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Symmetric Mean-field Langevin Dynamics for Distributional Minimax Problems

arXiv.org Machine Learning

In this paper, we extend mean-field Langevin dynamics to minimax optimization over probability distributions for the first time with symmetric and provably convergent updates. We propose mean-field Langevin averaged gradient (MFL-AG), a single-loop algorithm that implements gradient descent ascent in the distribution spaces with a novel weighted averaging, and establish average-iterate convergence to the mixed Nash equilibrium. We also study both time and particle discretization regimes and prove a new uniform-in-time propagation of chaos result which accounts for the dependency of the particle interactions on all previous distributions. Furthermore, we propose mean-field Langevin anchored best response (MFL-ABR), a symmetric double-loop algorithm based on best response dynamics with linear last-iterate convergence. Finally, we study applications to zero-sum Markov games and conduct simulations demonstrating long-term optimality.


Minuet: Accelerating 3D Sparse Convolutions on GPUs

arXiv.org Artificial Intelligence

Sparse Convolution (SC) is widely used for processing 3D point clouds that are inherently sparse. Different from dense convolution, SC preserves the sparsity of the input point cloud by only allowing outputs to specific locations. To efficiently compute SC, prior SC engines first use hash tables to build a kernel map that stores the necessary General Matrix Multiplication (GEMM) operations to be executed (Map step), and then use a Gather-GEMM-Scatter process to execute these GEMM operations (GMaS step). In this work, we analyze the shortcomings of prior state-of-the-art SC engines, and propose Minuet, a novel memory-efficient SC engine tailored for modern GPUs. Minuet proposes to (i) replace the hash tables used in the Map step with a novel segmented sorting double-traversed binary search algorithm that highly utilizes the on-chip memory hierarchy of GPUs, (ii) use a lightweight scheme to autotune the tile size in the Gather and Scatter operations of the GMaS step, such that to adapt the execution to the particular characteristics of each SC layer, dataset, and GPU architecture, and (iii) employ a padding-efficient GEMM grouping approach that reduces both memory padding and kernel launching overheads. Our evaluations show that Minuet significantly outperforms prior SC engines by on average $1.74\times$ (up to $2.22\times$) for end-to-end point cloud network executions. Our novel segmented sorting double-traversed binary search algorithm achieves superior speedups by $15.8\times$ on average (up to $26.8\times$) over prior SC engines in the Map step. The source code of Minuet is publicly available at https://github.com/UofT-EcoSystem/Minuet.


Hessian-Aware Bayesian Optimization for Decision Making Systems

arXiv.org Artificial Intelligence

Many approaches for optimizing decision making systems rely on gradient based methods requiring informative feedback from the environment. However, in the case where such feedback is sparse or uninformative, such approaches may result in poor performance. Derivative-free approaches such as Bayesian Optimization mitigate the dependency on the quality of gradient feedback, but are known to scale poorly in the high-dimension setting of complex decision making systems. This problem is exacerbated if the system requires interactions between several actors cooperating to accomplish a shared goal. To address the dimensionality challenge, we propose a compact multi-layered architecture modeling the dynamics of actor interactions through the concept of role. We introduce Hessian-aware Bayesian Optimization to efficiently optimize the multi-layered architecture parameterized by a large number of parameters, and give the first improved regret bound in additive high-dimensional Bayesian Optimization since Mutny & Krause (2018). Our approach shows strong empirical results under malformed or sparse reward.


Meta-Diversity Search in Complex Systems, A Recipe for Artificial Open-Endedness ?

arXiv.org Artificial Intelligence

Can we build an artificial system that would be able to generate endless surprises if ran "forever" in Minecraft? While there is not a single path toward solving that grand challenge, this article presents what we believe to be some working ingredients for the endless generation of novel increasingly complex artifacts in Minecraft. Our framework for an open-ended system includes two components: a complex system used to recursively grow and complexify artifacts over time, and a discovery algorithm that leverages the concept of meta-diversity search. Since complex systems have shown to enable the emergence of considerable complexity from set of simple rules, we believe them to be great candidates to generate all sort of artifacts in Minecraft. Yet, the space of possible artifacts that can be generated by these systems is often unknown, challenging to characterize and explore. Therefore automating the long-term discovery of novel and increasingly complex artifacts in these systems is an exciting research field. To approach these challenges, we formulate the problem of meta-diversity search where an artificial "discovery assistant" incrementally learns a diverse set of representations to characterize behaviors and searches to discover diverse patterns within each of them. A successful discovery assistant should continuously seek for novel sources of diversities while being able to quickly specialize the search toward a new unknown type of diversity. To implement those ideas in the Minecraft environment, we simulate an artificial "chemistry" system based on Lenia continuous cellular automaton for generating artifacts, as well as an artificial "discovery assistant" (called Holmes) for the artifact-discovery process. Holmes incrementally learns a hierarchy of modular representations to characterize divergent sources of diversity and uses a goal-based intrinsically-motivated exploration as the diversity search strategy.


Convergences for Minimax Optimization Problems over Infinite-Dimensional Spaces Towards Stability in Adversarial Training

arXiv.org Machine Learning

Training neural networks that require adversarial optimization, such as generative adversarial networks (GANs) and unsupervised domain adaptations (UDAs), suffers from instability. This instability problem comes from the difficulty of the minimax optimization, and there have been various approaches in GANs and UDAs to overcome this problem. In this study, we tackle this problem theoretically through a functional analysis. Specifically, we show the convergence property of the minimax problem by the gradient descent over the infinite-dimensional spaces of continuous functions and probability measures under certain conditions. Using this setting, we can discuss GANs and UDAs comprehensively, which have been studied independently. In addition, we show that the conditions necessary for the convergence property are interpreted as stabilization techniques of adversarial training such as the spectral normalization and the gradient penalty.


