MLJun 21, 2022
Solving Constrained Variational Inequalities via a First-order Interior Point-based MethodTong Yang, Michael I. Jordan, Tatjana Chavdarova
We develop an interior-point approach to solve constrained variational inequality (cVI) problems. Inspired by the efficacy of the alternating direction method of multipliers (ADMM) method in the single-objective context, we generalize ADMM to derive a first-order method for cVIs, that we refer to as ADMM-based interior-point method for constrained VIs (ACVI). We provide convergence guarantees for ACVI in two general classes of problems: (i) when the operator is $ξ$-monotone, and (ii) when it is monotone, some constraints are active and the game is not purely rotational. When the operator is, in addition, L-Lipschitz for the latter case, we match known lower bounds on rates for the gap function of $\mathcal{O}(1/\sqrt{K})$ and $\mathcal{O}(1/K)$ for the last and average iterate, respectively. To the best of our knowledge, this is the first presentation of a first-order interior-point method for the general cVI problem that has a global convergence guarantee. Moreover, unlike previous work in this setting, ACVI provides a means to solve cVIs when the constraints are nontrivial. Empirical analyses demonstrate clear advantages of ACVI over common first-order methods. In particular, (i) cyclical behavior is notably reduced as our methods approach the solution from the analytic center, and (ii) unlike projection-based methods that zigzag when near a constraint, ACVI efficiently handles the constraints.
MLOct 27, 2022
A Primal-Dual Approach to Solving Variational Inequalities with General ConstraintsTatjana Chavdarova, Tong Yang, Matteo Pagliardini et al.
Yang et al. (2023) recently showed how to use first-order gradient methods to solve general variational inequalities (VIs) under a limiting assumption that analytic solutions of specific subproblems are available. In this paper, we circumvent this assumption via a warm-starting technique where we solve subproblems approximately and initialize variables with the approximate solution found at the previous iteration. We prove the convergence of this method and show that the gap function of the last iterate of the method decreases at a rate of $O(\frac{1}{\sqrt{K}})$ when the operator is $L$-Lipschitz and monotone. In numerical experiments, we show that this technique can converge much faster than its exact counterpart. Furthermore, for the cases when the inequality constraints are simple, we introduce an alternative variant of ACVI and establish its convergence under the same conditions. Finally, we relax the smoothness assumptions in Yang et al., yielding, to our knowledge, the first convergence result for VIs with general constraints that does not rely on the assumption that the operator is $L$-Lipschitz.
MLJul 14, 2022
Continuous-time Analysis for Variational Inequalities: An Overview and DesiderataTatjana Chavdarova, Ya-Ping Hsieh, Michael I. Jordan
Algorithms that solve zero-sum games, multi-objective agent objectives, or, more generally, variational inequality (VI) problems are notoriously unstable on general problems. Owing to the increasing need for solving such problems in machine learning, this instability has been highlighted in recent years as a significant research challenge. In this paper, we provide an overview of recent progress in the use of continuous-time perspectives in the analysis and design of methods targeting the broad VI problem class. Our presentation draws parallels between single-objective problems and multi-objective problems, highlighting the challenges of the latter. We also formulate various desiderata for algorithms that apply to general VIs and we argue that achieving these desiderata may profit from an understanding of the associated continuous-time dynamics.
LGJan 26
Frequency-Based Hyperparameter Selection in GamesAniket Sanyal, Baraah A. M. Sidahmed, Rebekka Burkholz et al.
Learning in smooth games fundamentally differs from standard minimization due to rotational dynamics, which invalidate classical hyperparameter tuning strategies. Despite their practical importance, effective methods for tuning in games remain underexplored. A notable example is LookAhead (LA), which achieves strong empirical performance but introduces additional parameters that critically influence performance. We propose a principled approach to hyperparameter selection in games by leveraging frequency estimation of oscillatory dynamics. Specifically, we analyze oscillations both in continuous-time trajectories and through the spectrum of the discrete dynamics in the associated frequency-based space. Building on this analysis, we introduce \emph{Modal LookAhead (MoLA)}, an extension of LA that selects the hyperparameters adaptively to a given problem. We provide convergence guarantees and demonstrate in experiments that MoLA accelerates training in both purely rotational games and mixed regimes, all with minimal computational overhead.
LGDec 9, 2021Code
The Peril of Popular Deep Learning Uncertainty Estimation MethodsYehao Liu, Matteo Pagliardini, Tatjana Chavdarova et al.
