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RandAugment: Practical Automated Data Augmentation with a Reduced Search Space

Neural Information Processing Systems

Recent work on automated data augmentation strategies has led to state-of-the-art results in image classification and object detection. An obstacle to a large-scale adoption of these methods is that they require a separate and expensive search phase. A common way to overcome the expense of the search phase was to use a smaller proxy task. However, it was not clear if the optimized hyperparameters found on the proxy task are also optimal for the actual task. In this work, we rethink the process of designing automated data augmentation strategies.


Recursive Reasoning in Minimax Games: A Level k Gradient Play Method

Neural Information Processing Systems

Despite the success of generative adversarial networks (GANs) in generating visually appealing images, they are notoriously challenging to train. In order to stabilize the learning dynamics in minimax games, we propose a novel recursive reasoning algorithm: Level k Gradient Play (Lv. Our algorithm does not require sophisticated heuristics or second-order information, as do existing algorithms based on predictive updates. We show that as k increases, Lv. k GP converges asymptotically towards an accurate estimation of players' future strategy.Moreover, we justify that Lv. \infty GP naturally generalizes a line of provably convergent game dynamics which rely on predictive updates. Furthermore, we provide its local convergence property in nonconvex-nonconcave zero-sum games and global convergence in bilinear and quadratic games.


Latent Planning via Expansive Tree Search

Neural Information Processing Systems

Planning enables autonomous agents to solve complex decision-making problems by evaluating predictions of the future. However, classical planning algorithms often become infeasible in real-world settings where state spaces are high-dimensional and transition dynamics unknown. The idea behind latent planning is to simplify the decision-making task by mapping it to a lower-dimensional embedding space. Common latent planning strategies are based on trajectory optimization techniques such as shooting or collocation, which are prone to failure in long-horizon and highly non-convex settings. In this work, we study long-horizon goal-reaching scenarios from visual inputs and formulate latent planning as an explorative tree search.


Hybrid Models for Learning to Branch

Neural Information Processing Systems

A recent Graph Neural Network (GNN) approach for learning to branch has been shown to successfully reduce the running time of branch-and-bound algorithms for Mixed Integer Linear Programming (MILP). While the GNN relies on a GPU for inference, MILP solvers are purely CPU-based. This severely limits its application as many practitioners may not have access to high-end GPUs. In this work, we ask two key questions. First, in a more realistic setting where only a CPU is available, is the GNN model still competitive?


Learning to Mutate with Hypergradient Guided Population

Neural Information Processing Systems

Computing the gradient of model hyperparameters, i.e., hypergradient, enables a promising and natural way to solve the hyperparameter optimization task. However, gradient-based methods could lead to suboptimal solutions due to the non-convex nature of optimization in a complex hyperparameter space. In this study, we propose a hyperparameter mutation (HPM) algorithm to explicitly consider a learnable trade-off between using global and local search, where we adopt a population of student models to simultaneously explore the hyperparameter space guided by hypergradient and leverage a teacher model to mutate the underperforming students by exploiting the top ones. The teacher model is implemented with an attention mechanism and is used to learn a mutation schedule for different hyperparameters on the fly. Empirical evidence on synthetic functions is provided to show that HPM outperforms hypergradient significantly. Experiments on two benchmark datasets are also conducted to validate the effectiveness of the proposed HPM algorithm for training deep neural networks compared with several strong baselines.


Parallel Recursive Best-First AND/OR Search for Exact MAP Inference in Graphical Models

Neural Information Processing Systems

The paper presents and evaluates the power of parallel search for exact MAP inference in graphical models. We introduce a new parallel shared-memory recursive best-first AND/OR search algorithm, called SPRBFAOO, that explores the search space in a best-first manner while operating with restricted memory. Our experiments show that SPRBFAOO is often superior to the current state-of-the-art sequential AND/OR search approaches, leading to considerable speed-ups (up to 7-fold with 12 threads), especially on hard problem instances.


SubmodBoxes: Near-Optimal Search for a Set of Diverse Object Proposals

Neural Information Processing Systems

This paper formulates the search for a set of bounding boxes (as needed in object proposal generation) as a monotone submodular maximization problem over the space of all possible bounding boxes in an image. Since the number of possible bounding boxes in an image is very large O(#pixels 2), even a single linear scan to perform the greedy augmentation for submodular maximization is intractable. Thus, we formulate the greedy augmentation step as a Branch-and-Bound scheme. In order to speed up repeated application of B\&B, we propose a novel generalization of Minoux's'lazy greedy' algorithm to the B\&B tree. Theoretically, our proposed formulation provides a new understanding to the problem, and contains classic heuristic approaches such as Sliding Window Non-Maximal Suppression (NMS) and and Efficient Subwindow Search (ESS) as special cases.


Stochastic Online Greedy Learning with Semi-bandit Feedbacks

Neural Information Processing Systems

The greedy algorithm is extensively studied in the field of combinatorial optimization for decades. In this paper, we address the online learning problem when the input to the greedy algorithm is stochastic with unknown parameters that have to be learned over time. We first propose the greedy regret and \epsilon -quasi greedy regret as learning metrics comparing with the performance of offline greedy algorithm. We then propose two online greedy learning algorithms with semi-bandit feedbacks, which use multi-armed bandit and pure exploration bandit policies at each level of greedy learning, one for each of the regret metrics respectively. Both algorithms achieve O(\log T) problem-dependent regret bound ( T being the time horizon) for a general class of combinatorial structures and reward functions that allow greedy solutions.


Minimax-Optimal Multi-Agent RL in Markov Games With a Generative Model

Neural Information Processing Systems

All prior results suffer from at least one of the two obstacles: the curse of multiple agents and the barrier of long horizon, regardless of the sampling protocol in use. We take a step towards settling this problem, assuming access to a flexible sampling mechanism: the generative model. Focusing on non-stationary finite-horizon Markov games, we develop a fast learning algorithm called Q-FTRL and an adaptive sampling scheme that leverage the optimism principle in online adversarial learning (particularly the Follow-the-Regularized-Leader (FTRL) method). Our algorithm learns an \varepsilon -approximate CCE in a general-sum Markov game using \widetilde{O}\bigg( \frac{H 4 S \sum_{i 1} m A_i}{\varepsilon 2} \bigg) samples, where m is the number of players, S indicates the number of states, H is the horizon, and A_i denotes the number of actions for the i -th player. This is minimax-optimal (up to log factor) when m is fixed.


Counting the Optimal Solutions in Graphical Models

Neural Information Processing Systems

We introduce #opt, a new inference task for graphical models which calls for counting the number of optimal solutions of the model. We describe a novel variable elimination based approach for solving this task, as well as a depth-first branch and bound algorithm that traverses the AND/OR search space of the model. The key feature of the proposed algorithms is that their complexity is exponential in the induced width of the model only. It does not depend on the actual number of optimal solutions. Our empirical evaluation on various benchmarks demonstrates the effectiveness of the proposed algorithms compared with existing depth-first and best-first search based approaches that enumerate explicitly the optimal solutions.