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Approximate Neural Architecture Search via Operation Distribution Learning
Wan, Xingchen, Ru, Binxin, Esperança, Pedro M., Carlucci, Fabio M.
The standard paradigm in Neural Architecture Search (NAS) is to search for a fully deterministic architecture with specific operations and connections. In this work, we instead propose to search for the optimal operation distribution, thus providing a stochastic and approximate solution, which can be used to sample architectures of arbitrary length. We propose and show, that given an architectural cell, its performance largely depends on the ratio of used operations, rather than any specific connection pattern in typical search spaces; that is, small changes in the ordering of the operations are often irrelevant. This intuition is orthogonal to any specific search strategy and can be applied to a diverse set of NAS algorithms. Through extensive validation on 4 data-sets and 4 NAS techniques (Bayesian optimisation, differentiable search, local search and random search), we show that the operation distribution (1) holds enough discriminating power to reliably identify a solution and (2) is significantly easier to optimise than traditional encodings, leading to large speed-ups at little to no cost in performance. Indeed, this simple intuition significantly reduces the cost of current approaches and potentially enable NAS to be used in a broader range of applications.
Practical, Provably-Correct Interactive Learning in the Realizable Setting: The Power of True Believers
Katz-Samuels, Julian, Mason, Blake, Jamieson, Kevin, Nowak, Rob
We consider interactive learning in the realizable setting and develop a general framework to handle problems ranging from best arm identification to active classification. We begin our investigation with the observation that agnostic algorithms \emph{cannot} be minimax-optimal in the realizable setting. Hence, we design novel computationally efficient algorithms for the realizable setting that match the minimax lower bound up to logarithmic factors and are general-purpose, accommodating a wide variety of function classes including kernel methods, H{\"o}lder smooth functions, and convex functions. The sample complexities of our algorithms can be quantified in terms of well-known quantities like the extended teaching dimension and haystack dimension. However, unlike algorithms based directly on those combinatorial quantities, our algorithms are computationally efficient. To achieve computational efficiency, our algorithms sample from the version space using Monte Carlo "hit-and-run" algorithms instead of maintaining the version space explicitly. Our approach has two key strengths. First, it is simple, consisting of two unifying, greedy algorithms. Second, our algorithms have the capability to seamlessly leverage prior knowledge that is often available and useful in practice. In addition to our new theoretical results, we demonstrate empirically that our algorithms are competitive with Gaussian process UCB methods.
The Hardness Analysis of Thompson Sampling for Combinatorial Semi-bandits with Greedy Oracle
Kong, Fang, Yang, Yueran, Chen, Wei, Li, Shuai
Thompson sampling (TS) has attracted a lot of interest in the bandit area. It was introduced in the 1930s but has not been theoretically proven until recent years. All of its analysis in the combinatorial multi-armed bandit (CMAB) setting requires an exact oracle to provide optimal solutions with any input. However, such an oracle is usually not feasible since many combinatorial optimization problems are NP-hard and only approximation oracles are available. An example (Wang and Chen, 2018) has shown the failure of TS to learn with an approximation oracle. However, this oracle is uncommon and is designed only for a specific problem instance. It is still an open question whether the convergence analysis of TS can be extended beyond the exact oracle in CMAB. In this paper, we study this question under the greedy oracle, which is a common (approximation) oracle with theoretical guarantees to solve many (offline) combinatorial optimization problems. We provide a problem-dependent regret lower bound of order $\Omega(\log T/\Delta^2)$ to quantify the hardness of TS to solve CMAB problems with greedy oracle, where $T$ is the time horizon and $\Delta$ is some reward gap. We also provide an almost matching regret upper bound. These are the first theoretical results for TS to solve CMAB with a common approximation oracle and break the misconception that TS cannot work with approximation oracles.
Intelligent Reflecting Surfaces for Enhanced NOMA-based Visible Light Communications
Abumarshoud, Hanaa, Selim, Bassant, Tatipamula, Mallik, Haas, Harald
The emerging intelligent reflecting surface (IRS) technology introduces the potential of controlled light propagation in visible light communication (VLC) systems. This concept opens the door for new applications in which the channel itself can be altered to achieve specific key performance indicators. In this paper, for the first time in the open literature, we investigate the role that IRSs can play in enhancing the link reliability in VLC systems employing non-orthogonal multiple access (NOMA). We propose a framework for the joint optimisation of the NOMA and IRS parameters and show that it provides significant enhancements in link reliability. The enhancement is even more pronounced when the VLC channel is subject to blockage and random device orientation.
Minimax Optimal Quantile and Semi-Adversarial Regret via Root-Logarithmic Regularizers
Negrea, Jeffrey, Bilodeau, Blair, Campolongo, Nicolò, Orabona, Francesco, Roy, Daniel M.
Quantile (and, more generally, KL) regret bounds, such as those achieved by NormalHedge (Chaudhuri, Freund, and Hsu 2009) and its variants, relax the goal of competing against the best individual expert to only competing against a majority of experts on adversarial data. More recently, the semi-adversarial paradigm (Bilodeau, Negrea, and Roy 2020) provides an alternative relaxation of adversarial online learning by considering data that may be neither fully adversarial nor stochastic (i.i.d.). We achieve the minimax optimal regret in both paradigms using FTRL with separate, novel, root-logarithmic regularizers, both of which can be interpreted as yielding variants of NormalHedge. We extend existing KL regret upper bounds, which hold uniformly over target distributions, to possibly uncountable expert classes with arbitrary priors; provide the first full-information lower bounds for quantile regret on finite expert classes (which are tight); and provide an adaptively minimax optimal algorithm for the semi-adversarial paradigm that adapts to the true, unknown constraint faster, leading to uniformly improved regret bounds over existing methods.
