Oral Session
Oral Session 5D
Moderator: Matthew Blaschko
Tight Lower Bounds under Asymmetric High-Order Hölder Smoothness and Uniform Convexity
Cedar Site Bai · Brian Bullins
In this paper, we provide tight lower bounds for the oracle complexity of minimizing high-order Hölder smooth and uniformly convex functions. Specifically, for a function whose $p^{th}$-order derivatives are Hölder continuous with degree $\nu$ and parameter $H$, and that is uniformly convex with degree $q$ and parameter $\sigma$, we focus on two asymmetric cases: (1) $q > p + \nu$, and (2) $q < p+\nu$. Given up to $p^{th}$-order oracle access, we establish worst-case oracle complexities of $\Omega\left( \left( \frac{H}{\sigma}\right)^\frac{2}{3(p+\nu)-2}\left( \frac{\sigma}{\epsilon}\right)^\frac{2(q-p-\nu)}{q(3(p+\nu)-2)}\right)$ in the first case with an $\ell_\infty$-ball-truncated-Gaussian smoothed hard function and $\Omega\left(\left(\frac{H}{\sigma}\right)^\frac{2}{3(p+\nu)-2}+ \log\log\left(\left(\frac{\sigma^{p+\nu}}{H^q}\right)^\frac{1}{p+\nu-q}\frac{1}{\epsilon}\right)\right)$ in the second case, for reaching an $\epsilon$-approximate solution in terms of the optimality gap. Our analysis generalizes previous lower bounds for functions under first- and second-order smoothness as well as those for uniformly convex functions, and furthermore our results match the corresponding upper bounds in this general setting.
Second-Order Min-Max Optimization with Lazy Hessians
Lesi Chen · Chengchang Liu · Jingzhao Zhang
This paper studies second-order methods for convex-concave minimax optimization. Monteiro & Svaiter (2012) proposed a method to solve the problem with an optimal iteration complexity of $\mathcal{O}(\epsilon^{-3/2})$ to find an $\epsilon$-saddle point. However, it is unclear whether thecomputational complexity, $\mathcal{O}((N+ d^2) d \epsilon^{-2/3})$, can be improved. In the above, we follow Doikov et al. (2023) and assume the complexity of obtaining a first-order oracle as $N$ and the complexity of obtaining a second-order oracle as $dN$. In this paper, we show that the computation cost can be reduced by reusing Hessian across iterations. Our methods take the overall computational complexity of $\tilde{\mathcal{O}}( (N+d^2)(d+ d^{2/3}\epsilon^{-2/3}))$, which improves those of previous methods by a factor of $d^{1/3}$. Furthermore, we generalize our method to strongly-convex-strongly-concave minimax problems and establish the complexity of $\tilde{\mathcal{O}}((N+d^2) (d + d^{2/3} \kappa^{2/3}) )$ when the condition number of the problem is $\kappa$, enjoying a similar speedup upon the state-of-the-art method. Numerical experiments on both real and synthetic datasets also verify the efficiency of our method.
Can Neural Networks Achieve Optimal Computational-statistical Tradeoff? An Analysis on Single-Index Model
Siyu Chen · Beining Wu · Miao Lu · Zhuoran Yang · Tianhao Wang
In this work, we tackle the following question: Can neural networks trained with gradient-based methods achieve the optimal statistical-computational tradeoff in learning Gaussian single-index models? Prior research has shown that any polynomial-time algorithm under the statistical query (SQ) framework requires $\Omega(d^{s^\star/2}\lor d)$ samples, where $s^\star$ is the generative exponent representing the intrinsic difficulty of learning the underlying model.However, it remains unknown whether neural networks can achieve this sample complexity. Inspired by prior techniques such as label transformation and landscape smoothing for learning single-index models, we propose a unified gradient-based algorithm for training a two-layer neural network in polynomial time.Our method is adaptable to a variety of loss and activation functions, covering a broad class of existing approaches.We show that our algorithm learns a feature representation that strongly aligns with the unknown signal $\theta^\star$, with sample complexity $\tilde O (d^{s^\star/2} \lor d)$, matching the SQ lower bound up to a polylogarithmic factor for all generative exponents $s^\star\geq 1$.Furthermore, we extend our approach to the setting where $\theta^\star$ is $k$-sparse for $k = o(\sqrt{d})$ by introducing a novel weight perturbation technique that leverages the sparsity structure. We derive a corresponding SQ lower bound of order $\tilde\Omega(k^{s^\star})$, matched by our method up to a polylogarithmic factor.Our framework, especially the weight perturbation technique, is of independent interest, and suggests potential gradient-based solutions to other problems such as sparse tensor PCA.
