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Asuman Ozdaglar

Publications and source records attributed to Asuman Ozdaglar.

At least 91 records · Page 5Linked to original sources

GANs May Have No Nash Equilibria

Generative adversarial networks (GANs) represent a zero-sum game between two machine players, a generator and a discriminator, designed to learn the distribution of data. While GANs have achieved state-of-the-art performance in several benchmark learning tasks, GAN minimax optimization still poses great theoretical and empirical challenges. GANs trained using first-order optimization methods commonly fail to converge to a stable solution where the players cannot improve their objective, i.e., the Nash equilibrium of the underlying game. Such issues raise the question of the existence of Nash equilibrium solutions in the GAN zero-sum game. In this work, we show through several theoretical and numerical results that indeed GAN zero-sum games may not have any local Nash equilibria. To characterize an equilibrium notion applicable to GANs, we consider the equilibrium of a new zero-sum game with an objective function given by a proximal operator applied to the original objective, a solution we call the proximal equilibrium. Unlike the Nash equilibrium, the proximal equilibrium captures the sequential nature of GANs, in which the generator moves first followed by the discriminator. We prove that the optimal generative model in Wasserstein GAN problems provides a proximal equilibrium. Inspired by these results, we propose a new approach, which we call proximal training, for solving GAN problems. We discuss several numerical experiments demonstrating the existence of proximal equilibrium solutions in GAN minimax problems.

cs.LG↗

An Optimal Multistage Stochastic Gradient Method for Minimax Problems

In this paper, we study the minimax optimization problem in the smooth and strongly convex-strongly concave setting when we have access to noisy estimates of gradients. In particular, we first analyze the stochastic Gradient Descent Ascent (GDA) method with constant stepsize, and show that it converges to a neighborhood of the solution of the minimax problem. We further provide tight bounds on the convergence rate and the size of this neighborhood. Next, we propose a multistage variant of stochastic GDA (M-GDA) that runs in multiple stages with a particular learning rate decay schedule and converges to the exact solution of the minimax problem. We show M-GDA achieves the lower bounds in terms of noise dependence without any assumptions on the knowledge of noise characteristics. We also show that M-GDA obtains a linear decay rate with respect to the error's dependence on the initial error, although the dependence on condition number is suboptimal. In order to improve this dependence, we apply the multistage machinery to the stochastic Optimistic Gradient Descent Ascent (OGDA) algorithm and propose the M-OGDA algorithm which also achieves the optimal linear decay rate with respect to the initial error. To the best of our knowledge, this method is the first to simultaneously achieve the best dependence on noise characteristic as well as the initial error and condition number.

math.OC↗

Optimal dynamic information provision in traffic routing

We consider a two-road dynamic routing game where the state of one of the roads (the "risky road") is stochastic and may change over time. This generates room for experimentation. A central planner may wish to induce some of the (finite number of atomic) agents to use the risky road even when the expected cost of travel there is high in order to obtain accurate information about the state of the road. Since agents are strategic, we show that in order to generate incentives for experimentation the central planner however needs to limit the number of agents using the risky road when the expected cost of travel on the risky road is low. In particular, because of congestion, too much use of the risky road when the state is favorable would make experimentation no longer incentive compatible. We characterize the optimal incentive compatible recommendation system, first in a two-stage game and then in an infinite-horizon setting. In both cases, this system induces only partial, rather than full, information sharing among the agents (otherwise there would be too much exploitation of the risky road when costs there are low).

cs.GT↗

Convergence Rate of Block-Coordinate Maximization Burer-Monteiro Method for Solving Large SDPs

Semidefinite programming (SDP) with diagonal constraints arise in many optimization problems, such as Max-Cut, community detection and group synchronization. Although SDPs can be solved to arbitrary precision in polynomial time, generic convex solvers do not scale well with the dimension of the problem. In order to address this issue, Burer and Monteiro proposed to reduce the dimension of the problem by appealing to a low-rank factorization and solve the subsequent non-convex problem instead. In this paper, we present coordinate ascent based methods to solve this non-convex problem with provable convergence guarantees. More specifically, we prove that the block-coordinate maximization algorithm applied to the non-convex Burer-Monteiro method globally converges to a first-order stationary point with a sublinear rate without any assumptions on the problem. We further show that this algorithm converges linearly around a local maximum provided that the objective function exhibits quadratic decay. We establish that this condition generically holds when the rank of the factorization is sufficiently large. Furthermore, incorporating Lanczos method to the block-coordinate maximization, we propose an algorithm that is guaranteed to return a solution that provides $1-O(1/r)$ approximation to the original SDP without any assumptions, where $r$ is the rank of the factorization. This approximation ratio is known to be optimal (up to constants) under the unique games conjecture, and we can explicitly quantify the number of iterations to obtain such a solution.

