South America
A Study of BFLOAT16 for Deep Learning Training
Kalamkar, Dhiraj, Mudigere, Dheevatsa, Mellempudi, Naveen, Das, Dipankar, Banerjee, Kunal, Avancha, Sasikanth, Vooturi, Dharma Teja, Jammalamadaka, Nataraj, Huang, Jianyu, Yuen, Hector, Yang, Jiyan, Park, Jongsoo, Heinecke, Alexander, Georganas, Evangelos, Srinivasan, Sudarshan, Kundu, Abhisek, Smelyanskiy, Misha, Kaul, Bharat, Dubey, Pradeep
This paper presents the first comprehensive empirical study demonstrating the efficacy of the Brain Floating Point (BFLOAT16) half-precision format for Deep Learning training across image classification, speech recognition, language modeling, generative networks and industrial recommendation systems. BFLOAT16 is attractive for Deep Learning training for two reasons: the range of values it can represent is the same as that of IEEE 754 floating-point format (FP32) and conversion to/from FP32 is simple. Maintaining the same range as FP32 is important to ensure that no hyper-parameter tuning is required for convergence; e.g., IEEE 754 compliant half-precision floating point (FP16) requires hyper-parameter tuning. In this paper, we discuss the flow of tensors and various key operations in mixed precision training, and delve into details of operations, such as the rounding modes for converting FP32 tensors to BFLOAT16. We have implemented a method to emulate BFLOAT16 operations in Tensorflow, Caffe2, IntelCaffe, and Neon for our experiments. Our results show that deep learning training using BFLOAT16 tensors achieves the same state-of-the-art (SOTA) results across domains as FP32 tensors in the same number of iterations and with no changes to hyper-parameters.
5 Key Learnings To Set-up A High Impact AI Strategy
In the following, I share the key learnings of the webinar. AI is not a secret sauce and requires lots of good data to create real value. Companies need to first separate the hype from the actual capabilities of AI, defining what AI means for them and how it might create value. Moving an entire company towards the adoption of AI is a challenging task and needs lots of educational effort. AI is not the solution to all problems. Building products do not start with thinking about AI but finding a meaningful problem that once solved adds value for the customer or user.
Fish become pessimistic and lovesick if they're torn apart from their true lover, researchers find
Humans aren't the only species whose mental state is affected when they lose their lover. Female cichlids, a type of monogamous fish that primarily dwells in South America, become depressed and lovesick when their mate is removed and they're placed with a non-preferred male partner, a new study has found. Researchers came to this conclusion after the female fish took longer to investigate boxes that either contained food or were empty, demonstrating symptoms of apathy. Female cichlids, a type of fish that primarily dwells in South America, become depressed and lovesick when their mate is removed and they're placed with a non-preferred male partner In what's believed to be a first-of-its-kind study, researchers say they've determined fish can form attachments to sexual partners. Through a series of cognitive tests, they found that female fish were more likely to take on a'glass half-full' mental state when they remained with their chosen partners.
Hierarchical Decision Making by Generating and Following Natural Language Instructions
Hu, Hengyuan, Yarats, Denis, Gong, Qucheng, Tian, Yuandong, Lewis, Mike
We explore using latent natural language instructions as an expressive and compositional representation of complex actions for hierarchical decision making. Rather than directly selecting micro-actions, our agent first generates a latent plan in natural language, which is then executed by a separate model. We introduce a challenging real-time strategy game environment in which the actions of a large number of units must be coordinated across long time scales. We gather a dataset of 76 thousand pairs of instructions and executions from human play, and train instructor and executor models. Experiments show that models using natural language as a latent variable significantly outperform models that directly imitate human actions. The compositional structure of language proves crucial to its effectiveness for action representation. We also release our code, models and data.
Representation Learning for Words and Entities
This thesis presents new methods for unsupervised learning of distributed representations of words and entities from text and knowledge bases. The first algorithm presented in the thesis is a multi-view algorithm for learning representations of words called Multiview Latent Semantic Analysis (MVLSA). By incorporating up to 46 different types of co-occurrence statistics for the same vocabulary of english words, I show that MVLSA outperforms other state-of-the-art word embedding models. Next, I focus on learning entity representations for search and recommendation and present the second method of this thesis, Neural Variational Set Expansion (NVSE). NVSE is also an unsupervised learning method, but it is based on the Variational Autoencoder framework. Evaluations with human annotators show that NVSE can facilitate better search and recommendation of information gathered from noisy, automatic annotation of unstructured natural language corpora. Finally, I move from unstructured data and focus on structured knowledge graphs. I present novel approaches for learning embeddings of vertices and edges in a knowledge graph that obey logical constraints.
