We investigate sublinear classical and quantum algorithms for matrix games, a fundamental problem in optimization and machine learning, with provable guarantees. Given a matrix, sublinear algorithms for the matrix game were previously known only for two special cases: (1) the maximizing vectors live in the L1-norm unit ball, and (2) the minimizing vectors live in either the L1- or the L2-norm unit ball. We give a sublinear classical algorithm that can interpolate smoothly between these two cases: for any fixed q between 1 and 2, we solve, within some additive error, matrix games where the minimizing vectors are in an Lq-norm unit ball. We also provide a corresponding sublinear quantum algorithm that solves the same task with a quadratic improvement in dimensions of the maximizing and minimizing vectors. Both our classical and quantum algorithms are optimal in the dimension parameters up to poly-logarithmic factors. Finally, we propose sublinear classical and quantum algorithms for the approximate Carathéodory problem and the Lq-margin support vector machines as applications.
We investigate sublinear classical and quantum algorithms for matrix games, a fundamental problem in optimization and machine learning, with provable guarantees. Given a matrix, sublinear algorithms for the matrix game were previously known only for two special cases: (1) the maximizing vectors live in the L1-norm unit ball, and (2) the minimizing vectors live in either the L1- or the L2-norm unit ball. We give a sublinear classical algorithm that can interpolate smoothly between these two cases: for any fixed q between 1 and 2, we solve, within some additive error, matrix games where the minimizing vectors are in an Lq-norm unit ball. We also provide a corresponding sublinear quantum algorithm that solves the same task with a quadratic improvement in dimensions of the maximizing and minimizing vectors. Both our classical and quantum algorithms are optimal in the dimension parameters up to poly-logarithmic factors. Finally, we propose sublinear classical and quantum algorithms for the approximate Carathéodory problem and the Lq-margin support vector machines as applications.
We investigate quantum algorithms for classification, a fundamental problem in machine learning, with provable guarantees. Given nd-dimensional data points, the state-of-the-art (and optimal) classical algorithm for training classifiers with constant margin runs in O~(n+d) time. We design sublinear quantum algorithms for the same task running in O~(n+d) time, a quadratic improvement in both n and d. Moreover, our algorithms use the standard quantization of the classical input and generate the same classical output, suggesting minimal overheads when used as subroutines for end-to-end applications. We also demonstrate a tight lower bound (up to poly-log factors) and discuss the possibility of implementation on near-term quantum machines. As a side result, we also give sublinear quantum algorithms for approximating the equilibria of n-dimensional matrix zero-sum games with optimal complexity Θ~(n).
Lasso and Ridge are important minimization problems in machine learning and statistics. They are versions of linear regression with squared loss where the vector θ ∈ R^d of coefficients is constrained in either ℓ1-norm (for Lasso) or in ℓ2-norm (for Ridge). We study the complexity of quantum algorithms for finding ε-minimizers for these minimization problems. We show that for Lasso we can get a quadratic quantum speedup in terms of d by speeding up the cost-per-iteration of the Frank-Wolfe algorithm, while for Ridge the best quantum algorithms are linear in d, as are the best classical algorithms. As a byproduct of our quantum lower bound for Lasso, we also prove the first classical lower bound for Lasso that is tight up to polylog-factors.
We propose fast and practical quantum-inspired classical algorithms for solving linear systems. Specifically, given sampling and query access to a matrix A∈Rm×n and a vector b∈Rm, we propose classical algorithms that produce a data structure for the solution x∈Rn of the linear system Ax=b with the ability to sample and query its entries. The resulting x satisfies ∥x−A+b∥≤ε∥A+b∥, where ∥⋅∥ is the spectral norm and A+ is the Moore-Penrose inverse of A. Our algorithm has time complexity O(κF4/κε2) in the general case, where κF=∥A∥F∥A+∥ and κ=∥A∥∥A+∥ are condition numbers. Compared to the prior state-of-the-art result [Shao and Montanaro, arXiv:2103.10309v2], our algorithm achieves a polynomial speedup in condition numbers. When A is s-sparse, our algorithm has complexity O(sκlog(1/ε)), matching the quantum lower bound for solving linear systems in κ and 1/ε up to poly-logarithmic factors [Harrow and Kothari]. When A is s-sparse and symmetric positive-definite, our algorithm has complexity O(sκlog(1/ε)). Technically, our main contribution is the application of the heavy ball momentum method to quantum-inspired classical algorithms for solving linear systems, where we propose two new methods with speedups: quantum-inspired Kaczmarz method with momentum and quantum-inspired coordinate descent method with momentum. Their analysis exploits careful decomposition of the momentum transition matrix and the application of novel spectral norm concentration bounds for independent random matrices. Finally, we also conduct numerical experiments for our algorithms on both synthetic and real-world datasets, and the experimental results support our theoretical claims.
