| Drifting Games, Boosting, and Online learning. |
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| Written by Yoav Freund |
| Saturday, 27 June 2009 13:15 |
Drifting Games, Boosting and Online LearningDrifting games are mathematical games between a shepherd and a flock of sheep. The goal of the shepard is to get the sheep into a prescribed region - the stable. This game has been used by Freund to model problems in machine learning, specifically, to model boosting and online learning.
HistoryThe first papers to use the ideas of drifting games were
These two papers use a special case of a drifting game where the location of the drifting elements is defined by an integer number. It turns out that the derived policies are min-max optimal when the number of sheep increases to infinity. Another more transparent way to consider this limit is to assume that the set sheep (examples in the boosting context, experts in the online learning context) is "continuous" or "arbitrarily divisible.
One important feature of the boost-by-majority algorithm is that it "gives up" on examples on which to many of the weak classifiers are wrong. This is a direct outcome of the fact that the number of boosting iterations is set in advance, resulting in a game with a finite horizon. This property does not hold for the better known boosting algorithms, Adaboost, Logitboost and their variants.
Around the same time, Freund was working on an making the Boost-by-Majority algorithm adaptive. The goal of this work was to remove the requirement that the weak learner generates weak classifiers with a fixed a-priori known advantage over random guessing. The ability of Adaboost to adapt to weak classifiers with variable advantage was one of the important reasons that Adaboost has had great success in practice. The method used to make Boost by majority adaptive was to let the number of boosting iterations increase to infinity and operate in continuous time. The resulting algorithm was named "Brownboost" because it's analysis is based on Brownian motion.
The brownboost algorithm did not prove itself in practice. The problem is that when shooting for an error that can be achieved on the training set, the weights assigned to the weak rules tends to increase to infinity. To avoid this from happening, the norm of the rule-weights vector needs to be controlled. This was achieved in Robustboost, by using a type of brownian motion that includes a drift term that pushes the weights towards zero. The Robustboost algorithm does seem to work in practice and is available as part of the JBoost software package. Robustboost is described in this paper:
Drifting games, Online learning and TrackingFollowing up on the BW algorithm and applying the drifting games methodology to a more sophisticated loss function resulted in a new online learning algorithm, called Normalhedge. This algorithm is unique in that unlike the exponential weights online learning algorithms it does not have a learning rate parameter that needs to be tuned. It is therefor a truly universal online learning algoirthm for bounded losses. It achieves very similar bounds to the one achieved by exponential weights algorithms with optimal tuning.
Analyzing NormalHedge in continuous time yield much more transparent proofs and tighter bounds. However, it does require familiarity with stochastic process and the Ito integral.
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