Sample-Efficient Omniprediction for Proper Losses
Isaac Gibbs, Ryan J. Tibshirani
TL;DR
The paper tackles omniprediction for multiple downstream decision-makers by seeking a single universal predictor that minimizes loss across all downstream utilities when paired with proper losses. It clarifies that unrestricted comparator classes render omniprediction as $L_1$-estimation of the true probability $p^*(X)$, suffering from the curse of dimensionality, and shows that boosting approaches aiming for multicalibration or calibrated multiaccuracy incur larger sample complexities. It then develops two sample-efficient, largely unrandomized strategies: (i) a two-player online game method achieving the optimal rate $\tilde{O}_{\mathbb{P}}\big(\sqrt{\mathrm{VC}(\mathcal{F})/n}\big)$, and (ii) a direct ensembling procedure that builds a single predictor by iteratively merging threshold-based predictors with provable guarantees at the same rate. Empirical results on simulated data and a sales forecasting task show CMA to be inferior, while both two-player and direct ensembling perform comparably well, with the latter offering practical simplicity and the former robust at small sample sizes. The work also discusses extensions to other elicitable targets and highlights open questions for multiclass settings.
Abstract
We consider the problem of constructing probabilistic predictions that lead to accurate decisions when employed by downstream users to inform actions. For a single decision maker, designing an optimal predictor is equivalent to minimizing a proper loss function corresponding to the negative utility of that individual. For multiple decision makers, our problem can be viewed as a variant of omniprediction in which the goal is to design a single predictor that simultaneously minimizes multiple losses. Existing algorithms for achieving omniprediction broadly fall into two categories: 1) boosting methods that optimize other auxiliary targets such as multicalibration and obtain omniprediction as a corollary, and 2) adversarial two-player game based approaches that estimate and respond to the ``worst-case" loss in an online fashion. We give lower bounds demonstrating that multicalibration is a strictly more difficult problem than omniprediction and thus the former approach must incur suboptimal sample complexity. For the latter approach, we discuss how these ideas can be used to obtain a sample-efficient algorithm through an online-to-batch conversion. This conversion has the downside of returning a complex, randomized predictor. We improve on this method by designing a more direct, unrandomized algorithm that exploits structural elements of the set of proper losses.