We derive sublinear-time quantum algorithms for computing the Nash equilibrium of two-player zero-sum games, based on efficient Gibbs sampling methods. We are able to achieve speed-ups for both dense and sparse payoff matrices at the cost of a mildly increased dependence on the additive error compared to classical algorithms. In particular we can find ε-approximate Nash equilibrium strategies in complexity O~(n+m/ε3) and O~(s/ε3.5) respectively, where n×m is the size of the matrix describing the game and s is its sparsity. Our algorithms use the LP formulation of the problem and apply techniques developed in recent works on quantum SDP-solvers. We also show how to reduce general LP-solving to zero-sum games, resulting in quantum LP-solvers that have complexities O~(n+mγ3) and O~(sγ3.5) for the dense and sparse access models respectively, where γ is the relevant "scale-invariant" precision parameter
The theories of optimization and machine learning answer foundational questions in computer science and lead to new algorithms for practical applications. While these topics have been extensively studied in the context of classical computing, their quantum counterparts are far from well-understood. In this thesis, we explore algorithms that bridge the gap between the fields of quantum computing and machine learning. First, we consider general optimization problems with only function evaluations. For two core problems, namely general convex optimization and volume estimation of convex bodies, we give quantum algorithms as well as quantum lower bounds that constitute the quantum speedups of both problems to be polynomial compared to their classical counterparts. We then consider machine learning and optimization problems with input data stored explicitly as matrices. We first look at semidefinite programs and provide quantum algorithms with polynomial speedup compared to the classical state-of-the-art. We then move to machine learning and give the optimal quantum algorithms for linear and kernel-based classifications. To complement with our quantum algorithms, we also introduce a framework for quantum-inspired classical algorithms, showing that for low-rank matrix arithmetics there can only be polynomial quantum speedup. Finally, we study statistical problems on quantum computers, with the focus on testing properties of probability distributions. We show that for testing various properties including L1-distance, L2-distance, Shannon and Renyi entropies, etc., there are polynomial quantum speedups compared to their classical counterparts. We also extend these results to testing properties of quantum states.
We give the first sublinear-time classical solvers for sparse semidefinite programs in the bounded-radius regime, without low-rank assumptions or Frobenius norm dependence on the constraint matrices. For constant precision and bounded primal and dual radii, prior quantum algorithms of Brandão et al. (2019) and van Apeldoorn and Gilyén (2019) achieved O(n+m) dependence on matrix dimension n and constraint number m. Compared with the O(mn) runtime of existing classical methods, this suggests a quartic quantum speedup when m≈n. Beyond a usual Grover speedup, this separation relies on the Quantum OR lemma, whose sample-reuse mechanism decouples the cost of Gibbs-state preparation from constraint search. We show that this reuse mechanism is classically realizable for sparse SDPs.
Our main technical contribution is a classical procedure for simultaneously estimating many expectation values with respect to a sparse Hamiltonian's Gibbs state. This combines randomized Lánczos filtering with an efficient sampling-based estimator. We also introduce a stochastic online-learning framework for SDP solving, substantially improving accuracy-dependence over standard oracle-based MMWU approaches. Let s denote the the input matrix sparsity and γ:=Rr/ε capture dependence on the primal (R) and dual (r) radii as well as target accuracy (ε). When γ2≤min{m,n/s}, our solver runs in time O(nsγ4.5+msγ2). For γ=O(1), this is O((n+m)s) and sublinear in the O(mns) input size. Similar to the quantum algorithms, this matches known lower bounds with respect to m and n, up to logarithmic factors. This implies that, with respect to dimensions m and n, there is no super-quadratic quantum advantage for generic sparse SDP solving.