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Epistemic Monte Carlo Tree Search

arXiv.org Artificial Intelligence

The AlphaZero/MuZero (A/MZ) family of algorithms has achieved remarkable success across various challenging domains by integrating Monte Carlo Tree Search (MCTS) with learned models. Learned models introduce epistemic uncertainty, which is caused by learning from limited data and is useful for exploration in sparse reward environments. MCTS does not account for the propagation of this uncertainty however. To address this, we introduce Epistemic MCTS (EMCTS): a theoretically motivated approach to account for the epistemic uncertainty in search and harness the search for deep exploration. In the challenging sparse-reward task of writing code in the Assembly language subleq, AZ paired with our method achieves significantly higher sample efficiency over baseline AZ. Search with EMCTS solves variations of the commonly used hard-exploration benchmark Deep Sea - which baseline A/MZ are practically unable to solve - much faster than an otherwise equivalent method that does not use search for uncertainty estimation, demonstrating significant benefits from search for epistemic uncertainty estimation.


TernGrad: Ternary Gradients to Reduce Communication in Distributed Deep Learning

Neural Information Processing Systems

High network communication cost for synchronizing gradients and parameters is the well-known bottleneck of distributed training. In this work, we propose TernGrad that uses ternary gradients to accelerate distributed deep learning in data parallelism. Our approach requires only three numerical levels { 1, 0, 1}, which can aggressively reduce the communication time. We mathematically prove the convergence of TernGrad under the assumption of a bound on gradients. Guided by the bound, we propose layer-wise ternarizing and gradient clipping to improve its convergence. Our experiments show that applying TernGrad on AlexNet doesn't incur any accuracy loss and can even improve accuracy. The accuracy loss of GoogLeNet induced by TernGrad is less than 2% on average. Finally, a performance model is proposed to study the scalability of TernGrad. Experiments show significant speed gains for various deep neural networks.


'Ghost Ship of the Pacific' rediscovered with underwater drones

Popular Science

An autonomous drone fleet overseen by Ocean Infinity has rediscovered the USS Stewart, the only US Navy destroyer ever captured by Japanese forces during World War II. The marine robotics company's trio of orange, 20-foot-long underwater robots found the historic vessel while mapping what is now the 1,286-square-mile Cordell Bank national marine sanctuary off the California coast. Also known as the "Ghost Ship of the Pacific," the 314-foot-long ship has spent the past 78 years resting roughly 3,500 feet below the ocean's surface, and appears to remain almost completely intact and upright. "This level of preservation is exceptional for a vessel of its age and makes it potentially one of the best-preserved examples of a US Navy'four-piper' destroyer known to exist," Maria Brown, superintendent for both Cordell Bank and Greater Farallones national marine sanctuaries, said in a statement to The New York Times on October 1. The USS Stewart's story is unique in US maritime history, making it one of the most sought-after wrecks for decades.


Linearly constrained Gaussian processes

Neural Information Processing Systems

We consider a modification of the covariance function in Gaussian processes to correctly account for known linear operator constraints. By modeling the target function as a transformation of an underlying function, the constraints are explicitly incorporated in the model such that they are guaranteed to be fulfilled by any sample drawn or prediction made. We also propose a constructive procedure for designing the transformation operator and illustrate the result on both simulated and real-data examples.


LightGBM: A Highly Efficient Gradient Boosting Decision Tree

Neural Information Processing Systems

Gradient Boosting Decision Tree (GBDT) is a popular machine learning algorithm, and has quite a few effective implementations such as XGBoost and pGBRT. Although many engineering optimizations have been adopted in these implementations, the efficiency and scalability are still unsatisfactory when the feature dimension is high and data size is large. A major reason is that for each feature, they need to scan all the data instances to estimate the information gain of all possible split points, which is very time consuming. To tackle this problem, we propose two novel techniques: Gradient-based One-Side Sampling (GOSS) and Exclusive Feature Bundling (EFB). With GOSS, we exclude a significant proportion of data instances with small gradients, and only use the rest to estimate the information gain. We prove that, since the data instances with larger gradients play a more important role in the computation of information gain, GOSS can obtain quite accurate estimation of the information gain with a much smaller data size. With EFB, we bundle mutually exclusive features (i.e., they rarely take nonzero values simultaneously), to reduce the number of features. We prove that finding the optimal bundling of exclusive features is NP-hard, but a greedy algorithm can achieve quite good approximation ratio (and thus can effectively reduce the number of features without hurting the accuracy of split point determination by much).




Cost efficient gradient boosting

Neural Information Processing Systems

Many applications require learning classifiers or regressors that are both accurate and cheap to evaluate. Prediction cost can be drastically reduced if the learned predictor is constructed such that on the majority of the inputs, it uses cheap features and fast evaluations. The main challenge is to do so with little loss in accuracy. In this work we propose a budget-aware strategy based on deep boosted regression trees. In contrast to previous approaches to learning with cost penalties, our method can grow very deep trees that on average are nonetheless cheap to compute. We evaluate our method on a number of datasets and find that it outperforms the current state of the art by a large margin. Our algorithm is easy to implement and its learning time is comparable to that of the original gradient boosting.


4588e674d3f0faf985047d4c3f13ed0d-Paper.pdf

Neural Information Processing Systems

In this paper, we analyze the numerics of common algorithms for training Generative Adversarial Networks (GANs). Using the formalism of smooth two-player games we analyze the associated gradient vector field of GAN training objectives. Our findings suggest that the convergence of current algorithms suffers due to two factors: i) presence of eigenvalues of the Jacobian of the gradient vector field with zero real-part, and ii) eigenvalues with big imaginary part. Using these findings, we design a new algorithm that overcomes some of these limitations and has better convergence properties. Experimentally, we demonstrate its superiority on training common GAN architectures and show convergence on GAN architectures that are known to be notoriously hard to train.


A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning

Neural Information Processing Systems

To achieve general intelligence, agents must learn how to interact with others in a shared environment: this is the challenge of multiagent reinforcement learning (MARL). The simplest form is independent reinforcement learning (InRL), where each agent treats its experience as part of its (non-stationary) environment. In this paper, we first observe that policies learned using InRL can overfit to the other agents' policies during training, failing to sufficiently generalize during execution. We introduce a new metric, joint-policy correlation, to quantify this effect. We describe an algorithm for general MARL, based on approximate best responses to mixtures of policies generated using deep reinforcement learning, and empirical game-theoretic analysis to compute meta-strategies for policy selection.