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Monte Carlo Tree Descent for Black-Box Optimization

Neural Information Processing Systems

The key to Black-Box Optimization is to efficiently search through input regions with potentially widely-varying numerical properties, to achieve low-regret descent and fast progress toward the optima. Monte Carlo Tree Search (MCTS) methods have recently been introduced to improve Bayesian optimization by computing better partitioning of the search space that balances exploration and exploitation. Extending this promising framework, we study how to further integrate sample-based descent for faster optimization. We design novel ways of expanding Monte Carlo search trees, with new descent methods at vertices that incorporate stochastic search and Gaussian Processes. We propose the corresponding rules for balancing progress and uncertainty, branch selection, tree expansion, and backpropagation. The designed search process puts more emphasis on sampling for faster descent and uses localized Gaussian Processes as auxiliary metrics for both exploitation and exploration. We show empirically that the proposed algorithms can outperform state-of-the-art methods on many challenging benchmark problems.


NAS-Bench-360: Benchmarking Neural Architecture Search on Diverse Tasks

Neural Information Processing Systems

This makes the performance of NAS approaches in more diverse areas poorly understood. In this paper, we present NAS-Bench-360, a benchmark suite to evaluate methods on domains beyond those traditionally studied in architecture search, and use it to address the following question: do state-of-the-art NAS methods perform well on diverse tasks? To construct the benchmark, we curate ten tasks spanning a diverse array of application domains, dataset sizes, problem dimensionalities, and learning objectives. Each task is carefully chosen to interoperate with modern CNN-based search methods while possibly being far-afield from its original development domain. To speed up and reduce the cost of NAS research, for two of the tasks we release the precomputed performance of 15,625 architectures comprising a standard CNN search space. Experimentally, we show the need for more robust NAS evaluation of the kind NAS-Bench-360 enables by showing that several modern NAS procedures perform inconsistently across the ten tasks, with many catastrophically poor results. We also demonstrate how NAS-Bench-360 and its associated precomputed results will enable future scientific discoveries by testing whether several recent hypotheses promoted in the NAS literature hold on diverse tasks. NAS-Bench-360 is hosted at https://nb360.ml.cmu.edu.


Spending Thinking Time Wisely: Accelerating MCTS with Virtual Expansions

Neural Information Processing Systems

One of the most important AI research questions is to trade off computation versus performance since ``perfect rationality exists in theory but is impossible to achieve in practice. Recently, Monte-Carlo tree search (MCTS) has attracted considerable attention due to the significant performance improvement in various challenging domains. However, the expensive time cost during search severely restricts its scope for applications. This paper proposes the Virtual MCTS (V-MCTS), a variant of MCTS that spends more search time on harder states and less search time on simpler states adaptively. We give theoretical bounds of the proposed method and evaluate the performance and computations on $9 \times 9$ Go board games and Atari games. Experiments show that our method can achieve comparable performances to the original search algorithm while requiring less than $50\%$ search time on average. We believe that this approach is a viable alternative for tasks under limited time and resources.


One Explanation is Not Enough: Structured Attention Graphs for Image Classification

Neural Information Processing Systems

Attention maps are popular tools for explaining the decisions of convolutional neural networks (CNNs) for image classification. Typically, for each image of interest, a single attention map is produced, which assigns weights to pixels based on their importance to the classification. We argue that a single attention map provides an incomplete understanding since there are often many other maps that explain a classification equally well. In this paper, we propose to utilize a beam search algorithm to systematically search for multiple explanations for each image. Results show that there are indeed multiple relatively localized explanations for many images. However, naively showing multiple explanations to users can be overwhelming and does not reveal their common and distinct structures.


Differentiable Synthesis of Program Architectures

Neural Information Processing Systems

Differentiable programs have recently attracted much interest due to their interpretability, compositionality, and their efficiency to leverage differentiable training. However, synthesizing differentiable programs requires optimizing over a combinatorial, rapidly exploded space of program architectures. Despite the development of effective pruning heuristics, previous works essentially enumerate the discrete search space of program architectures, which is inefficient. We propose to encode program architecture search as learning the probability distribution over all possible program derivations induced by a context-free grammar. This allows the search algorithm to efficiently prune away unlikely program derivations to synthesize optimal program architectures. To this end, an efficient gradient-descent based method is developed to conduct program architecture search in a continuous relaxation of the discrete space of grammar rules. Experiment results on four sequence classification tasks demonstrate that our program synthesizer excels in discovering program architectures that lead to differentiable programs with higher F1 scores, while being more efficient than state-of-the-art program synthesis methods.


