Goto

Collaborating Authors

 Deep Learning


Lower error bounds for the stochastic gradient descent optimization algorithm: Sharp convergence rates for slowly and fast decaying learning rates

arXiv.org Machine Learning

The stochastic gradient descent (SGD) optimization algorithm plays a central role in machine learning and, in particular, deep learning applications such as image analysis and speech recognition (cf., e.g., [12, 13, 16, 23]). It is therefore important to analyze and quantify the convergence speed of the SGD method. There is a vast amount of scientific literature investigating and providing upper bounds for the SGD method and modifications of it (cf., e.g., [3, 4, 5, 6, 7, 8, 9, 10, 11, 18, 20, 21, 24] and cf., e.g., [14] for a more comprehensive review of the literature). Much less attention has been paid to proving lower error bounds for the SGD method, that is, to quantifying the best possible speed of convergence which the SGD method can achieve (cf., e.g., [2, 17, 19, 22, 25]). It is the key contribution of this paper to make a step in this direction.


Attention Solves Your TSP

arXiv.org Machine Learning

We propose a framework for solving combinatorial optimization problems of which the output can be represented as a sequence of input elements. As an alternative to the Pointer Network, we parameterize a policy by a model based entirely on (graph) attention layers, and train it efficiently using REINFORCE with a simple and robust baseline based on a deterministic (greedy) rollout of the best policy found during training. We significantly improve over state-of-the-art results for learning algorithms for the 2D Euclidean TSP, reducing the optimality gap for a single tour construction by more than 75% (to 0.33%) and 50% (to 2.28%) for instances with 20 and 50 nodes respectively.


Deep Reinforcement Learning with Model Learning and Monte Carlo Tree Search in Minecraft

arXiv.org Machine Learning

Deep reinforcement learning has been successfully applied to several visual-input tasks using model-free methods. In this paper, we propose a model-based approach that combines learning a DNN-based transition model with Monte Carlo tree search to solve a block-placing task in Minecraft. Our learned transition model predicts the next frame and the rewards one step ahead given the last four frames of the agent's first-person-view image and the current action. Then a Monte Carlo tree search algorithm uses this model to plan the best sequence of actions for the agent to perform. On the proposed task in Minecraft, our model-based approach reaches the performance comparable to the Deep Q-Network's, but learns faster and, thus, is more training sample efficient. Keywords: Acknowledgements Reinforcement Learning, Model-Based Reinforcement Learning, Deep Learning, Model Learning, Monte Carlo Tree Search I would like to express my sincere gratitude to my supervisor Dr. Stefan Uhlich for his continuous support, patience, and immense knowledge that helped me a lot during this study. My thanks and appreciation also go to my colleague Anna Konobelkina for insightful comments on the paper as well as to Sony Europe Limited for providing the resources for this project.


Demystifying Deep Learning: A Geometric Approach to Iterative Projections

arXiv.org Machine Learning

Parametric approaches to Learning, such as deep learning (DL), are highly popular in nonlinear regression, in spite of their extremely difficult training with their increasing complexity (e.g. number of layers in DL). In this paper, we present an alternative semi-parametric framework which foregoes the ordinarily required feedback, by introducing the novel idea of geometric regularization. We show that certain deep learning techniques such as residual network (ResNet) architecture are closely related to our approach. Hence, our technique can be used to analyze these types of deep learning. Moreover, we present preliminary results which confirm that our approach can be easily trained to obtain complex structures.


Deep Learning using Rectified Linear Units (ReLU)

arXiv.org Machine Learning

We introduce the use of rectified linear units (ReLU) as the classification function in a deep neural network (DNN). Conventionally, ReLU is used as an activation function in DNNs, with Softmax function as their classification function. However, there have been several studies on using a classification function other than Softmax, and this study is an addition to those. We accomplish this by taking the activation of the penultimate layer $h_{n - 1}$ in a neural network, then multiply it by weight parameters $\theta$ to get the raw scores $o_{i}$. Afterwards, we threshold the raw scores $o_{i}$ by $0$, i.e. $f(o) = \max(0, o_{i})$, where $f(o)$ is the ReLU function. We provide class predictions $\hat{y}$ through argmax function, i.e. argmax $f(x)$.


