Deep Learning
HANT: Hardware-Aware Network Transformation
Molchanov, Pavlo, Hall, Jimmy, Yin, Hongxu, Kautz, Jan, Fusi, Nicolo, Vahdat, Arash
Given a trained network, how can we accelerate it to meet efficiency needs for deployment on particular hardware? The commonly used hardware-aware network compression techniques address this question with pruning, kernel fusion, quantization and lowering precision. However, these approaches do not change the underlying network operations. In this paper, we propose hardware-aware network transformation (HANT), which accelerates a network by replacing inefficient operations with more efficient alternatives using a neural architecture search like approach. HANT tackles the problem in two phase: In the first phase, a large number of alternative operations per every layer of the teacher model is trained using layer-wise feature map distillation. In the second phase, the combinatorial selection of efficient operations is relaxed to an integer optimization problem that can be solved in a few seconds. We extend HANT with kernel fusion and quantization to improve throughput even further. Our experimental results on accelerating the EfficientNet family show that HANT can accelerate them by up to 3.6x with <0.4% drop in the top-1 accuracy on the ImageNet dataset. When comparing the same latency level, HANT can accelerate EfficientNet-B4 to the same latency as EfficientNet-B1 while having 3% higher accuracy. We examine a large pool of operations, up to 197 per layer, and we provide insights into the selected operations and final architectures.
How many degrees of freedom do we need to train deep networks: a loss landscape perspective
Larsen, Brett W., Fort, Stanislav, Becker, Nic, Ganguli, Surya
A variety of recent works, spanning pruning, lottery tickets, and training within random subspaces, have shown that deep neural networks can be trained using far fewer degrees of freedom than the total number of parameters. We explain this phenomenon by first examining the success probability of hitting a training loss sub-level set when training within a random subspace of a given training dimensionality. We find a sharp phase transition in the success probability from $0$ to $1$ as the training dimension surpasses a threshold. This threshold training dimension increases as the desired final loss decreases, but decreases as the initial loss decreases. We then theoretically explain the origin of this phase transition, and its dependence on initialization and final desired loss, in terms of precise properties of the high dimensional geometry of the loss landscape. In particular, we show via Gordon's escape theorem, that the training dimension plus the Gaussian width of the desired loss sub-level set, projected onto a unit sphere surrounding the initialization, must exceed the total number of parameters for the success probability to be large. In several architectures and datasets, we measure the threshold training dimension as a function of initialization and demonstrate that it is a small fraction of the total number of parameters, thereby implying, by our theory, that successful training with so few dimensions is possible precisely because the Gaussian width of low loss sub-level sets is very large. Moreover, this threshold training dimension provides a strong null model for assessing the efficacy of more sophisticated ways to reduce training degrees of freedom, including lottery tickets as well a more optimal method we introduce: lottery subspaces.
Representation Learning for Out-Of-Distribution Generalization in Reinforcement Learning
Dittadi, Andrea, Trรคuble, Frederik, Wรผthrich, Manuel, Widmaier, Felix, Gehler, Peter, Winther, Ole, Locatello, Francesco, Bachem, Olivier, Schรถlkopf, Bernhard, Bauer, Stefan
Learning data representations that are useful for various downstream tasks is a cornerstone of artificial intelligence. While existing methods are typically evaluated on downstream tasks such as classification or generative image quality, we propose to assess representations through their usefulness in downstream control tasks, such as reaching or pushing objects. By training over 10,000 reinforcement learning policies, we extensively evaluate to what extent different representation properties affect out-of-distribution (OOD) generalization. Finally, we demonstrate zero-shot transfer of these policies from simulation to the real world, without any domain randomization or fine-tuning. This paper aims to establish the first systematic characterization of the usefulness of learned representations for real-world OOD downstream tasks.