math.OC↗

Robust Accelerated Gradient Methods for Smooth Strongly Convex Functions

We study the trade-offs between convergence rate and robustness to gradient errors in designing a first-order algorithm. We focus on gradient descent (GD) and accelerated gradient (AG) methods for minimizing strongly convex functions when the gradient has random errors in the form of additive white noise. With gradient errors, the function values of the iterates need not converge to the optimal value; hence, we define the robustness of an algorithm to noise as the asymptotic expected suboptimality of the iterate sequence to input noise power. For this robustness measure, we provide exact expressions for the quadratic case using tools from robust control theory and tight upper bounds for the smooth strongly convex case using Lyapunov functions certified through matrix inequalities. We use these characterizations within an optimization problem which selects parameters of each algorithm to achieve a particular trade-off between rate and robustness. Our results show that AG can achieve acceleration while being more robust to random gradient errors. This behavior is quite different than previously reported in the deterministic gradient noise setting. We also establish some connections between the robustness of an algorithm and how quickly it can converge back to the optimal solution if it is perturbed from the optimal point with deterministic noise. Our framework also leads to practical algorithms that can perform better than other state-of-the-art methods in the presence of random gradient noise.

math.OC↗

A Decentralized Proximal Point-type Method for Saddle Point Problems

In this paper, we focus on solving a class of constrained non-convex non-concave saddle point problems in a decentralized manner by a group of nodes in a network. Specifically, we assume that each node has access to a summand of a global objective function and nodes are allowed to exchange information only with their neighboring nodes. We propose a decentralized variant of the proximal point method for solving this problem. We show that when the objective function is $ρ$-weakly convex-weakly concave the iterates converge to approximate stationarity with a rate of $\mathcal{O}(1/\sqrt{T})$ where the approximation error depends linearly on $\sqrtρ$. We further show that when the objective function satisfies the Minty VI condition (which generalizes the convex-concave case) we obtain convergence to stationarity with a rate of $\mathcal{O}(1/\sqrt{T})$. To the best of our knowledge, our proposed method is the first decentralized algorithm with theoretical guarantees for solving a non-convex non-concave decentralized saddle point problem. Our numerical results for training a general adversarial network (GAN) in a decentralized manner match our theoretical guarantees.

math.OC↗

A Universally Optimal Multistage Accelerated Stochastic Gradient Method

We study the problem of minimizing a strongly convex, smooth function when we have noisy estimates of its gradient. We propose a novel multistage accelerated algorithm that is universally optimal in the sense that it achieves the optimal rate both in the deterministic and stochastic case and operates without knowledge of noise characteristics. The algorithm consists of stages that use a stochastic version of Nesterov's method with a specific restart and parameters selected to achieve the fastest reduction in the bias-variance terms in the convergence rate bounds.

math.OC↗

A Unified Analysis of Extra-gradient and Optimistic Gradient Methods for Saddle Point Problems: Proximal Point Approach

In this paper we consider solving saddle point problems using two variants of Gradient Descent-Ascent algorithms, Extra-gradient (EG) and Optimistic Gradient Descent Ascent (OGDA) methods. We show that both of these algorithms admit a unified analysis as approximations of the classical proximal point method for solving saddle point problems. This viewpoint enables us to develop a new framework for analyzing EG and OGDA for bilinear and strongly convex-strongly concave settings. Moreover, we use the proximal point approximation interpretation to generalize the results for OGDA for a wide range of parameters.

math.OC↗

Asynchronous Approximation of a Single Component of the Solution to a Linear System

