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CODEBench: A Neural Architecture and Hardware Accelerator Co-Design Framework
Tuli, Shikhar, Li, Chia-Hao, Sharma, Ritvik, Jha, Niraj K.
Recently, automated co-design of machine learning (ML) models and accelerator architectures has attracted significant attention from both the industry and academia. However, most co-design frameworks either explore a limited search space or employ suboptimal exploration techniques for simultaneous design decision investigations of the ML model and the accelerator. Furthermore, training the ML model and simulating the accelerator performance is computationally expensive. To address these limitations, this work proposes a novel neural architecture and hardware accelerator co-design framework, called CODEBench. It is composed of two new benchmarking sub-frameworks, CNNBench and AccelBench, which explore expanded design spaces of convolutional neural networks (CNNs) and CNN accelerators. CNNBench leverages an advanced search technique, BOSHNAS, to efficiently train a neural heteroscedastic surrogate model to converge to an optimal CNN architecture by employing second-order gradients. AccelBench performs cycle-accurate simulations for a diverse set of accelerator architectures in a vast design space. With the proposed co-design method, called BOSHCODE, our best CNN-accelerator pair achieves 1.4% higher accuracy on the CIFAR-10 dataset compared to the state-of-the-art pair, while enabling 59.1% lower latency and 60.8% lower energy consumption. On the ImageNet dataset, it achieves 3.7% higher Top1 accuracy at 43.8% lower latency and 11.2% lower energy consumption. CODEBench outperforms the state-of-the-art framework, i.e., Auto-NBA, by achieving 1.5% higher accuracy and 34.7x higher throughput, while enabling 11.0x lower energy-delay product (EDP) and 4.0x lower chip area on CIFAR-10.
The (Un)Scalability of Heuristic Approximators for NP-Hard Search Problems
Pendurkar, Sumedh, Huang, Taoan, Koenig, Sven, Sharon, Guni
The A* algorithm is commonly used to solve NP-hard combinatorial optimization problems. When provided with a completely informed heuristic function, A* solves many NP-hard minimum-cost path problems in time polynomial in the branching factor and the number of edges in a minimum-cost path. Thus, approximating their completely informed heuristic functions with high precision is NP-hard. We therefore examine recent publications that propose the use of neural networks for this purpose. We support our claim that these approaches do not scale to large instance sizes both theoretically and experimentally. Our first experimental results for three representative NP-hard minimum-cost path problems suggest that using neural networks to approximate completely informed heuristic functions with high precision might result in network sizes that scale exponentially in the instance sizes. The research community might thus benefit from investigating other ways of integrating heuristic search with machine learning.
Progress in the use of Black-Box Optimization part1(Advanced Machine Learning)
Abstract: Optimizing functions without access to gradients is the remit of black-box methods such as evolution strategies. While highly general, their learning dynamics are often times heuristic and inflexible -- exactly the limitations that meta-learning can address. Hence, we propose to discover effective update rules for evolution strategies via meta-learning. Concretely, our approach employs a search strategy parametrized by a self-attention-based architecture, which guarantees the update rule is invariant to the ordering of the candidate solutions. We show that meta-evolving this system on a small set of representative low-dimensional analytic optimization problems is sufficient to discover new evolution strategies capable of generalizing to unseen optimization problems, population sizes and optimization horizons. Furthermore, the same learned evolution strategy can outperform established neuroevolution baselines on supervised and continuous control tasks.
Wall Street Tree Search: Risk-Aware Planning for Offline Reinforcement Learning
Elbaz, Dan, Novik, Gal, Salzman, Oren
Offline reinforcement-learning (RL) algorithms learn to make decisions using a given, fixed training dataset without online data collection. This problem setting is captivating because it holds the promise of utilizing previously collected datasets without any costly or risky interaction with the environment. However, this promise also bears the drawback of this setting as the restricted dataset induces uncertainty because the agent can encounter unfamiliar sequences of states and actions that the training data did not cover. To mitigate the destructive uncertainty effects, we need to balance the aspiration to take reward-maximizing actions with the incurred risk due to incorrect ones. In financial economics, modern portfolio theory (MPT) is a method that risk-averse investors can use to construct diversified portfolios that maximize their returns without unacceptable levels of risk. We propose integrating MPT into the agent's decision-making process, presenting a new simple-yet-highly-effective risk-aware planning algorithm for offline RL. Our algorithm allows us to systematically account for the \emph{estimated quality} of specific actions and their \emph{estimated risk} due to the uncertainty. We show that our approach can be coupled with the Transformer architecture to yield a state-of-the-art planner, which maximizes the return for offline RL tasks. Moreover, our algorithm reduces the variance of the results significantly compared to conventional Transformer decoding, which results in a much more stable algorithm -- a property that is essential for the offline RL setting, where real-world exploration and failures can be costly or dangerous.
