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JMSNAS: Joint Model Split and Neural Architecture Search for Learning over Mobile Edge Networks

arXiv.org Artificial Intelligence

The main challenge to deploy deep neural network (DNN) over a mobile edge network is how to split the DNN model so as to match the network architecture as well as all the nodes' computation and communication capacity. This essentially involves two highly coupled procedures: model generating and model splitting. In this paper, a joint model split and neural architecture search (JMSNAS) framework is proposed to automatically generate and deploy a DNN model over a mobile edge network. Considering both the computing and communication resource constraints, a computational graph search problem is formulated to find the multi-split points of the DNN model, and then the model is trained to meet some accuracy requirements. Moreover, the trade-off between model accuracy and completion latency is achieved through the proper design of the objective function. The experiment results confirm the superiority of the proposed framework over the state-of-the-art split machine learning design methods.


Minimax Optimal Regression over Sobolev Spaces via Laplacian Eigenmaps on Neighborhood Graphs

arXiv.org Machine Learning

In this paper we study the statistical properties of Principal Components Regression with Laplacian Eigenmaps (PCR-LE), a method for nonparametric regression based on Laplacian Eigenmaps (LE). PCR-LE works by projecting a vector of observed responses ${\bf Y} = (Y_1,\ldots,Y_n)$ onto a subspace spanned by certain eigenvectors of a neighborhood graph Laplacian. We show that PCR-LE achieves minimax rates of convergence for random design regression over Sobolev spaces. Under sufficient smoothness conditions on the design density $p$, PCR-LE achieves the optimal rates for both estimation (where the optimal rate in squared $L^2$ norm is known to be $n^{-2s/(2s + d)}$) and goodness-of-fit testing ($n^{-4s/(4s + d)}$). We also show that PCR-LE is \emph{manifold adaptive}: that is, we consider the situation where the design is supported on a manifold of small intrinsic dimension $m$, and give upper bounds establishing that PCR-LE achieves the faster minimax estimation ($n^{-2s/(2s + m)}$) and testing ($n^{-4s/(4s + m)}$) rates of convergence. Interestingly, these rates are almost always much faster than the known rates of convergence of graph Laplacian eigenvectors to their population-level limits; in other words, for this problem regression with estimated features appears to be much easier, statistically speaking, than estimating the features itself. We support these theoretical results with empirical evidence.


On the Statistical Benefits of Curriculum Learning

arXiv.org Machine Learning

Curriculum learning (CL) is a commonly used machine learning training strategy. However, we still lack a clear theoretical understanding of CL's benefits. In this paper, we study the benefits of CL in the multitask linear regression problem under both structured and unstructured settings. For both settings, we derive the minimax rates for CL with the oracle that provides the optimal curriculum and without the oracle, where the agent has to adaptively learn a good curriculum. Our results reveal that adaptive learning can be fundamentally harder than the oracle learning in the unstructured setting, but it merely introduces a small extra term in the structured setting. To connect theory with practice, we provide justification for a popular empirical method that selects tasks with highest local prediction gain by comparing its guarantees with the minimax rates mentioned above.


Towards One Shot Search Space Poisoning in Neural Architecture Search

arXiv.org Artificial Intelligence

We evaluate the robustness of a Neural Architecture Search (NAS) algorithm known as Efficient NAS (ENAS) against data agnostic poisoning attacks on the original search space with carefully designed ineffective operations. We empirically demonstrate how our one shot search space poisoning approach exploits design flaws in the ENAS controller to degrade predictive performance on classification tasks. With just two poisoning operations injected into the search space, we inflate prediction error rates for child networks upto 90% on the CIFAR-10 dataset.


One model Packs Thousands of Items with Recurrent Conditional Query Learning

arXiv.org Artificial Intelligence

Recent studies have revealed that neural combinatorial optimization (NCO) has advantages over conventional algorithms in many combinatorial optimization problems such as routing, but it is less efficient for more complicated optimization tasks such as packing which involves mutually conditioned action spaces. In this paper, we propose a Recurrent Conditional Query Learning (RCQL) method to solve both 2D and 3D packing problems. We first embed states by a recurrent encoder, and then adopt attention with conditional queries from previous actions. The conditional query mechanism fills the information gap between learning steps, which shapes the problem as a Markov decision process. Benefiting from the recurrence, a single RCQL model is capable of handling different sizes of packing problems. Experiment results show that RCQL can effectively learn strong heuristics for offline and online strip packing problems (SPPs), outperforming a wide range of baselines in space utilization ratio. RCQL reduces the average bin gap ratio by 1.83% in offline 2D 40-box cases and 7.84% in 3D cases compared with state-of-the-art methods. Meanwhile, our method also achieves 5.64% higher space utilization ratio for SPPs with 1000 items than the state of the art.