Who Will Win It? An In-game Win Probability Model for Football
Robberechts, Pieter, Van Haaren, Jan, Davis, Jesse
In-game win probability is a statistical metric that provides a sports team's likelihood of winning at any given point in a game, based on the performance of historical teams in the same situation. In-game win-probability models have been extensively studied in baseball, basketball and American football. These models serve as a tool to enhance the fan experience, evaluate in game-decision making and measure the risk-reward balance for coaching decisions. In contrast, they have received less attention in association football, because its low-scoring nature makes it far more challenging to analyze. In this paper, we build an in-game win probability model for football. Specifically, we first show that porting existing approaches, both in terms of the predictive models employed and the features considered, does not yield good in-game win-probability estimates for football. Second, we introduce our own Bayesian statistical model that utilizes a set of eight variables to predict the running win, tie and loss probabilities for the home team. We train our model using event data from the last four seasons of the major European football competitions. Our results indicate that our model provides well-calibrated probabilities. Finally, we elaborate on two use cases for our win probability metric: enhancing the fan experience and evaluating performance in crucial situations.
Infiniteconf 2019 - The conference on Big Data and AI Skills Matter
Noelia Jiménez Martínez is Head of Data Science and Astrophysics at Unbound. She holds a PhD in Numerical Astrophysics from the UNLP (La Plata, Argentina) applied to Galaxy Formation and Chemical Evolution. Before transitioning from Academia, she was an Astrophysics Researcher at the University of St Andrews (Scotland), and previously had several postdocs positions in different universities across Europe that gave her the chance to collaborate with a huge diversity of people from several fields and backgrounds. Prior to joining Unbound she worked as a Data Science Consultant (Pivigo) in London, where she managed several data science teams working with big-to-small companies (Barclays, Criteo, Royal Mail, startups, etc) and lectured academics transitioning to Industry in the S2DS (science to data science school) in fields as Machine Learning, Statistics and Deep Learning. She is also the author of a book exploring/building empathy and social skills among academics from'hard' sciences: 'Data: A Guide to Humans'.
A meta-learning recommender system for hyperparameter tuning: predicting when tuning improves SVM classifiers
Mantovani, Rafael Gomes, Rossi, André Luis Debiaso, Alcobaça, Edesio, Vanschoren, Joaquin, de Carvalho, André Carlos Ponce de Leon Ferreira
For many machine learning algorithms, predictive performance is critically affected by the hyperparameter values used to train them. However, tuning these hyperparameters can come at a high computational cost, especially on larger datasets, while the tuned settings do not always significantly outperform the default values. This paper proposes a recommender system based on meta-learning to identify exactly when it is better to use default values and when to tune hyperparameters for each new dataset. Besides, an in-depth analysis is performed to understand what they take into account for their decisions, providing useful insights. An extensive analysis of different categories of meta-features, meta-learners, and setups across 156 datasets is performed. Results show that it is possible to accurately predict when tuning will significantly improve the performance of the induced models. The proposed system reduces the time spent on optimization processes, without reducing the predictive performance of the induced models (when compared with the ones obtained using tuned hyperparameters). We also explain the decision-making process of the meta-learners in terms of linear separability-based hypotheses. Although this analysis is focused on the tuning of Support Vector Machines, it can also be applied to other algorithms, as shown in experiments performed with decision trees.
Likelihood-free approximate Gibbs sampling
Rodrigues, G. S., Nott, D. J., Sisson, S. A.
Likelihood-free methods refer to procedures that perform likelihood-based statistical inference, but without direct evaluation of the likelihood function. This is attractive when the likelihood function is computationally prohibitive to evaluate due to dataset size or model complexity, or when the likelihood function is only known through a data generation process. Some classes of likelihood-free methods include pseudo-marginal methods (Beaumont 2003; Andrieu and Roberts 2009), indirect inference (Gourieroux et al. 1993) and approximate Bayesian computation (Sisson et al. 2018a). In particular, approximate Bayesian computation (ABC) methods form an approximation to the computationally intractable posterior distribution by firstly sampling parameter vectors from the prior, and conditional on these, generating synthetic datasets under the model. The parameter vectors are then weighted by how well a vector of summary statistics of the synthetic datasets matches the same summary statistics of the observed data. ABC methods have seen extensive application and development over the past 15 years.
Project Thyia: A Forever Gameplayer
Gaina, Raluca D., Lucas, Simon M., Perez-Liebana, Diego
The space of Artificial Intelligence entities is dominated by conversational bots. Some of them fit in our pockets and we take them everywhere we go, or allow them to be a part of human homes. Siri, Alexa, they are recognised as present in our world. But a lot of games research is restricted to existing in the separate realm of software. We enter different worlds when playing games, but those worlds cease to exist once we quit. Similarly, AI game-players are run once on a game (or maybe for longer periods of time, in the case of learning algorithms which need some, still limited, period for training), and they cease to exist once the game ends. But what if they didn't? What if there existed artificial game-players that continuously played games, learned from their experiences and kept getting better? What if they interacted with the real world and us, humans: live-streaming games, chatting with viewers, accepting suggestions for strategies or games to play, forming opinions on popular game titles? In this paper, we introduce the vision behind a new project called Thyia, which focuses around creating a present, continuous, `always-on', interactive game-player.