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Daisuke Hatano

dblp:08/9924 · DBLP profile ↗
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21ranked-venue papers
9as first author
5since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 21 · 9 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 8 first-author · 3 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
13 papers
Approximation and online algorithms · 37% Algorithmic game theory and mechanism design · 36% Mathematical optimization · 13%
Artificial intelligence
6 papers
Reinforcement learning · 70% Learning theory · 18% Planning, search and constraint satisfaction · 6%
Databases, data mining, and information retrieval
2 papers
Data mining · 88% Web and social media mining · 12%

Topics — the 30 heaviest of 41, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Approximation and online algorithms
online learning
2.562023
Bandit Task Assignment with Unknown Processing Time · NeurIPS 2023
Delay and Cooperation in Nonstochastic Linear Bandits · NeurIPS 2020
Improved Regret Bounds for Bandit Combinatorial Optimization · NeurIPS 2019
Machine learning › Reinforcement learning
bandit
0.822021
Near-Optimal Regret Bounds for Contextual Combinatorial Semi-Bandits with Linear Payoff Functions · AAAI 2021
Causal Bandits with Propagating Inference · ICML 2018
Machine learning › Reinforcement learning › bandit
contextual bandit
0.812024
New Classes of the Greedy-Applicable Arm Feature Distributions in the Sparse Linear Bandit Problem · AAAI 2024
Machine learning › Reinforcement learning › bandit
linear bandits
0.812024
New Classes of the Greedy-Applicable Arm Feature Distributions in the Sparse Linear Bandit Problem · AAAI 2024
Machine learning › Learning theory
sample complexity
0.812024
New Classes of the Greedy-Applicable Arm Feature Distributions in the Sparse Linear Bandit Problem · AAAI 2024
Machine learning › Reinforcement learning › bandit › linear bandits
sparse linear bandit
0.812024
New Classes of the Greedy-Applicable Arm Feature Distributions in the Sparse Linear Bandit Problem · AAAI 2024
Approximation and online algorithms › online learning
bandit feedback
0.722019
Oracle-Efficient Algorithms for Online Linear Optimization with Bandit Feedback · NeurIPS 2019
Regret Bounds for Online Portfolio Selection with a Cardinality Constraint · NeurIPS 2018
Algorithmic game theory and mechanism design › multi-armed bandit
combinatorial semi-bandits
0.712023
Bandit Task Assignment with Unknown Processing Time · NeurIPS 2023
Algorithmic game theory and mechanism design
cooperative game theory
0.622018
Computational Aspects of the Preference Cores of Supermodular Two-Scenario Cooperative Games · IJCAI 2018
Computing Least Cores of Supermodular Cooperative Games · AAAI 2017
Approximation and online algorithms
online algorithms
0.612022
Online Task Assignment Problems with Reusable Resources · AAAI 2022
Machine learning › Reinforcement learning › bandit › combinatorial semi-bandits
contextual combinatorial semi-bandit
0.512021
Near-Optimal Regret Bounds for Contextual Combinatorial Semi-Bandits with Linear Payoff Functions · AAAI 2021
Machine learning › Reinforcement learning › regret minimization
near-optimal regret bounds
0.512021
Near-Optimal Regret Bounds for Contextual Combinatorial Semi-Bandits with Linear Payoff Functions · AAAI 2021
Machine learning › Learning theory › online learning
regret bounds
0.512021
Near-Optimal Regret Bounds for Contextual Combinatorial Semi-Bandits with Linear Payoff Functions · AAAI 2021
Algorithmic game theory and mechanism design
influence maximization
0.522016
Adaptive Budget Allocation for Maximizing Influence of Advertisements · IJCAI 2016
Lagrangian Decomposition Algorithm for Allocating Marketing Channels · AAAI 2015
Mathematical optimization › online optimization
delayed feedback
0.412020
Delay and Cooperation in Nonstochastic Linear Bandits · NeurIPS 2020
Algorithmic game theory and mechanism design › multi-armed bandit
linear bandits
0.412020
Delay and Cooperation in Nonstochastic Linear Bandits · NeurIPS 2020
Knowledge, reasoning and agents › Multi-agent systems
distributed constraint optimization
0.422015