We present a distributed asynchronous algorithm for approximating a single component of the solution to a system of linear equations $Ax = b$, where $A$ is a positive definite real matrix, and $b \in \mathbb{R}^n$. This is equivalent to solving for $x_i$ in $x = Gx + z$ for some $G$ and $z$ such that the spectral radius of $G$ is less than 1. Our algorithm relies on the Neumann series characterization of the component $x_i$, and is based on residual updates. We analyze our algorithm within the context of a cloud computation model, in which the computation is split into small update tasks performed by small processors with shared access to a distributed file system. We prove a robust asymptotic convergence result when the spectral radius $ρ(|G|) < 1$, regardless of the precise order and frequency in which the update tasks are performed. We provide convergence rate bounds which depend on the order of update tasks performed, analyzing both deterministic update rules via counting weighted random walks, as well as probabilistic update rules via concentration bounds. The probabilistic analysis requires analyzing the product of random matrices which are drawn from distributions that are time and path dependent. We specifically consider the setting where $n$ is large, yet $G$ is sparse, e.g., each row has at most $d$ nonzero entries. This is motivated by applications in which $G$ is derived from the edge structure of an underlying graph. Our results prove that if the local neighborhood of the graph does not grow too quickly as a function of $n$, our algorithm can provide significant reduction in computation cost as opposed to any algorithm which computes the global solution vector $x$. Our algorithm obtains an $ε\|x\|_2$ additive approximation for $x_i$ in constant time with respect to the size of the matrix when the maximum row sparsity $d = O(1)$ and $1/(1-\|G\|_2) = O(1)$.

cs.DS↗

Selling Wind

We offer a parsimonious model to investigate how strategic wind producers sell energy under stochastic production constraints, where the extent of heterogeneity of wind energy availability varies according to wind farm locations. The main insight of our analysis is that increasing heterogeneity in resource availability improves social welfare, as a function of its effects both on improving diversification and on reducing withholding by firms. We show that this insight is quite robust for any concave and downward-sloping inverse demand function. The model is also used to analyze the effect of heterogeneity on firm profits and opportunities for collusion. Finally, we analyze the impacts of improving public information and weather forecasting; enhanced public forecasting increases welfare, but it is not always in the best interests of strategic producers.

econ.GN↗

Escaping Saddle Points in Constrained Optimization

In this paper, we study the problem of escaping from saddle points in smooth nonconvex optimization problems subject to a convex set $\mathcal{C}$. We propose a generic framework that yields convergence to a second-order stationary point of the problem, if the convex set $\mathcal{C}$ is simple for a quadratic objective function. Specifically, our results hold if one can find a $ρ$-approximate solution of a quadratic program subject to $\mathcal{C}$ in polynomial time, where $ρ<1$ is a positive constant that depends on the structure of the set $\mathcal{C}$. Under this condition, we show that the sequence of iterates generated by the proposed framework reaches an $(ε,γ)$-second order stationary point (SOSP) in at most $\mathcal{O}(\max\{ε^{-2},ρ^{-3}γ^{-3}\})$ iterations. We further characterize the overall complexity of reaching an SOSP when the convex set $\mathcal{C}$ can be written as a set of quadratic constraints and the objective function Hessian has a specific structure over the convex set $\mathcal{C}$. Finally, we extend our results to the stochastic setting and characterize the number of stochastic gradient and Hessian evaluations to reach an $(ε,γ)$-SOSP.

cs.LG↗

A variational inequality framework for network games: Existence, uniqueness, convergence and sensitivity analysis

We provide a unified variational inequality framework for the study of fundamental properties of the Nash equilibrium in network games. We identify several conditions on the underlying network (in terms of spectral norm, infinity norm and minimum eigenvalue of its adjacency matrix) that guarantee existence, uniqueness, convergence and continuity of equilibrium in general network games with multidimensional and possibly constrained strategy sets. We delineate the relations between these conditions and characterize classes of networks that satisfy each of these conditions.

cs.GT↗

Strategic Dynamic Pricing with Network Effects

We study the optimal pricing strategy of a monopolist selling homogeneous goods to customers over multiple periods. The customers choose their time of purchase to maximize their payoff that depends on their valuation of the product, the purchase price, and the utility they derive from past purchases of others, termed the network effect. We first show that the optimal price sequence is non-decreasing. Therefore, by postponing purchase to future rounds, customers trade-off a higher utility from the network effects with a higher price. We then show that a customer's equilibrium strategy can be characterized by a threshold rule in which at each round a customer purchases the product if and only if her valuation exceeds a certain threshold. This implies that customers face an inference problem regarding the valuations of others, i.e., observing that a customer has not yet purchased the product, signals that her valuation is below a threshold. We consider a block model of network interactions, where there are blocks of buyers subject to the same network effect. A natural benchmark, this model allows us to provide an explicit characterization of the optimal price sequence asymptotically as the number of agents goes to infinity, which notably is linearly increasing in time with a slope that depends on the network effect through a scalar given by the sum of entries of the inverse of the network weight matrix. Our characterization shows that increasing the "imbalance" in the network defined as the difference between the in and out degree of the nodes increases the revenue of the monopolist. We further study the effects of price discrimination and show that in earlier periods monopolist offers lower prices to blocks with higher Bonacich centrality to encourage them to purchase, which in turn further incentivizes other customers to buy in subsequent periods.