Interstellar: Searching Recurrent Architecture for Knowledge Graph Embedding

Neural Information Processing Systems

Knowledge graph (KG) embedding is well-known in learning representations of KGs. Many models have been proposed to learn the interactions between entities and relations of the triplets. However, long-term information among multiple triplets is also important to KG. In this work, based on the relational paths, which are composed of a sequence of triplets, we define the Interstellar as a recurrent neural architecture search problem for the short-term and long-term information along the paths. First, we analyze the difficulty of using a unified model to work as the Interstellar. Then, we propose to search for recurrent architecture as the Interstellar for different KG tasks. A case study on synthetic data illustrates the importance of the defined search problem. Experiments on real datasets demonstrate the effectiveness of the searched models and the efficiency of the proposed hybrid-search algorithm.


Are AlphaZero-like Agents Robust to Adversarial Perturbations?

Neural Information Processing Systems

The success of AlphaZero (AZ) has demonstrated that neural-network-based Go AIs can surpass human performance by a large margin. Given that the state space of Go is extremely large and a human player can play the game from any legal state, we ask whether adversarial states exist for Go AIs that may lead them to play surprisingly wrong actions.In this paper, we first extend the concept of adversarial examples to the game of Go: we generate perturbed states that are ``semantically'' equivalent to the original state by adding meaningless moves to the game, and an adversarial state is a perturbed state leading to an undoubtedly inferior action that is obvious even for Go beginners. However, searching the adversarial state is challenging due to the large, discrete, and non-differentiable search space. To tackle this challenge, we develop the first adversarial attack on Go AIs that can efficiently search for adversarial states by strategically reducing the search space. This method can also be extended to other board games such as NoGo. Experimentally, we show that the actions taken by both Policy-Value neural network (PV-NN) and Monte Carlo tree search (MCTS) can be misled by adding one or two meaningless stones; for example, on 58\% of the AlphaGo Zero self-play games, our method can make the widely used KataGo agent with 50 simulations of MCTS plays a losing action by adding two meaningless stones. We additionally evaluated the adversarial examples found by our algorithm with amateur human Go players, and 90\% of examples indeed lead the Go agent to play an obviously inferior action.


Exploiting Higher Order Smoothness in Derivative-free Optimization and Continuous Bandits

Neural Information Processing Systems

We address the problem of zero-order optimization of a strongly convex function. The goal is to find the minimizer of the function by a sequential exploration of its function values, under measurement noise. We study the impact of higher order smoothness properties of the function on the optimization error and on the online regret. To solve this problem we consider a randomized approximation of the projected gradient descent algorithm. The gradient is estimated by a randomized procedure involving two function evaluations and a smoothing kernel. We derive upper bounds for this algorithm both in the constrained and unconstrained settings and prove minimax lower bounds for any sequential search method. Our results imply that the zero-order algorithm is nearly optimal in terms of sample complexity and the problem parameters. Based on this algorithm, we also propose an estimator of the minimum value of the function achieving almost sharp oracle behavior. We compare our results with the state-of-the-art, highlighting a number of key improvements.


High Probability Complexity Bounds for Line Search Based on Stochastic Oracles

Neural Information Processing Systems

We consider a line-search method for continuous optimization under a stochastic setting where the function values and gradients are available only through inexact probabilistic zeroth and first-order oracles. These oracles capture multiple standard settings including expected loss minimization and zeroth-order optimization. Moreover, our framework is very general and allows the function and gradient estimates to be biased. The proposed algorithm is simple to describe, easy to implement, and uses these oracles in a similar way as the standard deterministic line search uses exact function and gradient values. Under fairly general conditions on the oracles, we derive a high probability tail bound on the iteration complexity of the algorithm when applied to non-convex smooth functions. These results are stronger than those for other existing stochastic line search methods and apply in more general settings.


Combinatorial Optimization with Policy Adaptation using Latent Space Search

Neural Information Processing Systems

Combinatorial Optimization underpins many real-world applications and yet, designing performant algorithms to solve these complex, typically NP-hard, problems remains a significant research challenge. Reinforcement Learning (RL) provides a versatile framework for designing heuristics across a broad spectrum of problem domains. However, despite notable progress, RL has not yet supplanted industrial solvers as the go-to solution. Current approaches emphasize pre-training heuristics that construct solutions, but often rely on search procedures with limited variance, such as stochastically sampling numerous solutions from a single policy, or employing computationally expensive fine-tuning of the policy on individual problem instances. Building on the intuition that performant search at inference time should be anticipated during pre-training, we propose COMPASS, a novel RL approach that parameterizes a distribution of diverse and specialized policies conditioned on a continuous latent space. We evaluate COMPASS across three canonical problems - Travelling Salesman, Capacitated Vehicle Routing, and Job-Shop Scheduling - and demonstrate that our search strategy (i) outperforms state-of-the-art approaches in 9 out of 11 standard benchmarking tasks and (ii) generalizes better, surpassing all other approaches on a set of 18 procedurally transformed instance distributions.