Uncertainty estimation (UE) techniques -- such as the Gaussian process (GP), Bayesian neural networks (BNN), Monte Carlo dropout (MCDropout) -- aim to improve the interpretability of machine learning models by assigning an estimated uncertainty value to each of their prediction outputs. However, since too high uncertainty estimates can have fatal consequences in practice, this paper analyzes the above techniques. Firstly, we show that GP methods always yield high uncertainty estimates on out of distribution (OOD) data. Secondly, we show on a 2D toy example that both BNNs and MCDropout do not give high uncertainty estimates on OOD samples. Finally, we show empirically that this pitfall of BNNs and MCDropout holds on real world datasets as well. Our insights (i) raise awareness for the more cautious use of currently popular UE methods in Deep Learning, (ii) encourage the development of UE methods that approximate GP-based methods -- instead of BNNs and MCDropout, and (iii) our empirical setups can be used for verifying the OOD performances of any other UE method. The source code is available at https://github.com/epfml/uncertainity-estimation.
CVFeb 15, 2017Code
Deep Multi-camera People DetectionTatjana Chavdarova, François Fleuret
This paper addresses the problem of multi-view people occupancy map estimation. Existing solutions for this problem either operate per-view, or rely on a background subtraction pre-processing. Both approaches lessen the detection performance as scenes become more crowded. The former does not exploit joint information, whereas the latter deals with ambiguous input due to the foreground blobs becoming more and more interconnected as the number of targets increases. Although deep learning algorithms have proven to excel on remarkably numerous computer vision tasks, such a method has not been applied yet to this problem. In large part this is due to the lack of large-scale multi-camera data-set. The core of our method is an architecture which makes use of monocular pedestrian data-set, available at larger scale then the multi-view ones, applies parallel processing to the multiple video streams, and jointly utilises it. Our end-to-end deep learning method outperforms existing methods by large margins on the commonly used PETS 2009 data-set. Furthermore, we make publicly available a new three-camera HD data-set. Our source code and trained models will be made available under an open-source license.
LGJan 24, 2025
Decoupled SGDA for Games with Intermittent Strategy CommunicationAli Zindari, Parham Yazdkhasti, Anton Rodomanov et al.
We focus on reducing communication overhead in multiplayer games, where frequently exchanging strategies between players is not feasible and players have noisy or outdated strategies of the other players. We introduce Decoupled SGDA, a novel adaptation of Stochastic Gradient Descent Ascent (SGDA). In this approach, players independently update their strategies based on outdated opponent strategies, with periodic synchronization to align strategies. For Strongly-Convex-Strongly-Concave (SCSC) games, we demonstrate that Decoupled SGDA achieves near-optimal communication complexity comparable to the best-known GDA rates. For weakly coupled games where the interaction between players is lower relative to the non-interactive part of the game, Decoupled SGDA significantly reduces communication costs compared to standard SGDA. Our findings extend to multi-player games. To provide insights into the effect of communication frequency and convergence, we extensively study the convergence of Decoupled SGDA for quadratic minimax problems. Lastly, in settings where the noise over the players is imbalanced, Decoupled SGDA significantly outperforms federated minimax methods.
TROct 14, 2025
The Invisible Handshake: Tacit Collusion between Adaptive Market AgentsLuigi Foscari, Emanuele Guidotti, Nicolò Cesa-Bianchi et al.
We study the emergence of tacit collusion between adaptive trading agents in a stochastic market with endogenous price formation. Using a two-player repeated game between a market maker and a market taker, we characterize feasible and collusive strategy profiles that raise prices beyond competitive levels. We show that, when agents follow simple learning algorithms (e.g., gradient ascent) to maximize their own wealth, the resulting dynamics converge to collusive strategy profiles, even in highly liquid markets with small trade sizes. By highlighting how simple learning strategies naturally lead to tacit collusion, our results offer new insights into the dynamics of AI-driven markets.
OCJun 16, 2025
Understanding Lookahead Dynamics Through Laplace TransformAniket Sanyal, Tatjana Chavdarova
We introduce a frequency-domain framework for convergence analysis of hyperparameters in game optimization, leveraging High-Resolution Differential Equations (HRDEs) and Laplace transforms. Focusing on the Lookahead algorithm--characterized by gradient steps $k$ and averaging coefficient $α$--we transform the discrete-time oscillatory dynamics of bilinear games into the frequency domain to derive precise convergence criteria. Our higher-precision $O(γ^2)$-HRDE models yield tighter criteria, while our first-order $O(γ)$-HRDE models offer practical guidance by prioritizing actionable hyperparameter tuning over complex closed-form solutions. Empirical validation in discrete-time settings demonstrates the effectiveness of our approach, which may further extend to locally linear operators, offering a scalable framework for selecting hyperparameters for learning in games.