Distributed Multiplicative Weights Methods for DCOP · AAAI 2015
DeQED: An Efficient Divide-and-Coordinate Algorithm for DCOP · IJCAI 2013
Computational complexity
lower bounds
0.412019
Improved Regret Bounds for Bandit Combinatorial Optimization · NeurIPS 2019
Approximation and online algorithms › online learning
online linear optimization
0.412019
Oracle-Efficient Algorithms for Online Linear Optimization with Bandit Feedback · NeurIPS 2019
Machine learning › Reinforcement learning › multi-armed bandit › structured bandit
causal bandit
0.312018
Causal Bandits with Propagating Inference · ICML 2018
Machine learning › Reinforcement learning
regret minimization
0.312018
Causal Bandits with Propagating Inference · ICML 2018
Mathematical optimization › online optimization › online convex optimization
online portfolio selection
0.312018
Regret Bounds for Online Portfolio Selection with a Cardinality Constraint · NeurIPS 2018
Algorithms and data structures
polynomial-time algorithms
0.312018
Computational Aspects of the Preference Cores of Supermodular Two-Scenario Cooperative Games · IJCAI 2018
Algorithmic game theory and mechanism design › cooperative game theory
solution concepts
0.312018
Computational Aspects of the Preference Cores of Supermodular Two-Scenario Cooperative Games · IJCAI 2018
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
constraint optimization
0.322013
DeQED: An Efficient Divide-and-Coordinate Algorithm for DCOP · IJCAI 2013
Dynamic SAT with Decision Change Costs: Formalization and Solutions · IJCAI 2011
Data mining
clustering
0.312017
Scalable Algorithm for Higher-Order Co-Clustering via Random Sampling · AAAI 2017
Data mining › clustering
co-clustering
0.312017
Scalable Algorithm for Higher-Order Co-Clustering via Random Sampling · AAAI 2017
Algorithmic game theory and mechanism design › cooperative game theory › solution concepts
core
0.312017
Computing Least Cores of Supermodular Cooperative Games · AAAI 2017
Graph algorithms and graph theory › graph partitioning
hypergraph partitioning
0.312017
Scalable Algorithm for Higher-Order Co-Clustering via Random Sampling · AAAI 2017
Algorithms and data structures › randomized algorithms › sampling
random sampling
0.312017
Scalable Algorithm for Higher-Order Co-Clustering via Random Sampling · AAAI 2017

Methods — techniques the papers use, named apart from their topics

regret analysis · 1.1greedy arm selection · 0.8regret lower bound · 0.7upper confidence bound · 0.7phased-update · 0.7primal-dual algorithm · 0.6polynomial-time algorithm · 0.6numerical experiments · 0.6partition matroid constraints · 0.5linear payoff functions · 0.5C2UCB · 0.5distribution truncation · 0.4strongly-correlated loss distribution · 0.4linear optimization oracle · 0.4causal inference · 0.3random sampling · 0.3hypergraph multiway cut · 0.3adaptive budget allocation · 0.2
YearPublicationVenuePosition
2024 New Classes of the Greedy-Applicable Arm Feature Distributions in the Sparse Linear Bandit Problem
abstract
We consider the sparse contextual bandit problem where arm feature affects reward through the inner product of sparse parameters. Recent studies have developed sparsity-agnostic algorithms based on the greedy arm selection policy. However, the analysis of these algorithms requires strong assumptions on the arm feature distribution to ensure that the greedily selected samples are sufficiently diverse; One of the most common assumptions, relaxed symmetry, imposes approximate origin-symmetry on the distribution, which cannot allow distributions that has origin-asymmetric support. In this paper, we show that the greedy algorithm is applicable to a wider range of the arm feature distributions from two aspects. Firstly, we show that a mixture distribution that has a greedy-applicable component is also greedy-applicable. Second, we propose new distribution classes, related to Gaussian mixture, discrete, and radial distribution, for which the sample diversity is guaranteed. The proposed classes can describe distributions with origin-asymmetric support and, in conjunction with the first claim, provide theoretical guarantees of the greedy policy for a very wide range of the arm feature distributions.
