Goto

Collaborating Authors

 Gradient Descent


Efficiently Factorizing Boolean Matrices using Proximal Gradient Descent

Neural Information Processing Systems

Addressing the interpretability problem of NMF on Boolean data, Boolean Matrix Factorization (BMF) uses Boolean algebra to decompose the input into low-rank Boolean factor matrices. These matrices are highly interpretable and very useful in practice, but they come at the high computational cost of solving an NP-hard combinatorial optimization problem. To reduce the computational burden, we propose to relax BMF continuously using a novel elastic-binary regularizer, from which we derive a proximal gradient algorithm. Through an extensive set of experiments, we demonstrate that our method works well in practice: On synthetic data, we show that it converges quickly, recovers the ground truth precisely, and estimates the simulated rank exactly. On real-world data, we improve upon the state of the art in recall, loss, and runtime, and a case study from the medical domain confirms that our results are easily interpretable and semantically meaningful.


Differentiable Analog Quantum Computing for Optimization and Control

Neural Information Processing Systems

We formulate the first differentiable analog quantum computing framework with specific parameterization design at the analog signal (pulse) level to better exploit near-term quantum devices via variational methods. We further propose a scalable approach to estimate the gradients of quantum dynamics using a forward pass with Monte Carlo sampling, which leads to a quantum stochastic gradient descent algorithm for scalable gradient-based training in our framework. Applying our framework to quantum optimization and control, we observe a significant advantage of differentiable analog quantum computing against SOTAs based on parameterized digital quantum circuits by orders of magnitude.


The alignment property of SGD noise and how it helps select flat minima: A stability analysis

Neural Information Processing Systems

The phenomenon that stochastic gradient descent (SGD) favors flat minima has played a critical role in understanding the implicit regularization of SGD. In this paper, we provide an explanation of this striking phenomenon by relating the particular noise structure of SGD to its linear stability (Wu et al., 2018). Specifically, we consider training over-parameterized models with square loss. We prove that if a global minimum ฮธ is linearly stable for SGD, then it must satisfy H(ฮธ) F O( B/ฮท), where H(ฮธ) F,B,ฮท denote the Frobenius norm of Hessian at ฮธ, batch size, and learning rate, respectively. Otherwise, SGD will escape from that minimum exponentially fast. Hence, for minima accessible to SGD, the sharpness--as measured by the Frobenius norm of the Hessian--is bounded independently of the model size and sample size. The key to obtaining these results is exploiting the particular structure of SGD noise: The noise concentrates in sharp directions of local landscape and the magnitude is proportional to loss value. This alignment property of SGD noise provably holds for linear networks and random feature models (RFMs), and is empirically verified for nonlinear networks. Moreover, the validity and practical relevance of our theoretical findings are also justified by extensive experiments on CIFAR-10 dataset.


Neural Auto-Curricula

Neural Information Processing Systems

When solving two-player zero-sum games, multi-agent reinforcement learning (MARL) algorithms often create populations of agents where, at each iteration, a new agent is discovered as the best response to a mixture over the opponent population. Within such a process, the update rules of "who to compete with" (i.e., the opponent mixture) and "how to beat them" (i.e., finding best responses) are underpinned by manually developed game theoretical principles such as fictitious play and Double Oracle. In this paper1, we introduce a novel framework--Neural Auto-Curricula (NAC)--that leverages meta-gradient descent to automate the discovery of the learning update rule without explicit human design. Specifically, we parameterise the opponent selection module by neural networks and the bestresponse module by optimisation subroutines, and update their parameters solely via interaction with the game engine, where both players aim to minimise their exploitability. Surprisingly, even without human design, the discovered MARL algorithms achieve competitive or even better performance with the state-of-the-art population-based game solvers (e.g., PSRO) on Games of Skill, differentiable Lotto, non-transitive Mixture Games, Iterated Matching Pennies, and Kuhn Poker. Additionally, we show that NAC is able to generalise from small games to large games, for example training on Kuhn Poker and outperforming PSRO on Leduc Poker. Our work inspires a promising future direction to discover general MARL algorithms solely from data.