cs.GT↗

Randomness and Permutations in Coordinate Descent Methods

We consider coordinate descent (CD) methods with exact line search on convex quadratic problems. Our main focus is to study the performance of the CD method that use random permutations in each epoch and compare it to the performance of the CD methods that use deterministic orders and random sampling with replacement. We focus on a class of convex quadratic problems with a diagonally dominant Hessian matrix, for which we show that using random permutations instead of random with-replacement sampling improves the performance of the CD method in the worst-case. Furthermore, we prove that as the Hessian matrix becomes more diagonally dominant, the performance improvement attained by using random permutations increases. We also show that for this problem class, using any fixed deterministic order yields a superior performance than using random permutations. We present detailed theoretical analyses with respect to three different convergence criteria that are used in the literature and support our theoretical results with numerical experiments.

math.OC↗

Informational Braess' Paradox: The Effect of Information on Traffic Congestion

To systematically study the implications of additional information about routes provided to certain users (e.g., via GPS-based route guidance systems), we introduce a new class of congestion games in which users have differing information sets about the available edges and can only use routes consisting of edges in their information set. After defining the notion of Information Constrained Wardrop Equilibrium (ICWE) for this class of congestion games and studying its basic properties, we turn to our main focus: whether additional information can be harmful (in the sense of generating greater equilibrium costs/delays). We formulate this question in the form of Informational Braes' Paradox (IBP), which extends the classic Braess' Paradox in traffic equilibria, and asks whether users receiving additional information can become worse off. We provide a comprehensive answer to this question showing that in any network in the series of linearly independent (SLI) class, which is a strict subset of series-parallel networks, IBP cannot occur, and in any network that is not in the SLI class, there exists a configuration of edge-specific cost functions for which IBP will occur. In the process, we establish several properties of the SLI class of networks, which include the characterization of the complement of the SLI class in terms of embedding a specific set of networks, and also an algorithm which determines whether a graph is SLI in linear time. We further prove that the worst-case inefficiency performance of ICWE is no worse than the standard Wardrop equilibrium.

cs.GT↗

Towards an Algebra for Cascade Effects

We introduce a new class of (dynamical) systems that inherently capture cascading effects (viewed as consequential effects) and are naturally amenable to combinations. We develop an axiomatic general theory around those systems, and guide the endeavor towards an understanding of cascading failure. The theory evolves as an interplay of lattices and fixed points, and its results may be instantiated to commonly studied models of cascade effects. We characterize the systems through their fixed points, and equip them with two operators. We uncover properties of the operators, and express global systems through combinations of local systems. We enhance the theory with a notion of failure, and understand the class of shocks inducing a system to failure. We develop a notion of mu-rank to capture the energy of a system, and understand the minimal amount of effort required to fail a system, termed resilience. We deduce a dual notion of fragility and show that the combination of systems sets a limit on the amount of fragility inherited.

cs.DM↗

Sensitivity analysis for network aggregative games

We investigate the sensitivity of the Nash equilibrium of constrained network aggregative games to changes in exogenous parameters affecting the cost function of the players. This setting is motivated by two applications. The first is the analysis of interventions by a social planner with a networked objective function while the second is network routing games with atomic players and information constraints. By exploiting a primal reformulation of a sensitivity analysis result for variational inequalities, we provide a characterization of the sensitivity of the Nash equilibrium that depends on primal variables only. To derive this result we assume strong monotonicity of the mapping associated with the game. As the second main result, we derive sufficient conditions that guarantee this strong monotonicity property in network aggregative games. These two characterizations allows us to systematically study changes in the Nash equilibrium due to perturbations or parameter variations in the two applications mentioned above.

cs.GT↗

Graph Balancing for Distributed Subgradient Methods over Directed Graphs

We consider a multi agent optimization problem where a set of agents collectively solves a global optimization problem with the objective function given by the sum of locally known convex functions. We focus on the case when information exchange among agents takes place over a directed network and propose a distributed subgradient algorithm in which each agent performs local processing based on information obtained from his incoming neighbors. Our algorithm uses weight balancing to overcome the asymmetries caused by the directed communication network, i.e., agents scale their outgoing information with dynamically updated weights that converge to balancing weights of the graph. We show that both the objective function values and the consensus violation, at the ergodic average of the estimates generated by the algorithm, converge with rate $O(\frac{\log T}{\sqrt{T}})$, where $T$ is the number of iterations. A special case of our algorithm provides a new distributed method to compute average consensus over directed graphs.

math.OC↗