Koji Ichikawa, Shinji Ito, Daisuke Hatano, Hanna Sumita, Takuro Fukunaga, Naonori Kakimura, Ken-ichi Kawarabayashi
AAAI3
2023 Bandit Task Assignment with Unknown Processing Time
abstract
This study considers a novel problem setting, referred to as \textit{bandit task assignment}, that incorporates the processing time of each task in the bandit setting. In this problem setting, a player sequentially chooses a set of tasks to start so that the set of processing tasks satisfies a given combinatorial constraint. The reward and processing time for each task follow unknown distributions, values of which are revealed only after the task has been completed. The problem generalizes the stochastic combinatorial semi-bandit problem and the budget-constrained bandit problem. For this problem setting, we propose an algorithm based on upper confidence bounds~(UCB) combined with a phased-update approach. The proposed algorithm admits a gap-dependent regret upper bound of $O(MN(1/\Delta){\log T})$ and a gap-free regret upper bound of $\tilde{O}( \sqrt{MNT} )$, where $N$ is the number of the tasks, $M$ is the maximum number of tasks run at the same time, $T$ is the time horizon, and $\Delta$ is the gap between expected per-round rewards of the optimal and best suboptimal sets of tasks. These regret bounds nearly match lower bounds.
Shinji Ito, Daisuke Hatano, Hanna Sumita, Kei Takemura, Takuro Fukunaga, Naonori Kakimura, Ken-ichi Kawarabayashi
NeurIPS2
2022 Online Task Assignment Problems with Reusable Resources
abstract
We study online task assignment problem with reusable resources, motivated by practical applications such as ridesharing, crowdsourcing and job hiring. In the problem, we are given a set of offline vertices (agents), and, at each time, an online vertex (task) arrives randomly according to a known time-dependent distribution. Upon arrival, we assign the task to agents immediately and irrevocably. The goal of the problem is to maximize the expected total profit produced by completed tasks. The key features of our problem are (1) an agent is reusable, i.e., an agent comes back to the market after completing the assigned task, (2) an agent may reject the assigned task to stay the market, and (3) a task may accommodate multiple agents. The setting generalizes that of existing work in which an online task is assigned to one agent under (1). In this paper, we propose an online algorithm that is 1/2-competitive for the above setting, which is tight. Moreover, when each agent can reject assigned tasks at most Δ times, the algorithm is shown to have the competitive ratio Δ/(3Δ-1), which is at least 1/3. We also evaluate our proposed algorithm with numerical experiments.
Hanna Sumita, Shinji Ito, Kei Takemura, Daisuke Hatano, Takuro Fukunaga, Naonori Kakimura, Ken-ichi Kawarabayashi
AAAI4
2021 Near-Optimal Regret Bounds for Contextual Combinatorial Semi-Bandits with Linear Payoff Functions
abstract
The contextual combinatorial semi-bandit problem with linear payoff functions is a decision-making problem in which a learner chooses a set of arms with the feature vectors in each round under given constraints so as to maximize the sum of rewards of arms. Several existing algorithms have regret bounds that are optimal with respect to the number of rounds T. However, there is a gap of Õ(max(√d, √k)) between the current best upper and lower bounds, where d is the dimension of the feature vectors, k is the number of the chosen arms in a round, and Õ(·) ignores the logarithmic factors. The dependence of k and d is of practical importance because k may be larger than T in real-world applications such as recommender systems. In this paper, we fill the gap by improving the upper and lower bounds. More precisely, we show that the C2UCB algorithm proposed by Qin, Chen, and Zhu (2014) has the optimal regret bound Õ(d√kT + dk) for the partition matroid constraints. For general constraints, we propose an algorithm that modifies the reward estimates of arms in the C2UCB algorithm and demonstrate that it enjoys the optimal regret bound for a more general problem that can take into account other objectives simultaneously. We also show that our technique would be applicable to related problems. Numerical experiments support our theoretical results and considerations.