Monte Carlo Tree Search Algorithms for Risk-Aware and Multi-Objective Reinforcement Learning
Hayes, Conor F., Reymond, Mathieu, Roijers, Diederik M., Howley, Enda, Mannion, Patrick
In many risk-aware and multi-objective reinforcement learning settings, the utility of the user is derived from a single execution of a policy. In these settings, making decisions based on the average future returns is not suitable. For example, in a medical setting a patient may only have one opportunity to treat their illness. Making decisions using just the expected future returns -- known in reinforcement learning as the value -- cannot account for the potential range of adverse or positive outcomes a decision may have. Therefore, we should use the distribution over expected future returns differently to represent the critical information that the agent requires at decision time by taking both the future and accrued returns into consideration. In this paper, we propose two novel Monte Carlo tree search algorithms. Firstly, we present a Monte Carlo tree search algorithm that can compute policies for nonlinear utility functions (NLU-MCTS) by optimising the utility of the different possible returns attainable from individual policy executions, resulting in good policies for both risk-aware and multi-objective settings. Secondly, we propose a distributional Monte Carlo tree search algorithm (DMCTS) which extends NLU-MCTS. DMCTS computes an approximate posterior distribution over the utility of the returns, and utilises Thompson sampling during planning to compute policies in risk-aware and multi-objective settings. Both algorithms outperform the state-of-the-art in multi-objective reinforcement learning for the expected utility of the returns.
Generating Real-Time Strategy Game Units Using Search-Based Procedural Content Generation and Monte Carlo Tree Search
Sorochan, Kynan, Guzdial, Matthew
Real-Time Strategy (RTS) game unit generation is an unexplored area of Procedural Content Generation (PCG) research, which leaves the question of how to automatically generate interesting and balanced units unanswered. Creating unique and balanced units can be a difficult task when designing an RTS game, even for humans. Having an automated method of designing units could help developers speed up the creation process as well as find new ideas. In this work we propose a method of generating balanced and useful RTS units. We draw on Search-Based PCG and a fitness function based on Monte Carlo Tree Search (MCTS). We present ten units generated by our system designed to be used in the game microRTS, as well as results demonstrating that these units are unique, useful, and balanced.
Reinforcement Learning for Branch-and-Bound Optimisation using Retrospective Trajectories
Parsonson, Christopher W. F., Laterre, Alexandre, Barrett, Thomas D.
Combinatorial optimisation problems framed as mixed integer linear programmes (MILPs) are ubiquitous across a range of real-world applications. The canonical branch-and-bound algorithm seeks to exactly solve MILPs by constructing a search tree of increasingly constrained sub-problems. In practice, its solving time performance is dependent on heuristics, such as the choice of the next variable to constrain ('branching'). Recently, machine learning (ML) has emerged as a promising paradigm for branching. However, prior works have struggled to apply reinforcement learning (RL), citing sparse rewards, difficult exploration, and partial observability as significant challenges. Instead, leading ML methodologies resort to approximating high quality handcrafted heuristics with imitation learning (IL), which precludes the discovery of novel policies and requires expensive data labelling. In this work, we propose retro branching; a simple yet effective approach to RL for branching. By retrospectively deconstructing the search tree into multiple paths each contained within a sub-tree, we enable the agent to learn from shorter trajectories with more predictable next states. In experiments on four combinatorial tasks, our approach enables learning-to-branch without any expert guidance or pre-training. We outperform the current state-of-the-art RL branching algorithm by 3-5x and come within 20% of the best IL method's performance on MILPs with 500 constraints and 1000 variables, with ablations verifying that our retrospectively constructed trajectories are essential to achieving these results.
Decentralized Stochastic Gradient Descent Ascent for Finite-Sum Minimax Problems
Minimax optimization problems have attracted significant attention in recent years due to their widespread application in numerous machine learning models. To solve the minimax optimization problem, a wide variety of stochastic optimization methods have been proposed. However, most of them ignore the distributed setting where the training data is distributed on multiple workers. In this paper, we developed a novel decentralized stochastic gradient descent ascent method for the finite-sum minimax optimization problem. In particular, by employing the variance-reduced gradient, our method can achieve $O(\frac{\sqrt{n}\kappa^3}{(1-\lambda)^2\epsilon^2})$ sample complexity and $O(\frac{\kappa^3}{(1-\lambda)^2\epsilon^2})$ communication complexity for the nonconvex-strongly-concave minimax optimization problem. As far as we know, our work is the first one to achieve such theoretical complexities for this kind of problem. At last, we apply our method to optimize the AUC maximization problem and the experimental results confirm the effectiveness of our method.
Momentum Decoding: Open-ended Text Generation As Graph Exploration
Lan, Tian, Su, Yixuan, Liu, Shuhang, Huang, Heyan, Mao, Xian-Ling
Open-ended text generation with autoregressive language models (LMs) is one of the core tasks in natural language processing. However, maximization-based decoding methods (e.g., greedy/beam search) often lead to the degeneration problem, i.e., the generated text is unnatural and contains undesirable repetitions. Existing solutions to this problem either introduce randomness prone to incoherence or require a look-ahead mechanism that demands extra computational overhead. In this study, we formulate open-ended text generation from a new perspective, i.e., we view it as an exploration process within a directed graph. Thereby, we understand the phenomenon of degeneration as circular loops within the directed graph. Based on our formulation, we propose a novel decoding method -- \textit{momentum decoding} -- which encourages the LM to \textit{greedily} explore new nodes outside the current graph. Meanwhile, it also allows the LM to return to the existing nodes with a momentum downgraded by a pre-defined resistance function. We extensively test our approach on three benchmarks from different domains through automatic and human evaluations. The results show that momentum decoding performs comparably with the current state of the art while enjoying notably improved inference speed and computation FLOPs. Furthermore, we conduct a detailed analysis to reveal the merits and inner workings of our approach. Our codes and other related resources are publicly available at https://github.com/gmftbyGMFTBY/MomentumDecoding.