Skipper: Improving the Reach and Fidelity of Quantum Annealers by Skipping Long Chains

arXiv.org Artificial Intelligence

Quantum Annealers (QAs) operate as single-instruction machines, lacking a SWAP operation to overcome limited qubit connectivity. Consequently, multiple physical qubits are chained to form a program qubit with higher connectivity, resulting in a drastically diminished effective QA capacity by up to 33x. We observe that in QAs: (a) chain lengths exhibit a power-law distribution, a few dominant chains holding substantially more qubits than others; and (b) about 25% of physical qubits remain unused, getting isolated between these chains. We propose Skipper, a software technique that enhances the capacity and fidelity of QAs by skipping dominant chains and substituting their program qubit with two readout results. Using a 5761-qubit QA, we demonstrate that Skipper can tackle up to 59% (Avg. 28%) larger problems when eleven chains are skipped. Additionally, Skipper can improve QA fidelity by up to 44% (Avg. 33%) when cutting five chains (32 runs). Users can specify up to eleven chain cuts in Skipper, necessitating about 2,000 distinct quantum executable runs. To mitigate this, we introduce Skipper-G, a greedy scheme that skips sub-problems less likely to hold the global optimum, executing a maximum of 23 quantum executables with eleven chain trims. Skipper-G can boost QA fidelity by up to 41% (Avg. 29%) when cutting five chains (11 runs).


Online Influence Maximization: Concept and Algorithm

arXiv.org Artificial Intelligence

In this survey, we offer an extensive overview of the Online Influence Maximization (IM) problem by covering both theoretical aspects and practical applications. For the integrity of the article and because the online algorithm takes an offline oracle as a subroutine, we first make a clear definition of the Offline IM problem and summarize those commonly used Offline IM algorithms, which include traditional approximation or heuristic algorithms and ML-based algorithms. Then, we give a standard definition of the Online IM problem and a basic Combinatorial Multi-Armed Bandit (CMAB) framework, CMAB-T. Here, we summarize three types of feedback in the CMAB model and discuss in detail how to study the Online IM problem based on the CMAB-T model. This paves the way for solving the Online IM problem by using online learning methods. Furthermore, we have covered almost all Online IM algorithms up to now, focusing on characteristics and theoretical guarantees of online algorithms for different feedback types. Here, we elaborately explain their working principle and how to obtain regret bounds. Besides, we also collect plenty of innovative ideas about problem definition and algorithm designs and pioneering works for variants of the Online IM problem and their corresponding algorithms. Finally, we encapsulate current challenges and outline prospective research directions from four distinct perspectives.


Controlling Pre-trained Language Models for Grade-Specific Text Simplification

arXiv.org Artificial Intelligence

Text simplification (TS) systems rewrite text to make it more readable while preserving its content. However, what makes a text easy to read depends on the intended readers. Recent work has shown that pre-trained language models can simplify text using a wealth of techniques to control output simplicity, ranging from specifying only the desired reading grade level, to directly specifying low-level edit operations. Yet it remains unclear how to set these control parameters in practice. Existing approaches set them at the corpus level, disregarding the complexity of individual inputs and considering only one level of output complexity. In this work, we conduct an empirical study to understand how different control mechanisms impact the adequacy and simplicity of text simplification systems. Based on these insights, we introduce a simple method that predicts the edit operations required for simplifying a text for a specific grade level on an instance-per-instance basis. This approach improves the quality of the simplified outputs over corpus-level search-based heuristics.


Understanding Sample Generation Strategies for Learning Heuristic Functions in Classical Planning

arXiv.org Artificial Intelligence

We study the problem of learning good heuristic functions for classical planning tasks with neural networks based on samples represented by states with their cost-to-goal estimates. The heuristic function is learned for a state space and goal condition with the number of samples limited to a fraction of the size of the state space, and must generalize well for all states of the state space with the same goal condition. Our main goal is to better understand the influence of sample generation strategies on the performance of a greedy best-first heuristic search (GBFS) guided by a learned heuristic function. In a set of controlled experiments, we find that two main factors determine the quality of the learned heuristic: which states are included in the sample set and the quality of the cost-to-goal estimates. These two factors are dependent: having perfect cost-to-goal estimates is insufficient if the samples are not well distributed across the state space. We also study other effects, such as adding samples with high-value estimates. Based on our findings, we propose practical strategies to improve the quality of learned heuristics: three strategies that aim to generate more representative states and two strategies that improve the cost-to-goal estimates. Our practical strategies almost double the mean coverage of a GBFS algorithm guided by a learned heuristic.


Introduction to Transformers: an NLP Perspective

arXiv.org Artificial Intelligence

Transformers have dominated empirical machine learning models of natural language processing. In this paper, we introduce basic concepts of Transformers and present key techniques that form the recent advances of these models. This includes a description of the standard Transformer architecture, a series of model refinements, and common applications. Given that Transformers and related deep learning techniques might be evolving in ways we have never seen, we cannot dive into all the model details or cover all the technical areas. Instead, we focus on just those concepts that are helpful for gaining a good understanding of Transformers and their variants. We also summarize the key ideas that impact this field, thereby yielding some insights into the strengths and limitations of these models.