Structured Directional Pruning via Perturbation Orthogonal Projection
YinchuanLi, null, XiaofengLiu, null, YunfengShao, null, QingWang, null, YanhuiGeng, null
Structured pruning is an effective compression technique to reduce the computation of neural networks, which is usually achieved by adding perturbations to reduce network parameters at the cost of slightly increasing training loss. A more reasonable approach is to find a sparse minimizer along the flat minimum valley found by optimizers, i.e. stochastic gradient descent, which keeps the training loss constant. To achieve this goal, we propose the structured directional pruning based on orthogonal projecting the perturbations onto the flat minimum valley. We also propose a fast solver sDprun and further prove that it achieves directional pruning asymptotically after sufficient training. Experiments using VGG-Net and ResNet on CIFAR-10 and CIFAR-100 datasets show that our method obtains the state-of-the-art pruned accuracy (i.e. 93.97% on VGG16, CIFAR-10 task) without retraining. Experiments using DNN, VGG-Net and WRN28X10 on MNIST, CIFAR-10 and CIFAR-100 datasets demonstrate our method performs structured directional pruning, reaching the same minimum valley as the optimizer.
Recent Advances in Leveraging Human Guidance for Sequential Decision-Making Tasks
Zhang, Ruohan, Torabi, Faraz, Warnell, Garrett, Stone, Peter
With respect to artificial learning agents in particular, humans must provide some specification of what the agent should learn to perform. One method by which humans typically provide this specification is by designing a stationary reward function. This function provides a reward to the agent when it correctly performs the desired task and, perhaps, punishment when the agent does not. Artificial learning agents may then approach the task-learning process using reinforcement learning (RL) techniques (Sutton and Barto, 2018) that seek to find a policy (i.e., an explicit function that the agent uses to make decisions) that allows the agent to gather as much reward as possible. Another popular way in which humans specify tasks for artificial agents to learn is by demonstrating the task themselves. Typically, this is accomplished by having the human perform the task while the learning agent observes the actions that the human takes (e.g., the human physically moving a robot arm). In these cases, artificial agents may use approaches from imitation learning (IL) (Schaal, 1999; Argall et al., 2009; Osa et al., 2018) in order to find policies that allow them to perform the demonstrated task.
AlterSGD: Finding Flat Minima for Continual Learning by Alternative Training
Huang, Zhongzhan, Liang, Mingfu, Liang, Senwei, He, Wei
Deep neural networks suffer from catastrophic forgetting when learning multiple knowledge sequentially, and a growing number of approaches have been proposed to mitigate this problem. Some of these methods achieved considerable performance by associating the flat local minima with forgetting mitigation in continual learning. However, they inevitably need (1) tedious hyperparameters tuning, and (2) additional computational cost. To alleviate these problems, in this paper, we propose a simple yet effective optimization method, called AlterSGD, to search for a flat minima in the loss landscape. In AlterSGD, we conduct gradient descent and ascent alternatively when the network tends to converge at each session of learning new knowledge. Moreover, we theoretically prove that such a strategy can encourage the optimization to converge to a flat minima. We verify AlterSGD on continual learning benchmark for semantic segmentation and the empirical results show that we can significantly mitigate the forgetting and outperform the state-of-the-art methods with a large margin under challenging continual learning protocols.
Deep Neural Networks Evolve Human-like Attention Distribution during Reading Comprehension
Attention is a key mechanism for information selection in both biological brains and many state-of-the-art deep neural networks (DNNs). Here, we investigate whether humans and DNNs allocate attention in comparable ways when reading a text passage to subsequently answer a specific question. We analyze 3 transformer-based DNNs that reach human-level performance when trained to perform the reading comprehension task. We find that the DNN attention distribution quantitatively resembles human attention distribution measured by fixation times. Human readers fixate longer on words that are more relevant to the question-answering task, demonstrating that attention is modulated by top-down reading goals, on top of lower-level visual and text features of the stimulus. Further analyses reveal that the attention weights in DNNs are also influenced by both top-down reading goals and lower-level stimulus features, with the shallow layers more strongly influenced by lower-level text features and the deep layers attending more to task-relevant words. Additionally, deep layers' attention to task-relevant words gradually emerges when pre-trained DNN models are fine-tuned to perform the reading comprehension task, which coincides with the improvement in task performance. These results demonstrate that DNNs can evolve human-like attention distribution through task optimization, which suggests that human attention during goal-directed reading comprehension is a consequence of task optimization.
