We consider interactive learning in the realizable setting and develop a general framework to handle problems ranging from best arm identification to active classification. We begin our investigation with the observation that agnostic algorithms \emph{cannot} be minimax-optimal in the realizable setting. Hence, we design novel computationally efficient algorithms for the realizable setting that match the minimax lower bound up to logarithmic factors and are general-purpose, accommodating a wide variety of function classes including kernel methods, H{\"o}lder smooth functions, and convex functions. The sample complexities of our algorithms can be quantified in terms of well-known quantities like the extended teaching dimension and haystack dimension. However, unlike algorithms based directly on those combinatorial quantities, our algorithms are computationally efficient. To achieve computational efficiency, our algorithms sample from the version space using Monte Carlo "hit-and-run" algorithms instead of maintaining the version space explicitly. Our approach has two key strengths. First, it is simple, consisting of two unifying, greedy algorithms. Second, our algorithms have the capability to seamlessly leverage prior knowledge that is often available and useful in practice. In addition to our new theoretical results, we demonstrate empirically that our algorithms are competitive with Gaussian process UCB methods.
翻译:我们考虑在可实现的环境下进行互动学习,并制定一个总体框架,以处理从最好的手臂识别到积极分类等各种问题。我们开始调查,首先观察不可知算法 \ emph{cannot} 在可实现的环境下,是微型算法的最优。因此,我们为可实现的设置设计了新的计算高效算法,这种算法与小型算法的低端结合到对数因素,并且是通用的,容纳了各种各样的功能类别,包括内核方法、H#'o'lder sild 函数和 convex 函数。我们算法的抽样复杂性可以用已知数量来量化,如扩展教学层面和干燥层面。然而,与直接基于组合数量的算法不同的是,我们的算法是计算效率。为了实现计算效率,我们从版本空间的算法样本使用Monte Carlo“hit-run”算法,而不是明确维持版本空间。我们的方法有两个关键优点。首先,它很简单,包括两个统一、贪婪的算法。第二,我们的算法与我们以往的理论方法都展示了我们的无懈可操作的结果。