Kei Takemura, Shinji Ito, Daisuke Hatano, Hanna Sumita, Takuro Fukunaga, Naonori Kakimura, Ken-ichi Kawarabayashi
AAAI3
2021 A Parameter-Free Algorithm for Misspecified Linear Contextual Bandits
abstract
We investigate the misspecified linear contextual bandit (MLCB) problem, which is a generalization of the linear contextual bandit (LCB) problem. The MLCB problem is a decision-making problem in which a learner observes $d$-dimensional feature vectors, called arms, chooses an arm from $K$ arms, and then obtains a reward from the chosen arm in each round. The learner aims to maximize the sum of the rewards over $T$ rounds. In contrast to the LCB problem, the rewards in the MLCB problem may not be represented by a linear function in feature vectors; instead, it is approximated by a linear function with additive approximation parameter $\varepsilon \geq 0$. In this paper, we propose an algorithm that achieves $\tilde{O}(\sqrt{dT\log(K)} + \varepsilon\sqrt{d}T)$ regret, where $\tilde{O}(\cdot)$ ignores polylogarithmic factors in $d$ and $T$. This is the first algorithm that guarantees a high-probability regret bound for the MLCB problem without knowledge of the approximation parameter $\varepsilon$.
Kei Takemura, Shinji Ito, Daisuke Hatano, Hanna Sumita, Takuro Fukunaga, Naonori Kakimura, Ken-ichi Kawarabayashi
AISTATS3
2020 Delay and Cooperation in Nonstochastic Linear Bandits
abstract
This paper offers a nearly optimal algorithm for online linear optimization with delayed bandit feedback. Online linear optimization with bandit feedback, or nonstochastic linear bandits, provides a generic framework for sequential decision-making problems with limited information. This framework, however, assumes that feedback can be observed just after choosing the action, and, hence, does not apply directly to many practical applications, in which the feedback can often only be obtained after a while. To cope with such situations, we consider problem settings in which the feedback can be observed $d$ rounds after the choice of an action, and propose an algorithm for which the expected regret is $\tilde{O}( \sqrt{m (m + d) T} )$, ignoring logarithmic factors in $m$ and $T$, where $m$ and $T$ denote the dimensionality of the action set and the number of rounds, respectively. This algorithm achieves nearly optimal performance, as we are able to show that arbitrary algorithms suffer the regret of $\Omega(\sqrt{m (m+d) T})$ in the worst case. To develop the algorithm, we introduce a technique we refer to as \textit{distribution truncation}, which plays an essential role in bounding the regret. We also apply our approach to cooperative bandits, as studied by Cesa-Bianchi et al. [17] and Bar-On and Mansour [12], and extend their results to the linear bandits setting.