LGOct 28, 2024
Learning Variational Inequalities from Data: Fast Generalization Rates under Strong MonotonicityEric Zhao, Tatjana Chavdarova, Michael Jordan
Variational inequalities (VIs) are a broad class of optimization problems encompassing machine learning problems ranging from standard convex minimization to more complex scenarios like min-max optimization and computing the equilibria of multi-player games. In convex optimization, strong convexity allows for fast statistical learning rates requiring only $Θ(1/ε)$ stochastic first-order oracle calls to find an $ε$-optimal solution, rather than the standard $Θ(1/ε^2)$ calls. This note provides a simple overview of how one can similarly obtain fast $Θ(1/ε)$ rates for learning VIs that satisfy strong monotonicity, a generalization of strong convexity. Specifically, we demonstrate that standard stability-based generalization arguments for convex minimization extend directly to VIs when the domain admits a small covering, or when the operator is integrable and suboptimality is measured by potential functions; such as when finding equilibria in multi-player games.
LGFeb 11, 2022
Improving Generalization via Uncertainty Driven PerturbationsMatteo Pagliardini, Gilberto Manunza, Martin Jaggi et al.
Recently Shah et al., 2020 pointed out the pitfalls of the simplicity bias - the tendency of gradient-based algorithms to learn simple models - which include the model's high sensitivity to small input perturbations, as well as sub-optimal margins. In particular, while Stochastic Gradient Descent yields max-margin boundary on linear models, such guarantee does not extend to non-linear models. To mitigate the simplicity bias, we consider uncertainty-driven perturbations (UDP) of the training data points, obtained iteratively by following the direction that maximizes the model's estimated uncertainty. The uncertainty estimate does not rely on the input's label and it is highest at the decision boundary, and - unlike loss-driven perturbations - it allows for using a larger range of values for the perturbation magnitude. Furthermore, as real-world datasets have non-isotropic distances between data points of different classes, the above property is particularly appealing for increasing the margin of the decision boundary, which in turn improves the model's generalization. We show that UDP is guaranteed to achieve the maximum margin decision boundary on linear models and that it notably increases it on challenging simulated datasets. For nonlinear models, we show empirically that UDP reduces the simplicity bias and learns more exhaustive features. Interestingly, it also achieves competitive loss-based robustness and generalization trade-off on several datasets.
OCDec 27, 2021
Last-Iterate Convergence of Saddle-Point Optimizers via High-Resolution Differential EquationsTatjana Chavdarova, Michael I. Jordan, Manolis Zampetakis
Several widely-used first-order saddle-point optimization methods yield an identical continuous-time ordinary differential equation (ODE) that is identical to that of the Gradient Descent Ascent (GDA) method when derived naively. However, the convergence properties of these methods are qualitatively different, even on simple bilinear games. Thus the ODE perspective, which has proved powerful in analyzing single-objective optimization methods, has not played a similar role in saddle-point optimization. We adopt a framework studied in fluid dynamics -- known as High-Resolution Differential Equations (HRDEs) -- to design differential equation models for several saddle-point optimization methods. Critically, these HRDEs are distinct for various saddle-point optimization methods. Moreover, in bilinear games, the convergence properties of the HRDEs match the qualitative features of the corresponding discrete methods. Additionally, we show that the HRDE of Optimistic Gradient Descent Ascent (OGDA) exhibits \emph{last-iterate convergence} for general monotone variational inequalities. Finally, we provide rates of convergence for the \emph{best-iterate convergence} of the OGDA method, relying solely on the first-order smoothness of the monotone operator.
MLAug 18, 2021
Semantic Perturbations with Normalizing Flows for Improved GeneralizationOguz Kaan Yuksel, Sebastian U. Stich, Martin Jaggi et al.
Data augmentation is a widely adopted technique for avoiding overfitting when training deep neural networks. However, this approach requires domain-specific knowledge and is often limited to a fixed set of hard-coded transformations. Recently, several works proposed to use generative models for generating semantically meaningful perturbations to train a classifier. However, because accurate encoding and decoding are critical, these methods, which use architectures that approximate the latent-variable inference, remained limited to pilot studies on small datasets. Exploiting the exactly reversible encoder-decoder structure of normalizing flows, we perform on-manifold perturbations in the latent space to define fully unsupervised data augmentations. We demonstrate that such perturbations match the performance of advanced data augmentation techniques -- reaching 96.6% test accuracy for CIFAR-10 using ResNet-18 and outperform existing methods, particularly in low data regimes -- yielding 10--25% relative improvement of test accuracy from classical training. We find that our latent adversarial perturbations adaptive to the classifier throughout its training are most effective, yielding the first test accuracy improvement results on real-world datasets -- CIFAR-10/100 -- via latent-space perturbations.
CYNov 28, 2020
Convening during COVID-19: Lessons learnt from organizing virtual workshops in 2020Mandana Samiei, Caroline Weis, Larissa Schiavo et al.