Kit-Net: Self-Supervised Learning to Kit Novel 3D Objects into Novel 3D Cavities
Devgon, Shivin, Ichnowski, Jeffrey, Danielczuk, Michael, Brown, Daniel S., Balakrishna, Ashwin, Joshi, Shirin, Rocha, Eduardo M. C., Solowjow, Eugen, Goldberg, Ken
In industrial part kitting, 3D objects are inserted into cavities for transportation or subsequent assembly. Kitting is a critical step as it can decrease downstream processing and handling times and enable lower storage and shipping costs. We present Kit-Net, a framework for kitting previously unseen 3D objects into cavities given depth images of both the target cavity and an object held by a gripper in an unknown initial orientation. Kit-Net uses self-supervised deep learning and data augmentation to train a convolutional neural network (CNN) to robustly estimate 3D rotations between objects and matching concave or convex cavities using a large training dataset of simulated depth images pairs. Kit-Net then uses the trained CNN to implement a controller to orient and position novel objects for insertion into novel prismatic and conformal 3D cavities. Experiments in simulation suggest that Kit-Net can orient objects to have a 98.9% average intersection volume between the object mesh and that of the target cavity. Physical experiments with industrial objects succeed in 18% of trials using a baseline method and in 63% of trials with Kit-Net. Video, code, and data are available at https://github.com/BerkeleyAutomation/Kit-Net.
Carle's Game: An Open-Ended Challenge in Exploratory Machine Creativity
This paper is both an introduction and an invitation. It is an introduction to CARLE, a Life-like cellular automata simulator and reinforcement learning environment. It is also an invitation to Carle's Game, a challenge in open-ended machine exploration and creativity. Inducing machine agents to excel at creating interesting patterns across multiple cellular automata universes is a substantial challenge, and approaching this challenge is likely to require contributions from the fields of artificial life, AI, machine learning, and complexity, at multiple levels of interest. Carle's Game is based on machine agent interaction with CARLE, a Cellular Automata Reinforcement Learning Environment. CARLE is flexible, capable of simulating any of the 262,144 different rules defining Life-like cellular automaton universes. CARLE is also fast and can simulate automata universes at a rate of tens of thousands of steps per second through a combination of vectorization and GPU acceleration. Finally, CARLE is simple. Compared to high-fidelity physics simulators and video games designed for human players, CARLE's two-dimensional grid world offers a discrete, deterministic, and atomic universal playground, despite its complexity. In combination with CARLE, Carle's Game offers an initial set of agent policies, learning and meta-learning algorithms, and reward wrappers that can be tailored to encourage exploration or specific tasks.
Hierarchical Neural Dynamic Policies
Bahl, Shikhar, Gupta, Abhinav, Pathak, Deepak
We tackle the problem of generalization to unseen configurations for dynamic tasks in the real world while learning from high-dimensional image input. The family of nonlinear dynamical system-based methods have successfully demonstrated dynamic robot behaviors but have difficulty in generalizing to unseen configurations as well as learning from image inputs. Recent works approach this issue by using deep network policies and reparameterize actions to embed the structure of dynamical systems but still struggle in domains with diverse configurations of image goals, and hence, find it difficult to generalize. In this paper, we address this dichotomy by leveraging embedding the structure of dynamical systems in a hierarchical deep policy learning framework, called Hierarchical Neural Dynamical Policies (H-NDPs). Instead of fitting deep dynamical systems to diverse data directly, H-NDPs form a curriculum by learning local dynamical system-based policies on small regions in state-space and then distill them into a global dynamical system-based policy that operates only from high-dimensional images. H-NDPs additionally provide smooth trajectories, a strong safety benefit in the real world. We perform extensive experiments on dynamic tasks both in the real world (digit writing, scooping, and pouring) and simulation (catching, throwing, picking). We show that H-NDPs are easily integrated with both imitation as well as reinforcement learning setups and achieve state-of-the-art results. Video results are at https://shikharbahl.github.io/hierarchical-ndps/