Paper Summary 1: Online Convex P

作者: 廿怎么念 | 来源:发表于2021-01-23 23:44 被阅读0次

    0 Paper: Zinkevich, Martin. "Online convex programming and generalized infinitesimal gradient ascent." In Proceedings of the 20th international conference on machine learning (icml-03), pp. 928-936. 2003.

    1 Motivation: A general setting is like this. Imagine a farmer who decides what to plant each year. She has certain restrictions on her resources, both land and labor, as well as restrictions on the output she is allowed to produce. How can she select which crops to grow without knowing in advance what the prices will be?

     2 Problem statement

    Given a known feasible set  F\subseteq R^n and an infinite sequence of convex functions\left\{ c^1, c^2, ... \right\}  that  c^t:F\rightarrow R at step t. By the time a decision x\in F is made, a cost function c^t associate with the decision is assigned. How to make the decision so as to minimize the cost? And how to evaluate the algorithm that makes the decision?

    3 Regret of an algorithm:

    Regret is a metric to assess the performance of a decision making algorithm . Give an algorithm Aand its selected decision \{ x^1, x^2, ...\}, the regret of A can be defined as follows.

    The cost of A The cost of a static solution x in F The regret of A

    \min\limits_{x \in F} \ C_x(T) means that select a fixed x \in F such that the sum of costs received by A with x as input is minimized. 

    4 Important Notations

    1) \| x \| = \sqrt{x \cdot x}

    2) d(x,y)=\| x-y\|

    3) projection P(y)=\mathop{\arg\min}_{x \in F} d(x,y)

    4) \| F \| = \max_{x,y\in F} d(x,y)

    5)  \| \nabla  c  \| = \sup_{x\in F, t \in\{1,2,...\}} \| \nabla  c^t(x)  \|

    5 Algorithm 1: Greedy Projection 

    1) Definition 

    Greedy Projection

    where, \eta _tis the learning rate. What P(\cdot) does is to map the gradient descent update into the feasible set by projection. 

    2) Upper bound of regret

    For \eta _t=t^{-1/2}

    The upper bound of regret of Greedy Projection

    6 Algorithm 2: Lazy Projection 

    1) Definition 

    For an arbitrary start y^1=x^1 \in F,

    Lazy projection

    2) Upper bound of regret

    For fixed learning rate,

    The upper bound of regret of Lazy Projection

    7 Algorithm 3: Generalized Infinitesimal Gradient Ascent

    0) Background: Repeated Games

    Algorithm 3 is formulated from the concept of repeated games. Consider a matching game that a player needs to match two sets of actions A=\{a_1, a_2, a_3\} and Y=\{y_1, y_2, y_3\}, where a utility function u:A\times Y \rightarrow \R can be defined as u(a_1, y_1)=u(a_2, y_2)=u(a_3, y_4)=1 and otherwise u(a_i, y_i)=0 

    (1) history: a sequence of joint actions.

    (1)' H^t=(A\times Y)^t is the set of all histories of length t

    (2)' |h| is the length of history h

    (3)' e.g. of h with length |h|=3

    h=\{(a_3,y_1), (a_1,y_2), (a_2,y_3), (a_2,y_2), (a_3,y_3), (a_1,y_2)\}

    (4)' utility of a history 

    To access the history, define h_i to be the i-th joint action. E.g., h_3=(a_2, y_3)and h_{3,1}=a_2

    utility of history h

    (5)' history change

     h^{*\rightarrow a}=\{(a_i,y_i) \in h| (a_i,y_i)=(a,y_i)\}

    Namely, replace each action of h with an action a 

    (6)' regret of not playing action a

     regret of not playing action  a

    (7)' the maximum regret,or just simply regret

    regret of repeated games

    The most important aspect of this definition of regret is that regret is a function of the resulting history, independent of the strategies that generated that history.

    (8)' behavior \sigma

    Let \Delta (S) be the set of all probabilities over S

    Let \Pr_{x \in D}[P(x)] be the probability that the boolean predicate P(x) is true for x is selected from a distribution D

    Then \sigma : H \rightarrow \Delta(A) is a function from histories of past actions to distributions over the next action of the player.

    (9)' environment \rho

    \rho: H \rightarrow \Delta (Y) is a function from the history of past actions to distributions over the next action of the environment.

    (10)' universally consistent

    a behavior \sigma  is universally consistent if for any \epsilon >0 there exists a T such that for all \rho :

    universally consistent

    In other words, after some time, with high probability the average regret never again exceeds \epsilon

    1) Definition 

    For an arbitrary starty^1=x^1 \in F, do the followings

    (1) Play according to x^t: play action i with probability x^t_{i}.

    (2) Observe the action h_(t,2) \in Y of the other player and calculate 

    update of action

    2) upper bound of regret

    Regarding the special example presented in (0) background, we have \| F\|\leq \sqrt{2}, and \|\nabla c \| \leq \sqrt{\|A\|}|u|, where 

    definition of abs(u)

    Then for \eta _t=t^{-1/2}, the expected regret of Generalized Infinitesimal Gradient Ascent for all obvious determinsitic environments \rho, for all a \in A, for all T is 

    upper bound of  regret of generalized infinitesimal gradient ascent

    Note: An environment is an oblivious deterministic environment if it plays the same sequence of actions regardless of the actions of the player.

    8 Summary

    The paper formulated online convex programing and introduced several algorithms including the three algorithms presented in this post. A index called regret was utilized to evaluate the performance of the algorithms. Finally, the upper bound of regret of the discussed algorithms were derived. 

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