mlsanityData to 7 Oct 2026

Online Learning with Simple Predictors and a Combinatorial Characterization of Minimax in 0/1 Games

arXiv 2102.01646 ↗First posted 2 Feb 2021cs.LG cs.DS cs.GTcited by 18

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Abstract (arXiv)

Which classes can be learned properly in the online model? -- that is, by an algorithm that at each round uses a predictor from the concept class. While there are simple and natural cases where improper learning is necessary, it is natural to ask how complex must the improper predictors be in such cases. Can one always achieve nearly optimal mistake/regret bounds using "simple" predictors? In this work, we give a complete characterization of when this is possible, thus settling an open problem which has been studied since the pioneering works of Angluin (1987) and Littlestone (1988). More precisely, given any concept class C and any hypothesis class H, we provide nearly tight bounds (up to a log factor) on the optimal mistake bounds for online learning C using predictors from H. Our bound yields an exponential improvement over the previously best known bound by Chase and Freitag (2020). As applications, we give constructive proofs showing that (i) in the realizable setting, a near-optimal mistake bound (up to a constant factor) can be attained by a sparse majority-vote of proper predictors, and (ii) in the agnostic setting, a near-optimal regret bound (up to a log factor) can be attained by a randomized proper algorithm. A technical ingredient of our proof which may be of independent interest is a generalization of the celebrated Minimax Theorem (von Neumann, 1928) for binary zero-sum games. A simple game which fails to satisfy Minimax is "Guess the Larger Number", where each player picks a number and the larger number wins. The payoff matrix is infinite triangular. We show this is the only obstruction: if a game does not contain triangular submatrices of unbounded sizes then the Minimax Theorem holds. This generalizes von Neumann's Minimax Theorem by removing requirements of finiteness (or compactness), and captures precisely the games of interest in online learning.

Key facts. Cited by 18 papers in the map (data through 7 Oct 2026). Builds on 15 of its 51 references that are in the map. First posted on arXiv 2 Feb 2021.

Builds on

15 of 51 references.

References · 15

  1. 2019Online Control with Adversarial Disturbancescited by 92
  2. 2019VC Classes are Adversarially Robustly Learnable, but Only Improperlycited by 83
  3. 2018Private PAC learning implies finite Littlestone dimensioncited by 73
  4. 2015The Optimal Sample Complexity of PAC Learningcited by 72
  5. 2014Optimal Learners for Multiclass Problemscited by 65
  6. 2020Proper Learning, Helly Number, and an Optimal SVM Boundcited by 52
  7. 2015Sample compression schemes for VC classescited by 46
  8. 2021Adversarial Laws of Large Numbers and Optimal Regret in Online Classificationcited by 39
  9. 2013Online Learning for Time Series Predictioncited by 33
  10. 2020Closure Properties for Private Classification and Online Predictioncited by 15
  11. 2017On Communication Complexity of Classification Problemscited by 11
  12. 2015Classification with Low Rank and Missing Datacited by 9
3 more
  1. 2019Bounds in Query Learningcited by 8
  2. 2020Near-tight closure bounds for Littlestone and threshold dimensionscited by 7
  3. 2016A Non-generative Framework and Convex Relaxations for Unsupervised Learningcited by 5

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2021: 3; 2022: 0; 2023: 4; 2024: 3; 2025: 4; 2026: 4.

18 papers.

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