Standard Gaussian Process is All You Need for High-Dimensional Bayesian Optimization
Zhitong Xu · Haitao Wang · Jeff Phillips · Shandian Zhe
A long-standing belief holds that Bayesian Optimization (BO) with standard Gaussian processes (GP) --- referred to as standard BO --- underperforms in high-dimensional optimization problems. While this belief seems plausible, it lacks both robust empirical evidence and theoretical justification. To address this gap, we present a systematic investigation. First, through a comprehensive evaluation across twelve benchmarks, we found that while the popular Square Exponential (SE) kernel often leads to poor performance, using Mat\'ern kernels enables standard BO to consistently achieve top-tier results, frequently surpassing methods specifically designed for high-dimensional optimization. Second, our theoretical analysis reveals that the SE kernel’s failure primarily stems from improper initialization of the length-scale parameters, which are commonly used in practice but can cause gradient vanishing in training. We provide a probabilistic bound to characterize this issue, showing that Mat\'ern kernels are less susceptible and can robustly handle much higher dimensions. Third, we propose a simple robust initialization strategy that dramatically improves the performance of the SE kernel, bringing it close to state-of-the-art methods, without requiring additional priors or regularization. We prove another probabilistic bound that demonstrates how the gradient vanishing issue can be effectively mitigated with our method. Our findings advocate for a re-evaluation of standard BO’s potential in high-dimensional settings.
Improved Finite-Particle Convergence Rates for Stein Variational Gradient Descent
Krishna Balasubramanian · Sayan Banerjee · PROMIT GHOSAL
We provide finite-particle convergence rates for the Stein Variational Gradient Descent (SVGD) algorithm in the Kernelized Stein Discrepancy ($\KSD$) and Wasserstein-2 metrics. Our key insight is that the time derivative of the relative entropy between the joint density of $N$ particle locations and the $N$-fold product target measure, starting from a regular initial distribution, splits into a dominant 'negative part' proportional to $N$ times the expected $\KSD^2$ and a smaller 'positive part'. This observation leads to $\KSD$ rates of order $1/\sqrt{N}$, in both continuous and discrete time, providing a near optimal (in the sense of matching the corresponding i.i.d. rates) double exponential improvement over the recent result by~\cite{shi2024finite}. Under mild assumptions on the kernel and potential, these bounds also grow polynomially in the dimension $d$. By adding a bilinear component to the kernel, the above approach is used to further obtain Wasserstein-2 convergence in continuous time. For the case of `bilinear + Mat\'ern' kernels, we derive Wasserstein-2 rates that exhibit a curse-of-dimensionality similar to the i.i.d. setting. We also obtain marginal convergence and long-time propagation of chaos results for the time-averaged particle laws.
Classic but Everlasting: Traditional Gradient-Based Algorithms Converges Fast Even in Time-Varying Multi-Player Games
Yanzheng Chen · Jun Yu
Last-iterate convergence behaviours of well-known algorithms are intensively investigated in various games, such as two-player bilinear zero-sum games.However, most known last-iterate convergence properties rely on strict settings where the underlying games must have time-invariant payoffs.Besides, the limited known attempts on the games with time-varying payoffs are in two-player bilinear time-varying zero-sum games and strictly monotone games. By contrast, in other time-varying games, the last-iterate behaviours of two classic algorithms, i.e., extra gradient (EG) and optimistic gradient (OG) algorithms, still lack research, especially the convergence rates in multi-player games.In this paper, we investigate the last-iterate behaviours of EG and OG algorithms for convergent perturbed games, which extend upon the usual model of time-invariant games and incorporate external factors, such as vanishing noises.Using the recently proposed notion of the tangent residual (or its modifications) as the potential function of games and the measure of proximity to the Nash equilibrium, we prove that the last-iterate convergence rates of EG and OG algorithms for perturbed games on bounded convex closed sets are $O({1}/{\sqrt{T}})$ if such games converge to monotone games at rates fast enough and that such a result holds true for certain unconstrained perturbed games. With this result, we address an open questionasking for the last-iterate convergence rate of EG and OG algorithms in constrained and time-varying settings. The above convergence rates are similar to known tight results on corresponding time-invariant games.