Research map / Learning theory and algorithms / Matrix and tensor methods
Variance Reduction for Matrix Games
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use difference-based sampling in the variance-reduced primal-dual method | ℓ1-ℓ1 bilinear games · ℓ1-ℓ1 bilinear games | runtime: \Otil{\textup{nnz}(A) \cdot L \cdot \epsilon^{-1}} -> O\left(\textup{nnz}(A) + \frac{\sqrt{\textup{nnz}(A) (m + n)} \nor | Helped |
| Use difference-based variance reduction instead of the stochastic sublinear-time method | ℓ1-ℓ1 bilinear games · ℓ1-ℓ1 bilinear games | runtime: \Otil{(m + n) \cdot L^2 \cdot \epsilon^{-2}} -> O\left(\textup{nnz}(A) + \frac{\sqrt{\textup{nnz}(A) (m + n)} \norm{A}_{ | Helped |
| Use clipped difference-based sampling with local-norm analysis rather than the basic estimator (ablation) | ℓ2-ℓ1 bilinear games · ℓ2-ℓ1 bilinear games | centered estimator constant L: \sqrt{\sum_{j\in[n]}\|\aj\|^2_\infty} -> \norm{A}_{2\rightarrow\infty} | Helped |
| Clip the gradient estimate (ablation) | ℓ2-ℓ1 variance-reduced method · ℓ2-ℓ1 bilinear games | gradient-estimator boundedness | Helped |
| Use squared-difference sampling for both blocks | ℓ2-ℓ2 bilinear games · ℓ2-ℓ2 bilinear games | runtime | Mixed |
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