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A geometric alternative to Nesterov's accelerated gradient descent

Sébastien Bubeck, Yin Tat Lee, Mohit Singh

arXiv:1506.08187v1math.OCcs.DScs.LGmath.NA

TL;DR

The paper addresses unconstrained optimization for smooth, strongly convex functions by proposing a geometric alternative to accelerated gradient descent. Its ball-intersection method achieves the optimal convergence rate, while experiments provide evidence of advantages over standard methods, subject to dataset-size exclusions.

  • Problem

    The paper seeks an intuitive accelerated method for smooth, strongly convex optimization, where Nesterov’s accelerated gradient descent is difficult to interpret.

  • Method

    The method combines gradient information with ellipsoid-inspired intersections of balls containing the optimum and uses line searches in its more aggressive algorithm.

  • Results

    The proposed method matches the optimal first-order convergence rate and numerical experiments report that GeoD outperforms SD, AFG, and AFGwR but remains worse than L-BFGS on one classification experiment.

  • Takeaways & Limitations

    The algorithm does not require the smoothness parameter or iteration count, guarantees strictly decreasing function values, and may suit machine-learning applications.

  • Takeaways & Limitations

    The binary-classification experiments omit datasets of size ≥100 MB for time considerations.

Abstract

from arXiv · show

We propose a new method for unconstrained optimization of a smooth and strongly convex function, which attains the optimal rate of convergence of Nesterov's accelerated gradient descent. The new algorithm has a simple geometric interpretation, loosely inspired by the ellipsoid method. We provide some numerical evidence that the new method can be superior to Nesterov's accelerated gradient descent.

1 Introduction

The paper proposes a geometric optimization method for smooth, strongly convex functions that combines gradient descent with ellipsoid-style ball intersections to achieve accelerated convergence.

  • For a β-smooth, α-strongly convex function, κ = β/α is the condition number.
  • Gradient descent decreases squared distance to the optimum at rate 1 − 1/κ, while the proposed method targets 1 − 1/√κ.
  • Each proposed iteration requires one gradient evaluation and two line-searches while matching the optimal first-order convergence rate.
  • The method maintains balls containing the optimum, uses smoothness to shrink them, and encloses their intersection with a smaller ball.
  • The paper presents the geometric intuition, analyzes the optimal method, and evaluates it experimentally.

2 Intuition

The geometric intuition represents gradient information and prior iterates as balls containing the optimum; shrinking two appropriately separated balls accelerates the reduction of the enclosing radius.

  • 2 Intuition: The geometric alternative combines a current ball A with a previously obtained ball B containing the optimum.
  • 2 Intuition: When only one ball shrinks, the intersection contracts at the same rate, whereas shrinking two balls by the same absolute amount contracts it much faster.
  • 2.1 A suboptimal algorithm: An initial guarantee x∗ ∈ B(x0, R0^2) supplies the enclosing ball used to begin the iterative construction.
  • 2.1 A suboptimal algorithm: Because the two ball centers are far apart, their intersection fits inside a substantially smaller ball.
  • 2.1 A suboptimal algorithm: The map T sends xk to xk+1, defining the iterative sequence used by the suboptimal algorithm.
  • 2.1 A suboptimal algorithm: After 2κ log(R0/ε) gradient-oracle iterations, the suboptimal method obtains a point ε-close to the minimizer.
  • 2.2 Why one can accelerate: Acceleration comes from shrinking both the current and inherited balls, but line search is needed when the accelerated center may not satisfy the next function-value condition.
  • 2.2 Why one can accelerate: The line search makes ∇f(x1) perpendicular to the line through x1 and the accelerated center, allowing the geometric construction to continue.

3 An optimal algorithm

The optimal algorithm uses geometric ball intersections to maintain a shrinking region containing the optimum. Its more aggressive version uses line search and has practical parameter and monotonicity advantages.

  • Geometric proof: The method applies a geometric lemma to the intersection of two balls and proves that their enclosing ball has a smaller squared radius.The proof moves the current center to the origin, scales distances by the current radius, and verifies the required geometric inequalities.
  • Geometric proof: The line-search construction ensures ∇f(xk+1)ᵀ(xk+1 − ck) = 0, enabling the geometric lemma through the bound |xk+1 − ck| ≥ |∇f(xk+1)|/α.This bound supplies the lemma's required distance condition.
  • Algorithm 1: Algorithm 1 computes the minimum enclosing ball of the intersection of two input balls, returning center c and radius R.The inputs are centers xA, xB and radii RA, RB.
  • Algorithm 2: Algorithm 2 is more aggressive than Theorem 1 by using line search instead of a fixed step size, and its correctness follows from a similar proof.The paper explicitly presents this as the aggressive version of the algorithm.
  • Practical properties: The algorithm does not require the smoothness parameter or iteration count, guarantees strictly decreasing function values, and requires only α as a given parameter.The authors identify these properties as useful for machine learning applications and emphasize its integration of zeroth- and first-order information.

4 Experiments

The experiments compare GeoD with several full-gradient and quasi-Newton methods on binary classification and a worst-case function. GeoD outperforms the accelerated gradient baselines on the classification tasks, while worst-case behavior varies by iteration regime.

  • Experimental setup: GeoD is compared with SD, AFG, AFGwR, and L-BFGS using one computationally dominant calculation per iteration.The implementation includes exact line searches for some methods, while experiments report iteration counts because line-search costs are negligible relative to the dominant calculation.
  • Binary classification: GeoD is better than SD, AFG, and AFGwR but worse than L-BFGS on the reported classification comparisons.Performance is summarized by the median and 90th percentile number of steps needed to reach a certain accuracy.
  • Experimental scope: Datasets of size ≥100 MB are omitted from the classification experiments for time considerations.
  • Worst-case experiment: After Θ(n) iterations, SD and AFG continue at the theoretically predicted rate, whereas other methods converge much faster.During the first n iterations, every method except SD has the same rate with different constants; AFGwR and GeoD are comparable despite memory size 1.
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