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Zero-Cost Proxies for Lightweight NAS
Abdelfattah, Mohamed S., Mehrotra, Abhinav, Dudziak, Łukasz, Lane, Nicholas D.
Neural Architecture Search (NAS) is quickly becoming the standard methodology to design neural network models. However, NAS is typically compute-intensive because multiple models need to be evaluated before choosing the best one. To reduce the computational power and time needed, a proxy task is often used for evaluating each model instead of full training. In this paper, we evaluate conventional reduced-training proxies and quantify how well they preserve ranking between multiple models during search when compared with the rankings produced by final trained accuracy. We propose a series of zero-cost proxies, based on recent pruning literature, that use just a single minibatch of training data to compute a model's score. Our zero-cost proxies use 3 orders of magnitude less computation but can match and even outperform conventional proxies. For example, Spearman's rank correlation coefficient between final validation accuracy and our best zero-cost proxy on NAS-Bench-201 is 0.82, compared to 0.61 for EcoNAS (a recently proposed reduced-training proxy). Finally, we use these zero-cost proxies to enhance existing NAS search algorithms such as random search, reinforcement learning, evolutionary search and predictor-based search. For all search methodologies and across three different NAS datasets, we are able to significantly improve sample efficiency, and thereby decrease computation, by using our zero-cost proxies. For example on NAS-Bench-101, we achieved the same accuracy 4$\times$ quicker than the best previous result.
A Survey on the Explainability of Supervised Machine Learning
Burkart, Nadia (Fraunhofer IOSB) | Huber, Marco F. (Fraunhofer IPA, University of Stuttgart)
Predictions obtained by, e.g., artificial neural networks have a high accuracy but humans often perceive the models as black boxes. Insights about the decision making are mostly opaque for humans. Particularly understanding the decision making in highly sensitive areas such as healthcare or finance, is of paramount importance. The decision-making behind the black boxes requires it to be more transparent, accountable, and understandable for humans. This survey paper provides essential definitions, an overview of the different principles and methodologies of explainable Supervised Machine Learning (SML). We conduct a state-of-the-art survey that reviews past and recent explainable SML approaches and classifies them according to the introduced definitions. Finally, we illustrate principles by means of an explanatory case study and discuss important future directions.
Minimax Off-Policy Evaluation for Multi-Armed Bandits
Ma, Cong, Zhu, Banghua, Jiao, Jiantao, Wainwright, Martin J.
We study the problem of off-policy evaluation in the multi-armed bandit model with bounded rewards, and develop minimax rate-optimal procedures under three settings. First, when the behavior policy is known, we show that the Switch estimator, a method that alternates between the plug-in and importance sampling estimators, is minimax rate-optimal for all sample sizes. Second, when the behavior policy is unknown, we analyze performance in terms of the competitive ratio, thereby revealing a fundamental gap between the settings of known and unknown behavior policies. When the behavior policy is unknown, any estimator must have mean-squared error larger -- relative to the oracle estimator equipped with the knowledge of the behavior policy -- by a multiplicative factor proportional to the support size of the target policy. Moreover, we demonstrate that the plug-in approach achieves this worst-case competitive ratio up to a logarithmic factor. Third, we initiate the study of the partial knowledge setting in which it is assumed that the minimum probability taken by the behavior policy is known. We show that the plug-in estimator is optimal for relatively large values of the minimum probability, but is sub-optimal when the minimum probability is low. In order to remedy this gap, we propose a new estimator based on approximation by Chebyshev polynomials that provably achieves the optimal estimation error. Numerical experiments on both simulated and real data corroborate our theoretical findings.
Performance analysis of greedy algorithms for minimising a Maximum Mean Discrepancy
We analyse the performance of several iterative algorithms for the quantisation of a probability measure $\mu$, based on the minimisation of a Maximum Mean Discrepancy (MMD). Our analysis includes kernel herding, greedy MMD minimisation and Sequential Bayesian Quadrature (SBQ). We show that the finite-sample-size approximation error, measured by the MMD, decreases as $1/n$ for SBQ and also for kernel herding and greedy MMD minimisation when using a suitable step-size sequence. The upper bound on the approximation error is slightly better for SBQ, but the other methods are significantly faster, with a computational cost that increases only linearly with the number of points selected. This is illustrated by two numerical examples, with the target measure $\mu$ being uniform (a space-filling design application) and with $\mu$ a Gaussian mixture.
Player-AI Interaction: What Neural Network Games Reveal About AI as Play
Zhu, Jichen, Villareale, Jennifer, Javvaji, Nithesh, Risi, Sebastian, Löwe, Mathias, Weigelt, Rush, Harteveld, Casper
The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI interaction to the forefront of HCI research. This paper argues that games are an ideal domain for studying and experimenting with how humans interact with AI. Through a systematic survey of neural network games (n = 38), we identified the dominant interaction metaphors and AI interaction patterns in these games. In addition, we applied existing human-AI interaction guidelines to further shed light on player-AI interaction in the context of AI-infused systems. Our core finding is that AI as play can expand current notions of human-AI interaction, which are predominantly productivity-based. In particular, our work suggests that game and UX designers should consider flow to structure the learning curve of human-AI interaction, incorporate discovery-based learning to play around with the AI and observe the consequences, and offer users an invitation to play to explore new forms of human-AI interaction.