A Data-driven Approach to Neural Architecture Search Initialization
Traoré, Kalifou René, Camero, Andrés, Zhu, Xiao Xiang
Algorithmic design in neural architecture search (NAS) has received a lot of attention, aiming to improve performance and reduce computational cost. Despite the great advances made, few authors have proposed to tailor initialization techniques for NAS. However, literature shows that a good initial set of solutions facilitate finding the optima. Therefore, in this study, we propose a data-driven technique to initialize a population-based NAS algorithm. Particularly, we proposed a two-step methodology. First, we perform a calibrated clustering analysis of the search space, and second, we extract the centroids and use them to initialize a NAS algorithm. We benchmark our proposed approach against random and Latin hypercube sampling initialization using three population-based algorithms, namely a genetic algorithm, evolutionary algorithm, and aging evolution, on CIFAR-10. More specifically, we use NAS-Bench-101 to leverage the availability of NAS benchmarks. The results show that compared to random and Latin hypercube sampling, the proposed initialization technique enables achieving significant long-term improvements for two of the search baselines, and sometimes in various search scenarios (various training budgets). Moreover, we analyze the distributions of solutions obtained and find that that the population provided by the data-driven initialization technique enables retrieving local optima (maxima) of high fitness and similar configurations.
Adversarial Attacks on Graph Classification via Bayesian Optimisation
Wan, Xingchen, Kenlay, Henry, Ru, Binxin, Blaas, Arno, Osborne, Michael A., Dong, Xiaowen
Graph neural networks, a popular class of models effective in a wide range of graph-based learning tasks, have been shown to be vulnerable to adversarial attacks. While the majority of the literature focuses on such vulnerability in node-level classification tasks, little effort has been dedicated to analysing adversarial attacks on graph-level classification, an important problem with numerous real-life applications such as biochemistry and social network analysis. The few existing methods often require unrealistic setups, such as access to internal information of the victim models, or an impractically-large number of queries. We present a novel Bayesian optimisation-based attack method for graph classification models. Our method is black-box, query-efficient and parsimonious with respect to the perturbation applied. We empirically validate the effectiveness and flexibility of the proposed method on a wide range of graph classification tasks involving varying graph properties, constraints and modes of attack. Finally, we analyse common interpretable patterns behind the adversarial samples produced, which may shed further light on the adversarial robustness of graph classification models.
Optimised Playout Implementations for the Ludii General Game System
Soemers, Dennis J. N. J., Piette, Éric, Stephenson, Matthew, Browne, Cameron
This paper describes three different optimised implementations of playouts, as commonly used by game-playing algorithms such as Monte-Carlo Tree Search. Each of the optimised implementations is applicable only to specific sets of games, based on their rules. The Ludii general game system can automatically infer, based on a game's description in its general game description language, whether any optimised implementations are applicable. An empirical evaluation demonstrates major speedups over a standard implementation, with a median result of running playouts 5.08 times as fast, over 145 different games in Ludii for which one of the optimised implementations is applicable.
A Minmax Utilization Algorithm for Network Traffic Scheduling of Industrial Robots
Wang, Yantong, Friderikos, Vasilis, Andraos, Sebastian
Emerging 5G and beyond wireless industrial virtualized networks are expected to support a significant number of robotic manipulators. Depending on the processes involved, these industrial robots might result in significant volume of multi-modal traffic that will need to traverse the network all the way to the (public/private) edge cloud, where advanced processing, control and service orchestration will be taking place. In this paper, we perform the traffic engineering by capitalizing on the underlying pseudo-deterministic nature of the repetitive processes of robotic manipulators in an industrial environment and propose an integer linear programming (ILP) model to minimize the maximum aggregate traffic in the network. The task sequence and time gap requirements are also considered in the proposed model. To tackle the curse of dimensionality in ILP, we provide a random search algorithm with quadratic time complexity. Numerical investigations reveal that the proposed scheme can reduce the peak data rate up to 53.4% compared with the nominal case where robotic manipulators operate in an uncoordinated fashion, resulting in significant improvement in the utilization of the underlying network resources.
Fitness Landscape Footprint: A Framework to Compare Neural Architecture Search Problems
Traoré, Kalifou René, Camero, Andrés, Zhu, Xiao Xiang
Neural architecture search is a promising area of research dedicated to automating the design of neural network models. This field is rapidly growing, with a surge of methodologies ranging from Bayesian optimization,neuroevoltion, to differentiable search, and applications in various contexts. However, despite all great advances, few studies have presented insights on the difficulty of the problem itself, thus the success (or fail) of these methodologies remains unexplained. In this sense, the field of optimization has developed methods that highlight key aspects to describe optimization problems. The fitness landscape analysis stands out when it comes to characterize reliably and quantitatively search algorithms. In this paper, we propose to use fitness landscape analysis to study a neural architecture search problem. Particularly, we introduce the fitness landscape footprint, an aggregation of eight (8)general-purpose metrics to synthesize the landscape of an architecture search problem. We studied two problems, the classical image classification benchmark CIFAR-10, and the Remote-Sensing problem So2Sat LCZ42. The results present a quantitative appraisal of the problems, allowing to characterize the relative difficulty and other characteristics, such as the ruggedness or the persistence, that helps to tailor a search strategy to the problem. Also, the footprint is a tool that enables the comparison of multiple problems.