Appendix: Learning Compact Representations of Neural Networks using DiscriminAtive Masking (DAM) AAnalysis of the DAMGate Function Dynamics During Training

Neural Information Processing Systems

In this section, we theoretically analyze the dynamics of the DAM mask gi at the i-th layer as the training process unfolds. The loss function for training the neural network for the target task can then be denoted as L= L(f(x,ฮ˜,ฮฒi)) (e.g., cross-entropy loss for supervised structured pruning problems and reconstruction error for representation learning problems), where xdenotes the input features to the neural network. Using gradient descent methods with a learning rate of ฮท, the expected update formula of ฮฒi in DAM is given by: ฮฒi = ฮทEx Dtr [ ฮฒiL(f(x,ฮ˜,ฮฒi)) + ฮป ฮฒiฮฒi/(l 1)] (2) = ฮทEx Dtr [ ฮฒiL(f(x,ฮ˜,ฮฒi))] ฮทฮป/(l 1) (3) Let hi be the layer output before applying the DAM mask, and the masked output be represented as oi = hi gi after applying the gate. For the j-th neuron, gij/ ฮฒi = 0 if and only if ฮพj(ฮฒi)/ ฮฒi = 0. Since tanh(z) has non-zero gradients for z >0, the gradient of ฮพj(ฮฒi) is 0 only when kj/ni + ฮฒi 0, i.e., the mask value of the neuron is 0 (or in other words, it is deactivated or dead). Let us denote the set of all neuron indices with non-zero mask values (also referred to as active neurons) as J. Equation 4 can then be simplified as: ฮฒiL(f(x,ฮ˜,ฮฒi)) = ฮฑi X We can make the following two observations: (i) only those neurons that are active (i.e., have non-zero mask values) have a contribution towards updating ฮฒi and moving the gate function. We name these neurons as support neurons and their position in the ordering of neurons as the transitioning zone of the gate function.


SoteriaFL: AUnified Framework for Private Federated Learning with Communication Compression

Neural Information Processing Systems

To enable large-scale machine learning in bandwidth-hungry environments such as wireless networks, significant progress has been made recently in designing communication-efficient federated learning algorithms with the aid of communication compression. On the other end, privacy-preserving, especially at the client level, is another important desideratum that has not been addressed simultaneously in the presence of advanced communication compression techniques yet. In this paper, we propose a unified framework that enhances the communication efficiency of private federated learning with communication compression. Exploiting both general compression operators and local differential privacy, we first examine a simple algorithm that applies compression directly to differentially-private stochastic gradient descent, and identify its limitations. We then propose a unified framework SoteriaFL for private federated learning, which accommodates a general family of local gradient estimators including popular stochastic variance-reduced gradient methods and the state-of-the-art shifted compression scheme. We provide a comprehensive characterization of its performance trade-offs in terms of privacy, utility, and communication complexity, where SoteriaFL is shown to achieve better communication complexity without sacrificing privacy nor utility than other private federated learning algorithms without communication compression.


On the Convergence Theory of Debiased Model-Agnostic Meta-Reinforcement Learning

Neural Information Processing Systems

We consider Model-Agnostic Meta-Learning (MAML) methods for Reinforcement Learning (RL) problems, where the goal is to find a policy using data from several tasks represented by Markov Decision Processes (MDPs) that can be updated by one step of stochastic policy gradient for the realized MDP. In particular, using stochastic gradients in MAML update steps is crucial for RL problems since computation of exact gradients requires access to a large number of possible trajectories. For this formulation, we propose a variant of the MAML method, named Stochastic Gradient Meta-Reinforcement Learning (SG-MRL), and study its convergence properties. We derive the iteration and sample complexity of SGMRL to find an -first-order stationary point, which, to the best of our knowledge, provides the first convergence guarantee for model-agnostic meta-reinforcement learning algorithms. We further show how our results extend to the case where more than one step of stochastic policy gradient method is used at test time. Finally, we empirically compare SG-MRL and MAML in several deep RL environments.




Why Lottery Ticket Wins Perspective of Sample Complexity on Pruned Neural Networks

Neural Information Processing Systems

The lottery ticket hypothesis (LTH) [20] states that learning on a properly pruned network (the winning ticket) improves test accuracy over the original unpruned network. Although LTH has been justified empirically in a broad range of deep neural network (DNN) involved applications like computer vision and natural language processing, the theoretical validation of the improved generalization of a winning ticket remains elusive. To the best of our knowledge, our work, for the first time, characterizes the performance of training a pruned neural network by analyzing the geometric structure of the objective function and the sample complexity to achieve zero generalization error. We show that the convex region near a desirable model with guaranteed generalization enlarges as the neural network model is pruned, indicating the structural importance of a winning ticket. Moreover, when the algorithm for training a pruned neural network is specified as an (accelerated) stochastic gradient descent algorithm, we theoretically show that the number of samples required for achieving zero generalization error is proportional to the number of the non-pruned weights in the hidden layer. With a fixed number of samples, training a pruned neural network enjoys a faster convergence rate to the desired model than training the original unpruned one, providing a formal justification of the improved generalization of the winning ticket. Our theoretical results are acquired from learning a pruned neural network of one hidden layer, while experimental results are further provided to justify the implications in pruning multi-layer neural networks.