Momentum based stochastic gradient methods such as heavy ball (HB) and Nesterov's accelerated gradient descent (NAG) method are widely used in practice for training deep networks and other supervised learning models, as they often provide significant improvements over stochastic gradient descent (SGD). Rigorously speaking, "fast gradient" methods have provable improvements over gradient descent only for the deterministic case, where the gradients are exact. In the stochastic case, the popular explanations for their wide applicability is that when these fast gradient methods are applied in the stochastic case, they partially mimic their exact gradient counterparts, resulting in some practical gain. This work provides a counterpoint to this belief by proving that there exist simple problem instances where these methods cannot outperform SGD despite the best setting of its parameters. These negative problem instances are, in an informal sense, generic; they do not look like carefully constructed pathological instances. These results suggest (along with empirical evidence) that HB or NAG's practical performance gains are a by-product of mini-batching.Furthermore, this work provides a viable (and provable) alternative, which, on the same set of problem instances, significantly improves over HB, NAG, and SGD's performance. This algorithm, referred to as Accelerated Stochastic Gradient Descent (ASGD), is a simple to implement stochastic algorithm, based on a relatively less popular variant of Nesterov's Acceleration. Extensive empirical results in this paper show that ASGD has performance gains over HB, NAG, and SGD. The code implementing the ASGD Algorithm can be found here 1 .
Minimax optimal convergence rates for numerous classes of stochastic convex optimization problems are well characterized, where the majority of results utilize iterate averaged stochastic gradient descent (SGD) with polynomially decaying step sizes. In contrast, the behavior of SGDs final iterate has received much less attention despite the widespread use in practice. Motivated by this observation, this work provides a detailed study of the following question: what rate is achievable using the final iterate of SGD for the streaming least squares regression problem with and without strong convexity?First, this work shows that even if the time horizon T (i.e. the number of iterations that SGD is run for) is known in advance, the behavior of SGDs final iterate with any polynomially decaying learning rate scheme is highly suboptimal compared to the statistical minimax rate (by a condition number factor in the strongly convex case and a factor of √T in the non-strongly convex case). In contrast, this paper shows that Step Decay schedules, which cut the learning rate by a constant factor every constant number of epochs (i.e., the learning rate decays geometrically) offer significant improvements over any polynomially decaying step size schedule. In particular, the behavior of the final iterate with step decay schedules is off from the statistical minimax rate by only log factors (in the condition number for the strongly convex case, and in T in the non-strongly convex case). Finally, in stark contrast to the known horizon case, this paper shows that the anytime (i.e. the limiting) behavior of SGDs final iterate is poor (in that it queries iterates with highly sub-optimal function value infinitely often, i.e. in a limsup sense) irrespective of the stepsize scheme employed. These results demonstrate the subtlety in establishing optimal learning rate schedules (for the final iterate) for stochastic gradient procedures in fixed time horizon settings.
This paper studies offline Imitation Learning (IL) where an agent learns to imitate an expert demonstrator without additional online environment interactions. Instead, the learner is presented with a static offline dataset of state-action-next state transition triples from a potentially less proficient behavior policy. We introduce Model-based IL from Offline data (MILO): an algorithmic framework that utilizes the static dataset to solve the offline IL problem efficiently both in theory and in practice. In theory, even if the behavior policy is highly sub-optimal compared to the expert, we show that as long as the data from the behavior policy provides sufficient coverage on the expert state-action traces (and with no necessity for a global coverage over the entire state-action space), MILO can provably combat the covariate shift issue in IL. Complementing our theory results, we also demonstrate that a practical implementation of our approach mitigates covariate shift on benchmark MuJoCo continuous control tasks. We demonstrate that with behavior policies whose performances are less than half of that of the expert, MILO still successfully imitates with an extremely low number of expert state-action pairs while traditional offline IL method such as behavior cloning (BC) fails completely. Source code is provided at https://github.com/jdchang1/milo. * Equal contribution † Work done outside of Amazon 3 in this work, we use cost instead of reward, thus we call A π disadvantage function.
Motivated by modern applications, such as online advertisement and recommender systems, we study the top-k eXtreme contextual bandits problem, where the total number of arms can be enormous, and the learner is allowed to select k arms and observe all or some of the rewards for the chosen arms. We first propose an algorithm for the non-eXtreme realizable setting, utilizing the Inverse Gap Weighting strategy for selecting multiple arms. We show that our algorithm has a regret guarantee of O(k (A − k + 1)T log(|F|T )), where A is the total number of arms and F is the class containing the regression function, while only requiring Õ(A) computation per time step. In the eXtreme setting, where the total number of arms can be in the millions, we propose a practically-motivated arm hierarchy model that induces a certain structure in mean rewards to ensure statistical and computational efficiency. The hierarchical structure allows for an exponential reduction in the number of relevant arms for each context, thus resulting in a regret guarantee of O(k (log A − k + 1)T log(|F|T )). Finally, we implement our algorithm using a hierarchical linear function class and show superior performance with respect to wellknown benchmarks on simulated bandit feedback experiments using eXtreme multi-label classification datasets. On a dataset with three million arms, our reduction scheme has an average inference time of only 7.9 milliseconds, which is a 100x improvement.
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