Shinji Ito, Daisuke Hatano, Hanna Sumita, Kei Takemura, Takuro Fukunaga, Naonori Kakimura, Ken-ichi Kawarabayashi
NeurIPS2
2019 Oracle-Efficient Algorithms for Online Linear Optimization with Bandit Feedback
abstract
We propose computationally efficient algorithms for \textit{online linear optimization with bandit feedback}, in which a player chooses an \textit{action vector} from a given (possibly infinite) set $\mathcal{A} \subseteq \mathbb{R}^d$, and then suffers a loss that can be expressed as a linear function in action vectors. Although existing algorithms achieve an optimal regret bound of $\tilde{O}(\sqrt{T})$ for $T$ rounds (ignoring factors of $\mathrm{poly} (d, \log T)$), computationally efficient ways of implementing them have not yet been specified, in particular when $|\mathcal{A}|$ is not bounded by a polynomial size in $d$. A standard way to pursue computational efficiency is to assume that we have an efficient algorithm referred to as \textit{oracle} that solves (offline) linear optimization problems over $\mathcal{A}$. Under this assumption, the computational efficiency of a bandit algorithm can then be measured in terms of \textit{oracle complexity}, i.e., the number of oracle calls. Our contribution is to propose algorithms that offer optimal regret bounds of $\tilde{O}(\sqrt{T})$ as well as low oracle complexity for both \textit{non-stochastic settings} and \textit{stochastic settings}. Our algorithm for non-stochastic settings has an oracle complexity of $\tilde{O}( T )$ and is the first algorithm that achieves both a regret bound of $\tilde{O}( \sqrt{T} )$ and an oracle complexity of $\tilde{O} ( \mathrm{poly} ( T ) )$, given only linear optimization oracles. Our algorithm for stochastic settings calls the oracle only $O( \mathrm{poly} (d, \log T))$ times, which is smaller than the current best oracle complexity of $O( T )$ if $T$ is sufficiently large.
Shinji Ito, Daisuke Hatano, Hanna Sumita, Kei Takemura, Takuro Fukunaga, Naonori Kakimura, Ken-ichi Kawarabayashi
NeurIPS2
2019 Improved Regret Bounds for Bandit Combinatorial Optimization
abstract
\textit{Bandit combinatorial optimization} is a bandit framework in which a player chooses an action within a given finite set $\mathcal{A} \subseteq \{ 0, 1 \}^d$ and incurs a loss that is the inner product of the chosen action and an unobservable loss vector in $\mathbb{R} ^ d$ in each round. In this paper, we aim to reveal the property, which makes the bandit combinatorial optimization hard. Recently, Cohen et al.~\citep{cohen2017tight} obtained a lower bound $\Omega(\sqrt{d k^3 T / \log T})$ of the regret, where $k$ is the maximum $\ell_1$-norm of action vectors, and $T$ is the number of rounds. This lower bound was achieved by considering a continuous strongly-correlated distribution of losses. Our main contribution is that we managed to improve this bound by $\Omega( \sqrt{d k ^3 T} )$ through applying a factor of $\sqrt{\log T}$, which can be done by means of strongly-correlated losses with \textit{binary} values. The bound derives better regret bounds for three specific examples of the bandit combinatorial optimization: the multitask bandit, the bandit ranking and the multiple-play bandit. In particular, the bound obtained for the bandit ranking in the present study addresses an open problem raised in \citep{cohen2017tight}. In addition, we demonstrate that the problem becomes easier without considering correlations among entries of loss vectors. In fact, if each entry of loss vectors is an independent random variable, then, one can achieve a regret of $\tilde{O}(\sqrt{d k^2 T})$, which is $\sqrt{k}$ times smaller than the lower bound shown above. The observed results indicated that correlation among losses is the reason for observing a large regret.
Shinji Ito, Daisuke Hatano, Hanna Sumita, Kei Takemura, Takuro Fukunaga, Naonori Kakimura, Ken-ichi Kawarabayashi
NeurIPS2
2019 Non-zero-sum Stackelberg Budget Allocation Game for Computational Advertising
Daisuke Hatano, Yuko Kuroki, Yasushi Kawase, Hanna Sumita, Naonori Kakimura, Ken-ichi Kawarabayashi
PRICAI (1)1
2018 Online Regression with Partial Information: Generalization and Linear Projection
abstract
We investigate an online regression problem in which the learner makes predictions sequentially while only the limited information on features is observable. In this paper, we propose a general setting for the limitation of the available information, where the observed information is determined by a function chosen from a given set of observation functions. Our problem setting is a generalization of the online sparse linear regression problem, which has been actively studied. For our general problem, we present an algorithm by combining multi-armed bandit algorithms and online learning methods. This algorithm admits a sublinear regret bound when the number of observation functions is constant. We also show that the dependency on the number of observation functions is inevitable unless additional assumptions are adopted. To mitigate this inefficiency, we focus on a special case of practical importance, in which the observed information is expressed through linear combinations of the original features. We propose efficient algorithms for this special case. Finally, we also demonstrate the efficiency of the proposed algorithms by simulation studies using both artificial and real data.