Hierarchical Width-Based Planning and Learning
Junyent, Miquel, Gómez, Vicenç, Jonsson, Anders
Width-based search methods have demonstrated state-of-the-art performance in a wide range of testbeds, from classical planning problems to image-based simulators such as Atari games. These methods scale independently of the size of the state-space, but exponentially in the problem width. In practice, running the algorithm with a width larger than 1 is computationally intractable, prohibiting IW from solving higher width problems. In this paper, we present a hierarchical algorithm that plans at two levels of abstraction. A high-level planner uses abstract features that are incrementally discovered from low-level pruning decisions. We illustrate this algorithm in classical planning PDDL domains as well as in pixel-based simulator domains. In classical planning, we show how IW(1) at two levels of abstraction can solve problems of width 2. For pixel-based domains, we show how in combination with a learned policy and a learned value function, the proposed hierarchical IW can outperform current flat IW-based planners in Atari games with sparse rewards.
Cost-optimal Planning, Delete Relaxation, Approximability, and Heuristics
Bäckström, Christer, Jonsson, Peter, Ordyniak, Sebastian
Cost-optimal planning is a very well-studied topic within planning, and it has proven to be computationally hard both in theory and in practice. Since cost-optimal planning is an optimisation problem, it is natural to analyse it through the lens of approximation. An important reason for studying cost-optimal planning is heuristic search; heuristic functions that guide the search in planning can often be viewed as algorithms solving or approximating certain optimisation problems. Many heuristic functions (such as the ubiquitious h+ heuristic) are based on delete relaxation, which ignores negative effects of actions. Planning for instances where the actions have no negative effects is often referred to as monotone planning. The aim of this article is to analyse the approximability of cost-optimal monotone planning, and thus the performance of relevant heuristic functions. Our findings imply that it may be beneficial to study these kind of problems within the framework of parameterised complexity and we initiate work in this direction.
Multi-objective Conflict-based Search for Multi-agent Path Finding
Ren, Zhongqiang, Rathinam, Sivakumar, Choset, Howie
Conventional multi-agent path planners typically compute an ensemble of paths while optimizing a single objective, such as path length. However, many applications may require multiple objectives, say fuel consumption and completion time, to be simultaneously optimized during planning and these criteria may not be readily compared and sometimes lie in competition with each other. Naively applying existing multi-objective search algorithms to multi-agent path finding may prove to be inefficient as the size of the space of possible solutions, i.e., the Pareto-optimal set, can grow exponentially with the number of agents (the dimension of the search space). This article presents an approach named Multi-objective Conflict-based Search (MO-CBS) that bypasses this so-called curse of dimensionality by leveraging prior Conflict-based Search (CBS), a well-known algorithm for single-objective multi-agent path finding, and principles of dominance from multi-objective optimization literature. We prove that MO-CBS is able to compute the entire Pareto-optimal set. Our results show that MO-CBS can solve problem instances with hundreds of Pareto-optimal solutions which the standard multi-objective A* algorithms could not find within a bounded time.
Machine Learning for Electronic Design Automation: A Survey
Huang, Guyue, Hu, Jingbo, He, Yifan, Liu, Jialong, Ma, Mingyuan, Shen, Zhaoyang, Wu, Juejian, Xu, Yuanfan, Zhang, Hengrui, Zhong, Kai, Ning, Xuefei, Ma, Yuzhe, Yang, Haoyu, Yu, Bei, Yang, Huazhong, Wang, Yu
In recent years, with the development of semiconductor technology, the scale of integrated circuit (IC) has grown exponentially, challenging the scalability and reliability of the circuit design flow. Therefore, EDA algorithms and software are required to be more effective and efficient to deal with extremely large search space with low latency. Machine learning (ML) is taking an important role in our lives these days, which has been widely used in many scenarios. ML methods, including traditional and deep learning algorithms, achieve amazing performance in solving classification, detection, and design space exploration problems. Additionally, ML methods show great potential to generate high-quality solutions for many NP-complete (NPC) problems, which are common in the EDA field, while traditional methods lead to huge time and resource consumption to solve these problems. Traditional methods usually solve every problem from the beginning, with a lack of knowledge accumulation. Instead, ML algorithms focus on extracting high-level features or patterns that can be reused in other related or similar situations, avoiding repeated complicated analysis. Therefore, applying machine learning methods is a promising direction to accelerate the solving of EDA problems. These authors are ordered alphabetically.
Stabilized Nested Rollout Policy Adaptation
Cazenave, Tristan, Sevestre, Jean-Baptiste, Toulemont, Matthieu
Nested Rollout Policy Adaptation (NRPA) is a Monte Carlo search algorithm for single player games. In this paper we propose to modify NRPA in order to improve the stability of the algorithm. Experiments show it improves the algorithm for different application domains: SameGame, Traveling Salesman with Time Windows and Expression Discovery.