17.2LGOct 9, 2021
Does Preprocessing Help Training Over-parameterized Neural Networks?Zhao Song, Shuo Yang, Ruizhe Zhang
Deep neural networks have achieved impressive performance in many areas. Designing a fast and provable method for training neural networks is a fundamental question in machine learning. The classical training method requires paying $Ω(mnd)$ cost for both forward computation and backward computation, where $m$ is the width of the neural network, and we are given $n$ training points in $d$-dimensional space. In this paper, we propose two novel preprocessing ideas to bypass this $Ω(mnd)$ barrier: $\bullet$ First, by preprocessing the initial weights of the neural networks, we can train the neural network in $\widetilde{O}(m^{1-Θ(1/d)} n d)$ cost per iteration. $\bullet$ Second, by preprocessing the input data points, we can train the neural network in $\widetilde{O} (m^{4/5} nd )$ cost per iteration. From the technical perspective, our result is a sophisticated combination of tools in different fields, greedy-type convergence analysis in optimization, sparsity observation in practical work, high-dimensional geometric search in data structure, concentration and anti-concentration in probability. Our results also provide theoretical insights for a large number of previously established fast training methods. In addition, our classical algorithm can be generalized to the Quantum computation model. Interestingly, we can get a similar sublinear cost per iteration but avoid preprocessing initial weights or input data points.
3.1LGMar 3, 2021
Combinatorial Bandits without Total Order for ArmsShuo Yang, Tongzheng Ren, Inderjit S. Dhillon et al.
We consider the combinatorial bandits problem, where at each time step, the online learner selects a size-$k$ subset $s$ from the arms set $\mathcal{A}$, where $\left|\mathcal{A}\right| = n$, and observes a stochastic reward of each arm in the selected set $s$. The goal of the online learner is to minimize the regret, induced by not selecting $s^*$ which maximizes the expected total reward. Specifically, we focus on a challenging setting where 1) the reward distribution of an arm depends on the set $s$ it is part of, and crucially 2) there is \textit{no total order} for the arms in $\mathcal{A}$. In this paper, we formally present a reward model that captures set-dependent reward distribution and assumes no total order for arms. Correspondingly, we propose an Upper Confidence Bound (UCB) algorithm that maintains UCB for each individual arm and selects the arms with top-$k$ UCB. We develop a novel regret analysis and show an $O\left(\frac{k^2 n \log T}ε\right)$ gap-dependent regret bound as well as an $O\left(k^2\sqrt{n T \log T}\right)$ gap-independent regret bound. We also provide a lower bound for the proposed reward model, which shows our proposed algorithm is near-optimal for any constant $k$. Empirical results on various reward models demonstrate the broad applicability of our algorithm.
9.9LGMar 3, 2021
Linear Bandit Algorithms with Sublinear Time ComplexityShuo Yang, Tongzheng Ren, Sanjay Shakkottai et al.
We propose two linear bandits algorithms with per-step complexity sublinear in the number of arms $K$. The algorithms are designed for applications where the arm set is extremely large and slowly changing. Our key realization is that choosing an arm reduces to a maximum inner product search (MIPS) problem, which can be solved approximately without breaking regret guarantees. Existing approximate MIPS solvers run in sublinear time. We extend those solvers and present theoretical guarantees for online learning problems, where adaptivity (i.e., a later step depends on the feedback in previous steps) becomes a unique challenge. We then explicitly characterize the tradeoff between the per-step complexity and regret. For sufficiently large $K$, our algorithms have sublinear per-step complexity and $\tilde O(\sqrt{T})$ regret. Empirically, we evaluate our proposed algorithms in a synthetic environment and a real-world online movie recommendation problem. Our proposed algorithms can deliver a more than 72 times speedup compared to the linear time baselines while retaining similar regret.
7.3CVFeb 25, 2021
CelebA-Spoof Challenge 2020 on Face Anti-Spoofing: Methods and ResultsYuanhan Zhang, Zhenfei Yin, Jing Shao et al.
As facial interaction systems are prevalently deployed, security and reliability of these systems become a critical issue, with substantial research efforts devoted. Among them, face anti-spoofing emerges as an important area, whose objective is to identify whether a presented face is live or spoof. Recently, a large-scale face anti-spoofing dataset, CelebA-Spoof which comprised of 625,537 pictures of 10,177 subjects has been released. It is the largest face anti-spoofing dataset in terms of the numbers of the data and the subjects. This paper reports methods and results in the CelebA-Spoof Challenge 2020 on Face AntiSpoofing which employs the CelebA-Spoof dataset. The model evaluation is conducted online on the hidden test set. A total of 134 participants registered for the competition, and 19 teams made valid submissions. We will analyze the top ranked solutions and present some discussion on future work directions.
1.8LGNov 8, 2019
Interaction Hard Thresholding: Consistent Sparse Quadratic Regression in Sub-quadratic Time and SpaceShuo Yang, Yanyao Shen, Sujay Sanghavi
Quadratic regression involves modeling the response as a (generalized) linear function of not only the features $x^{j_1}$ but also of quadratic terms $x^{j_1}x^{j_2}$. The inclusion of such higher-order "interaction terms" in regression often provides an easy way to increase accuracy in already-high-dimensional problems. However, this explodes the problem dimension from linear $O(p)$ to quadratic $O(p^2)$, and it is common to look for sparse interactions (typically via heuristics). In this paper, we provide a new algorithm - Interaction Hard Thresholding (IntHT) which is the first one to provably accurately solve this problem in sub-quadratic time and space. It is a variant of Iterative Hard Thresholding; one that uses the special quadratic structure to devise a new way to (approx.) extract the top elements of a $p^2$ size gradient in sub-$p^2$ time and space. Our main result is to theoretically prove that, in spite of the many speedup-related approximations, IntHT linearly converges to a consistent estimate under standard high-dimensional sparse recovery assumptions. We also demonstrate its value via synthetic experiments. Moreover, we numerically show that IntHT can be extended to higher-order regression problems, and also theoretically analyze an SVRG variant of IntHT.