Shinji Ito, Daisuke Hatano, Hanna Sumita, Akihiro Yabe, Takuro Fukunaga, Naonori Kakimura, Ken-ichi Kawarabayashi
AISTATS2
2018 Causal Bandits with Propagating Inference
abstract
Bandit is a framework for designing sequential experiments, where a learner selects an arm $A \in \mathcal{A}$ and obtains an observation corresponding to $A$ in each experiment. Theoretically, the tight regret lower-bound for the general bandit is polynomial with respect to the number of arms $|\mathcal{A}|$, and thus, to overcome this bound, the bandit problem with side-information is often considered. Recently, a bandit framework over a causal graph was introduced, where the structure of the causal graph is available as side-information and the arms are identified with interventions on the causal graph. Existing algorithms for causal bandit overcame the $\Omega(\sqrt{|\mathcal{A}|/T})$ simple-regret lower-bound; however, their algorithms work only when the interventions $\mathcal{A}$ are localized around a single node (i.e., an intervention propagates only to its neighbors). We then propose a novel causal bandit algorithm for an arbitrary set of interventions, which can propagate throughout the causal graph. We also show that it achieves $O(\sqrt{ \gamma^*\log(|\mathcal{A}|T) / T})$ regret bound, where $\gamma^*$ is determined by using a causal graph structure. In particular, if the maximum in-degree of the causal graph is a constant, then $\gamma^* = O(N^2)$, where $N$ is the number of nodes.
Akihiro Yabe, Daisuke Hatano, Hanna Sumita, Shinji Ito, Naonori Kakimura, Takuro Fukunaga, Ken-ichi Kawarabayashi
ICML2
2018 Computational Aspects of the Preference Cores of Supermodular Two-Scenario Cooperative Games
abstract
In a cooperative game, the utility of a coalition of players is given by the characteristic function, and the goal is to find a stable value division of the total utility to the players. In real-world applications, however, multiple scenarios could exist, each of which determines a characteristic function, and which scenario is more important is unknown. To handle such situations, the notion of multi-scenario cooperative games and several solution concepts have been proposed. However, computing the value divisions in those solution concepts is intractable in general. To resolve this issue, we focus on supermodular two-scenario cooperative games in which the number of scenarios is two and the characteristic functions are supermodular and study the computational aspects of a major solution concept called the preference core. First, we show that we can compute the value division in the preference core of a supermodular two-scenario game in polynomial time. Then, we reveal the relations among preference cores with different parameters. Finally, we provide more efficient algorithms for deciding the non-emptiness of the preference core for several specific supermodular two-scenario cooperative games such as the airport game, multicast tree game, and a special case of the generalized induced subgraph game.
Daisuke Hatano, Yuichi Yoshida
IJCAI1
2018 Regret Bounds for Online Portfolio Selection with a Cardinality Constraint
abstract
Online portfolio selection is a sequential decision-making problem in which a learner repetitively selects a portfolio over a set of assets, aiming to maximize long-term return. In this paper, we study the problem with the cardinality constraint that the number of assets in a portfolio is restricted to be at most k, and consider two scenarios: (i) in the full-feedback setting, the learner can observe price relatives (rates of return to cost) for all assets, and (ii) in the bandit-feedback setting, the learner can observe price relatives only for invested assets. We propose efficient algorithms for these scenarios that achieve sublinear regrets. We also provide regret (statistical) lower bounds for both scenarios which nearly match the upper bounds when k is a constant. In addition, we give a computational lower bound which implies that no algorithm maintains both computational efficiency, as well as a small regret upper bound.
