Technology
Solving Min-Max Optimization with Hidden Structure via Gradient Descent Ascent
Many recent AI architectures are inspired by zero-sum games, however, the behavior of their dynamics is still not well understood. Inspired by this, we study standard gradient descent ascent (GDA) dynamics in a specific class of non-convex nonconcave zero-sum games, that we call hidden zero-sum games. In this class, players control the inputs of smooth but possibly non-linear functions whose outputs are being applied as inputs to a convex-concave game. Unlike general zero-sum games, these games have a well-defined notion of solution; outcomes that implement the von-Neumann equilibrium of the "hidden" convex-concave game. We provide conditions under which vanilla GDA provably converges not merely to local Nash, but the actual von-Neumann solution. If the hidden game lacks strict convexity properties, GDA may fail to converge to any equilibrium, however, by applying standard regularization techniques we can prove convergence to a von-Neumann solution of a slightly perturbed zero-sum game. Our convergence results are non-local despite working in the setting of non-convex non-concave games. Critically, under proper assumptions we combine the Center-Stable Manifold Theorem along with novel type of initialization dependent Lyapunov functions to prove that almost all initial conditions converge to the solution. Finally, we discuss diverse applications of our framework ranging from generative adversarial networks to evolutionary biology.
Solving Min-Max Optimization with Hidden Structure via Gradient Descent Ascent
Many recent AI architectures are inspired by zero-sum games, however, the behavior of their dynamics is still not well understood. Inspired by this, we study standard gradient descent ascent (GDA) dynamics in a specific class of non-convex nonconcave zero-sum games, that we call hidden zero-sum games. In this class, players control the inputs of smooth but possibly non-linear functions whose outputs are being applied as inputs to a convex-concave game. Unlike general zero-sum games, these games have a well-defined notion of solution; outcomes that implement the von-Neumann equilibrium of the "hidden" convex-concave game. We provide conditions under which vanilla GDA provably converges not merely to local Nash, but the actual von-Neumann solution. If the hidden game lacks strict convexity properties, GDA may fail to converge to any equilibrium, however, by applying standard regularization techniques we can prove convergence to a von-Neumann solution of a slightly perturbed zero-sum game. Our convergence results are non-local despite working in the setting of non-convex non-concave games. Critically, under proper assumptions we combine the Center-Stable Manifold Theorem along with novel type of initialization dependent Lyapunov functions to prove that almost all initial conditions converge to the solution. Finally, we discuss diverse applications of our framework ranging from generative adversarial networks to evolutionary biology.
Fractal Landscapes in Policy Optimization
Policy gradient lies at the core of deep reinforcement learning (RL) in continuous domains. Despite much success, it is often observed in practice that RL training with policy gradient can fail for many reasons, even on standard control problems with known solutions. We propose a framework for understanding one inherent limitation of the policy gradient approach: the optimization landscape in the policy space can be extremely non-smooth or fractal for certain classes of MDPs, such that there does not exist gradient to be estimated in the first place. We draw on techniques from chaos theory and non-smooth analysis, and analyze the maximal Lyapunov exponents and Hรถlder exponents of the policy optimization objectives. Moreover, we develop a practical method that can estimate the local smoothness of objective function from samples to identify when the training process has encountered fractal landscapes. We show experiments to illustrate how some failure cases of policy optimization can be explained by such fractal landscapes.
Fractal Landscapes in Policy Optimization
Policy gradient lies at the core of deep reinforcement learning (RL) in continuous domains. Despite much success, it is often observed in practice that RL training with policy gradient can fail for many reasons, even on standard control problems with known solutions. We propose a framework for understanding one inherent limitation of the policy gradient approach: the optimization landscape in the policy space can be extremely non-smooth or fractal for certain classes of MDPs, such that there does not exist gradient to be estimated in the first place. We draw on techniques from chaos theory and non-smooth analysis, and analyze the maximal Lyapunov exponents and Hรถlder exponents of the policy optimization objectives. Moreover, we develop a practical method that can estimate the local smoothness of objective function from samples to identify when the training process has encountered fractal landscapes. We show experiments to illustrate how some failure cases of policy optimization can be explained by such fractal landscapes.
ANotation and Preliminaries
We use the notation G= (V,E) to represent unweighted graphs, and G= (V,E,w) for weighted graphs. We use lowercase letters u,v to refer to vertices in V, and given a vertex v, we use dG(v) to refer to its degree in graph G. We use capital letters S,T to represent subsets of vertices, and given a vertex set S V, we use |S|to refer to its cardinality, S:= V \S to refer to its complement, and G[S] to refer to the subgraph of Ginduced by vertex set S. Furthermore, given two disjoint vertex sets S,T, we use wG(S,T):= P Given a graph G = (V,E), we use T to refer to a hierarchical clustering (tree) of the vertex set V, and costG(T) to refer to the cost of this clustering in graph G. Without loss of generality, we restrict our attention to just full binary hierarchical clustering trees, since the optimal tree is binary [20].
MCUNetV2: Memory-Efficient Patch-based Inference for Tiny Deep Learning
Tiny deep learning on microcontroller units (MCUs) is challenging due to the limited memory size. We find that the memory bottleneck is due to the imbalanced memory distribution in convolutional neural network (CNN) designs: the first several blocks have an order of magnitude larger memory usage than the rest of the network. To alleviate this issue, we propose a generic patch-by-patch inference scheduling, which operates only on a small spatial region of the feature map and significantly cuts down the peak memory. However, naive implementation brings overlapping patches and computation overhead. We further propose receptive field redistribution to shift the receptive field and FLOPs to the later stage and reduce the computation overhead. Manually redistributing the receptive field is difficult.