

There have been two separate lines of work on estimating Ising models: (1) estimating them from multiple independent samples under minimal assumptions about the model's interaction matrix; and (2) estimating them from one sample in restrictive settings. We propose a unified framework that smoothly interpolates between these two settings, enabling significantly richer estimation guarantees from one, a few, or many samples. Our main theorem provides guarantees for one-sample estimation, quantifying the estimation error in terms of the metric entropy of a family of interaction matrices. As corollaries of our main theorem, we derive bounds when the model's interaction matrix is a (sparse) linear combination of known matrices, or it belongs to a finite set, or to a high-dimensional manifold. In fact, our main result handles multiple independent samples by viewing them as one sample from a larger model, and can be used to derive estimation bounds that are qualitatively similar to those obtained in the afore-described multiple-sample literature. Our technical approach benefits from sparsifying a model's interaction network, conditioning on subsets of variables that make the dependencies in the resulting conditional distribution sufficiently weak. We use this sparsification technique to prove strong concentration and anti-concentration results for the Ising model, which we believe have applications beyond the scope of this paper.

MLApr 3, 2020
How Good are Low-Rank Approximations in Gaussian Process Regression?

Constantinos Daskalakis, Petros Dellaportas, Aristeidis Panos

We provide guarantees for approximate Gaussian Process (GP) regression resulting from two common low-rank kernel approximations: based on random Fourier features, and based on truncating the kernel's Mercer expansion. In particular, we bound the Kullback-Leibler divergence between an exact GP and one resulting from one of the afore-described low-rank approximations to its kernel, as well as between their corresponding predictive densities, and we also bound the error between predictive mean vectors and between predictive covariance matrices computed using the exact versus using the approximate GP. We provide experiments on both simulated data and standard benchmarks to evaluate the effectiveness of our theoretical bounds.