Shinji Ito, Daisuke Hatano, Hanna Sumita, Akihiro Yabe, Takuro Fukunaga, Naonori Kakimura, Ken-ichi Kawarabayashi
NeurIPS2
2017 Scalable Algorithm for Higher-Order Co-Clustering via Random Sampling
abstract
We propose a scalable and efficient algorithm for coclustering a higher-order tensor. Viewing tensors with hypergraphs, we propose formulating the co-clustering of a tensor as a problem of partitioning the corresponding hypergraph. Our algorithm is based on the random sampling technique, which has been successfully applied to graph cut problems. We extend a random sampling algorithm for the graph multiwaycut problem to hypergraphs, and design a co-clustering algorithm based on it. Each iteration of our algorithm runs in polynomial on the size of hypergraphs, and thus it performs well even for higher-order tensors, which are difficult to deal with for state-of-the-art algorithm.
Daisuke Hatano, Takuro Fukunaga, Takanori Maehara, Ken-ichi Kawarabayashi
AAAI1
2017 Computing Least Cores of Supermodular Cooperative Games
abstract
One of the goals of a cooperative game is to compute a valuedivision to the players from which they have no incentive todeviate. This concept is formalized as the notion of the core.To obtain a value division that motivates players to cooperate to a greater extent or that is more robust under noise, the notions of the strong least core and the weak least core have been considered. In this paper, we characterize the strong and the weak least cores of supermodular cooperative games using the theory of minimizing crossing submodular functions. We then apply our characterizations to two representative supermodular cooperative games, namely, the induced subgraph game generalized to hypergraphs and the airport game. For these games, we derive explicit forms of the strong and weak least core values, and provide polynomial-time algorithms that compute value divisions in the strong and weak least cores.
Daisuke Hatano, Yuichi Yoshida
AAAI1
2017 Efficient Sublinear-Regret Algorithms for Online Sparse Linear Regression with Limited Observation
abstract
Online sparse linear regression is the task of applying linear regression analysis to examples arriving sequentially subject to a resource constraint that a limited number of features of examples can be observed. Despite its importance in many practical applications, it has been recently shown that there is no polynomial-time sublinear-regret algorithm unless NP$\subseteq$BPP, and only an exponential-time sublinear-regret algorithm has been found. In this paper, we introduce mild assumptions to solve the problem. Under these assumptions, we present polynomial-time sublinear-regret algorithms for the online sparse linear regression. In addition, thorough experiments with publicly available data demonstrate that our algorithms outperform other known algorithms.
Shinji Ito, Daisuke Hatano, Hanna Sumita, Akihiro Yabe, Takuro Fukunaga, Naonori Kakimura, Ken-ichi Kawarabayashi
NIPS2
2016 Adaptive Budget Allocation for Maximizing Influence of Advertisements
Daisuke Hatano, Takuro Fukunaga, Ken-ichi Kawarabayashi
IJCAI1
2015 Lagrangian Decomposition Algorithm for Allocating Marketing Channels
abstract
In this paper, we formulate a new problem related to the well-known influence maximization in the context of computational advertising. Our new problem considers allocating marketing channels (e.g., TV, newspaper, and websites) to advertisers from the view point of a match maker, which was not taken into account in previous studies on the influence maximization. The objective of the problem is to find an allocation such that each advertiser can influence some given number of customers while the slots of marketing channels are limited. We propose an algorithm based on the Lagrangian decomposition. We empirically show that our algorithm computes better quality solutions than existing algorithms, scales up to graphs of 10M vertices, and performs well particularly in a parallel environment.
Daisuke Hatano, Takuro Fukunaga, Takanori Maehara, Ken-ichi Kawarabayashi
AAAI1
2015 Distributed Multiplicative Weights Methods for DCOP
Daisuke Hatano, Yuichi Yoshida
AAAI1
2013 DeQED: An Efficient Divide-and-Coordinate Algorithm for DCOP
Daisuke Hatano, Katsutoshi Hirayama
IJCAI1
2011 Dynamic SAT with Decision Change Costs: Formalization and Solutions
Daisuke Hatano, Katsutoshi Hirayama
IJCAI1