This report is an account of the authors' experiences as organizers of WiML's "Un-Workshop" event at ICML 2020. Un-workshops focus on participant-driven structured discussions on a pre-selected topic. For clarity, this event was different from the "WiML Workshop", which is usually co-located with NeurIPS. In this manuscript, organizers, share their experiences with the hope that it will help future organizers to host a successful virtual event under similar conditions. Women in Machine Learning (WiML)'s mission is creating connections within a small community of women working in machine learning, in order to encourage mentorship, networking, and interchange of ideas and increase the impact of women in the community.
MLJun 25, 2020
Taming GANs with Lookahead-MinmaxTatjana Chavdarova, Matteo Pagliardini, Sebastian U. Stich et al.
Generative Adversarial Networks are notoriously challenging to train. The underlying minmax optimization is highly susceptible to the variance of the stochastic gradient and the rotational component of the associated game vector field. To tackle these challenges, we propose the Lookahead algorithm for minmax optimization, originally developed for single objective minimization only. The backtracking step of our Lookahead-minmax naturally handles the rotational game dynamics, a property which was identified to be key for enabling gradient ascent descent methods to converge on challenging examples often analyzed in the literature. Moreover, it implicitly handles high variance without using large mini-batches, known to be essential for reaching state of the art performance. Experimental results on MNIST, SVHN, CIFAR-10, and ImageNet demonstrate a clear advantage of combining Lookahead-minmax with Adam or extragradient, in terms of performance and improved stability, for negligible memory and computational cost. Using 30-fold fewer parameters and 16-fold smaller minibatches we outperform the reported performance of the class-dependent BigGAN on CIFAR-10 by obtaining FID of 12.19 without using the class labels, bringing state-of-the-art GAN training within reach of common computational resources.
MLApr 18, 2019
Reducing Noise in GAN Training with Variance Reduced ExtragradientTatjana Chavdarova, Gauthier Gidel, François Fleuret et al.
We study the effect of the stochastic gradient noise on the training of generative adversarial networks (GANs) and show that it can prevent the convergence of standard game optimization methods, while the batch version converges. We address this issue with a novel stochastic variance-reduced extragradient (SVRE) optimization algorithm, which for a large class of games improves upon the previous convergence rates proposed in the literature. We observe empirically that SVRE performs similarly to a batch method on MNIST while being computationally cheaper, and that SVRE yields more stable GAN training on standard datasets.
MLDec 6, 2017
SGAN: An Alternative Training of Generative Adversarial NetworksTatjana Chavdarova, François Fleuret
The Generative Adversarial Networks (GANs) have demonstrated impressive performance for data synthesis, and are now used in a wide range of computer vision tasks. In spite of this success, they gained a reputation for being difficult to train, what results in a time-consuming and human-involved development process to use them. We consider an alternative training process, named SGAN, in which several adversarial "local" pairs of networks are trained independently so that a "global" supervising pair of networks can be trained against them. The goal is to train the global pair with the corresponding ensemble opponent for improved performances in terms of mode coverage. This approach aims at increasing the chances that learning will not stop for the global pair, preventing both to be trapped in an unsatisfactory local minimum, or to face oscillations often observed in practice. To guarantee the latter, the global pair never affects the local ones. The rules of SGAN training are thus as follows: the global generator and discriminator are trained using the local discriminators and generators, respectively, whereas the local networks are trained with their fixed local opponent. Experimental results on both toy and real-world problems demonstrate that this approach outperforms standard training in terms of better mitigating mode collapse, stability while converging and that it surprisingly, increases the convergence speed as well.
CVJul 28, 2017
The WILDTRACK Multi-Camera Person DatasetTatjana Chavdarova, Pierre Baqué, Stéphane Bouquet et al.
People detection methods are highly sensitive to the perpetual occlusions among the targets. As multi-camera set-ups become more frequently encountered, joint exploitation of the across views information would allow for improved detection performances. We provide a large-scale HD dataset named WILDTRACK which finally makes advanced deep learning methods applicable to this problem. The seven-static-camera set-up captures realistic and challenging scenarios of walking people. Notably, its camera calibration with jointly high-precision projection widens the range of algorithms which may make use of this dataset. In aim to help accelerate the research on automatic camera calibration, such annotations also accompany this dataset. Furthermore, the rich-in-appearance visual context of the pedestrian class makes this dataset attractive for monocular pedestrian detection as well, since: the HD cameras are placed relatively close to the people, and the size of the dataset further increases seven-fold. In summary, we overview existing multi-camera datasets and detection methods, enumerate details of our dataset, and we benchmark multi-camera state of the art detectors on this new dataset.