Efficient Recurrent Neural Networks using Structured Matrices in FPGAs

arXiv.org Machine Learning

Recurrent Neural Networks (RNNs) are becoming increasingly important for time series-related applications which require efficient and real-time implementations. The recent pruning based work ESE (Han et al., 2017) suffers from degradation of performance/energy efficiency due to the irregular network structure after pruning. We propose block-circulant matrices for weight matrix representation in RNNs, thereby achieving simultaneous model compression and acceleration. We aim to implement RNNs in FPGA with highest performance and energy efficiency, with certain accuracy requirement (negligible accuracy degradation). Experimental results on actual FPGA deployments shows that the proposed framework achieves a maximum energy efficiency improvement of 35.7 compared with ESE.


Generative Multi-Agent Behavioral Cloning

arXiv.org Machine Learning

We propose and study the problem of generative multi-agent behavioral cloning, where the goal is to learn a generative multi-agent policy from pre-collected demonstration data. Building upon advances in deep generative models, we present a hierarchical policy framework that can tractably learn complex mappings from input states to distributions over multi-agent action spaces. Our framework is flexible and can incorporate high-level domain knowledge into the structure of the underlying deep graphical model. For instance, we can effectively learn low-dimensional structures, such as long-term goals and team coordination, from data. Thus, an additional benefit of our hierarchical approach is the ability to plan over multiple time scales for effective long-term planning. We showcase our approach in an application of modeling team offensive play from basketball tracking data. We show how to instantiate our framework to effectively model complex interactions between basketball players and generate realistic multi-agent trajectories of basketball gameplay over long time periods. We validate our approach using both quantitative and qualitative evaluations, including a user study comparison conducted with professional sports analysts.


Essentially No Barriers in Neural Network Energy Landscape

arXiv.org Machine Learning

Training neural networks involves finding minima of a high-dimensional non-convex loss function. Knowledge of the structure of this energy landscape is sparse. Relaxing from linear interpolations, we construct continuous paths between minima of recent neural network architectures on CIFAR10 and CIFAR100. Surprisingly, the paths are essentially flat in both the training and test landscapes. This implies that neural networks have enough capacity for structural changes, or that these changes are small between minima. Also, each minimum has at least one vanishing Hessian eigenvalue in addition to those resulting from trivial invariance.


Boosting Adversarial Attacks with Momentum

arXiv.org Machine Learning

Deep neural networks are vulnerable to adversarial examples, which poses security concerns on these algorithms due to the potentially severe consequences. Adversarial attacks serve as an important surrogate to evaluate the robustness of deep learning models before they are deployed. However, most of existing adversarial attacks can only fool a black-box model with a low success rate. To address this issue, we propose a broad class of momentum-based iterative algorithms to boost adversarial attacks. By integrating the momentum term into the iterative process for attacks, our methods can stabilize update directions and escape from poor local maxima during the iterations, resulting in more transferable adversarial examples. To further improve the success rates for black-box attacks, we apply momentum iterative algorithms to an ensemble of models, and show that the adversarially trained models with a strong defense ability are also vulnerable to our black-box attacks. We hope that the proposed methods will serve as a benchmark for evaluating the robustness of various deep models and defense methods. With this method, we won the first places in NIPS 2017 Non-targeted Adversarial Attack and Targeted Adversarial Attack competitions.


My review of Microsoft's data science virtual machine (DSVM) for deep learning - PyImageSearch

#artificialintelligence

Figure 9: The summary page allows you to review and agree to the contract. Step 7: Wait while the system deploys -- you'll see a convenient notification when your system is ready.