BOiLS: Bayesian Optimisation for Logic Synthesis

arXiv.org Machine Learning

Optimising the quality-of-results (QoR) of circuits during logic synthesis is a formidable challenge necessitating the exploration of exponentially sized search spaces. While expert-designed operations aid in uncovering effective sequences, the increase in complexity of logic circuits favours automated procedures. Inspired by the successes of machine learning, researchers adapted deep learning and reinforcement learning to logic synthesis applications. However successful, those techniques suffer from high sample complexities preventing widespread adoption. To enable efficient and scalable solutions, we propose BOiLS, the first algorithm adapting modern Bayesian optimisation to navigate the space of synthesis operations. BOiLS requires no human intervention and effectively trades-off exploration versus exploitation through novel Gaussian process kernels and trust-region constrained acquisitions. In a set of experiments on EPFL benchmarks, we demonstrate BOiLS's superior performance compared to state-of-the-art in terms of both sample efficiency and QoR values.


Searching in the Forest for Local Bayesian Optimization

arXiv.org Machine Learning

Because of its sample efficiency, Bayesian optimization (BO) has become a popular approach dealing with expensive black-box optimization problems, such as hyperparameter optimization (HPO). Recent empirical experiments showed that the loss landscapes of HPO problems tend to be more benign than previously assumed, i.e. in the best case uni-modal and convex, such that a BO framework could be more efficient if it can focus on those promising local regions. In this paper, we propose BOinG, a two-stage approach that is tailored toward mid-sized configuration spaces, as one encounters in many HPO problems. In the first stage, we build a scalable global surrogate model with a random forest to describe the overall landscape structure. Further, we choose a promising subregion via a bottom-up approach on the upper-level tree structure. In the second stage, a local model in this subregion is utilized to suggest the point to be evaluated next. Empirical experiments show that BOinG is able to exploit the structure of typical HPO problems and performs particularly well on mid-sized problems from synthetic functions and HPO.


Search in Imperfect Information Games

arXiv.org Artificial Intelligence

From the very dawn of the field, search with value functions was a fundamental concept of computer games research. Turing's chess algorithm from 1950 was able to think two moves ahead, and Shannon's work on chess from $1950$ includes an extensive section on evaluation functions to be used within a search. Samuel's checkers program from 1959 already combines search and value functions that are learned through self-play and bootstrapping. TD-Gammon improves upon those ideas and uses neural networks to learn those complex value functions -- only to be again used within search. The combination of decision-time search and value functions has been present in the remarkable milestones where computers bested their human counterparts in long standing challenging games -- DeepBlue for Chess and AlphaGo for Go. Until recently, this powerful framework of search aided with (learned) value functions has been limited to perfect information games. As many interesting problems do not provide the agent perfect information of the environment, this was an unfortunate limitation. This thesis introduces the reader to sound search for imperfect information games.


An effective hybrid search algorithm for the multiple traveling repairman problem with profits

arXiv.org Artificial Intelligence

As an extension of the traveling repairman problem with profits, the multiple traveling repairman problem with profits consists of multiple repairmen who visit a subset of all customers to maximize the revenues collected through the visited customers. To solve this challenging problem, an effective hybrid search algorithm based on the memetic algorithm framework is proposed. It integrates two distinguished features: a dedicated arc-based crossover to generate high-quality offspring solutions and a fast evaluation technique to reduce the complexity of exploring the classical neighborhoods. We show the competitiveness of the algorithm on 470 benchmark instances compared to the leading reference algorithms and report new best records for 137 instances as well as equal best results for other 330 instances. We investigate the importance of the key search components for the algorithm.


Analysis of the Impact of Randomization of Search-Control Parameters in Monte-Carlo Tree Search

Journal of Artificial Intelligence Research

Monte-Carlo Tree Search (MCTS) has been applied successfully in many domains, including games. However, its performance is not uniform on all domains, and it also depends on how parameters that control the search are set. Parameter values that are optimal for a task might be sub-optimal for another. In a domain that tackles many games with different characteristics, like general game playing (GGP), selecting appropriate parameter settings is not a trivial task. Games are unknown to the player, thus, finding optimal parameters for a given game in advance is not feasible. Previous work has looked into tuning parameter values online, while the game is being played, showing some promising results. This tuning approach looks for optimal parameter values, balancing exploitation of values that performed well so far in the search and exploration of less sampled values. Continuously changing parameter values while performing the search, combined also with exploration of multiple values, introduces some randomization in the process. In addition, previous research indicates that adding randomization to certain components of MCTS might increase the diversification of the search and improve the performance. Therefore, this article investigates the effect of randomly selecting values for MCTS search-control parameters online among predefined sets of reasonable values. For the GGP domain, this article evaluates four different online parameter randomization strategies by comparing them with other methods to set parameter values: online parameter tuning, offline parameter tuning and sub-optimal parameter choices. Results on a set of 14 heterogeneous abstract games show that randomizing parameter values before each simulation has a positive effect on the search in some of the tested games, with respect to using fixed offline-tuned parameters. Moreover, results show a clear distinction between games for which online parameter tuning works best and games for which online randomization works best. In addition, the overall performance of online parameter randomization is closer to the one of online parameter turning than the one of sub-optimal parameter values, showing that online randomization is a reasonable parameter selection strategy. When analyzing the structure of the search trees generated by agents that use the different parameters selection strategies, it is clear that randomization causes MCTS to become more explorative, which is helpful for alignment games that present many winning paths in their trees. Online parameter tuning, instead, seems more suitable for games that present narrow winning paths and many losing paths.