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Collaborating Authors

 Baldi, Pierre


Permutationless Many-Jet Event Reconstruction with Symmetry Preserving Attention Networks

arXiv.org Artificial Intelligence

Top quarks, produced in large numbers at the Large Hadron Collider, have a complex detector signature and require special reconstruction techniques. The most common decay mode, the "all-jet" channel, results in a 6-jet final state which is particularly difficult to reconstruct in $pp$ collisions due to the large number of permutations possible. We present a novel approach to this class of problem, based on neural networks using a generalized attention mechanism, that we call Symmetry Preserving Attention Networks (SPA-Net). We train one such network to identify the decay products of each top quark unambiguously and without combinatorial explosion as an example of the power of this technique.This approach significantly outperforms existing state-of-the-art methods, correctly assigning all jets in $93.0%$ of $6$-jet, $87.8%$ of $7$-jet, and $82.6%$ of $\geq 8$-jet events respectively.


Self-Play PSRO: Toward Optimal Populations in Two-Player Zero-Sum Games

arXiv.org Artificial Intelligence

In competitive two-agent environments, deep reinforcement learning (RL) methods based on the \emph{Double Oracle (DO)} algorithm, such as \emph{Policy Space Response Oracles (PSRO)} and \emph{Anytime PSRO (APSRO)}, iteratively add RL best response policies to a population. Eventually, an optimal mixture of these population policies will approximate a Nash equilibrium. However, these methods might need to add all deterministic policies before converging. In this work, we introduce \emph{Self-Play PSRO (SP-PSRO)}, a method that adds an approximately optimal stochastic policy to the population in each iteration. Instead of adding only deterministic best responses to the opponent's least exploitable population mixture, SP-PSRO also learns an approximately optimal stochastic policy and adds it to the population as well. As a result, SP-PSRO empirically tends to converge much faster than APSRO and in many games converges in just a few iterations.


Deep Learning Models of the Discrete Component of the Galactic Interstellar Gamma-Ray Emission

arXiv.org Artificial Intelligence

A significant point-like component from the small scale (or discrete) structure in the H2 interstellar gas might be present in the Fermi-LAT data, but modeling this emission relies on observations of rare gas tracers only available in limited regions of the sky. Identifying this contribution is important to discriminate gamma-ray point sources from interstellar gas, and to better characterize extended gamma-ray sources. We design and train convolutional neural networks to predict this emission where observations of these rare tracers do not exist and discuss the impact of this component on the analysis of the Fermi-LAT data. In particular, we evaluate prospects to exploit this methodology in the characterization of the Fermi-LAT Galactic center excess through accurate modeling of point-like structures in the data to help distinguish between a point-like or smooth nature for the excess. We show that deep learning may be effectively employed to model the gamma-ray emission traced by these rare H2 proxies within statistical significance in data-rich regions, supporting prospects to employ these methods in yet unobserved regions.


Improving Social Welfare While Preserving Autonomy via a Pareto Mediator

arXiv.org Artificial Intelligence

Machine learning algorithms often make decisions on behalf of agents with varied and sometimes conflicting interests. In domains where agents can choose to take their own action or delegate their action to a central mediator, an open question is how mediators should take actions on behalf of delegating agents. The main existing approach uses delegating agents to punish non-delegating agents in an attempt to get all agents to delegate, which tends to be costly for all. We introduce a Pareto Mediator which aims to improve outcomes for delegating agents without making any of them worse off. Our experiments in random normal form games, a restaurant recommendation game, and a reinforcement learning sequential social dilemma show that the Pareto Mediator greatly increases social welfare. Also, even when the Pareto Mediator is based on an incorrect model of agent utility, performance gracefully degrades to the pre-intervention level, due to the individual autonomy preserved by the voluntary mediator.


XDO: A Double Oracle Algorithm for Extensive-Form Games

arXiv.org Artificial Intelligence

Policy Space Response Oracles (PSRO) is a deep reinforcement learning algorithm for two-player zero-sum games that has empirically found approximate Nash equilibria in large games. Although PSRO is guaranteed to converge to a Nash equilibrium, it may take an exponential number of iterations as the number of infostates grows. We propose Extensive-Form Double Oracle (XDO), an extensive-form double oracle algorithm that is guaranteed to converge to an approximate Nash equilibrium linearly in the number of infostates. Unlike PSRO, which mixes best responses at the root of the game, XDO mixes best responses at every infostate. We also introduce Neural XDO (NXDO), where the best response is learned through deep RL. In tabular experiments on Leduc poker, we find that XDO achieves an approximate Nash equilibrium in a number of iterations 1-2 orders of magnitude smaller than PSRO. In experiments on a modified Leduc poker game, we show that tabular XDO achieves over 11x lower exploitability than CFR and over 82x lower exploitability than PSRO and XFP in the same amount of time. We also show that NXDO beats PSRO and is competitive with NFSP on a large no-limit poker game.


A theory of capacity and sparse neural encoding

arXiv.org Machine Learning

Motivated by biological considerations, we study sparse neural maps from an input layer to a target layer with sparse activity, and specifically the problem of storing $K$ input-target associations $(x,y)$, or memories, when the target vectors $y$ are sparse. We mathematically prove that $K$ undergoes a phase transition and that in general, and somewhat paradoxically, sparsity in the target layers increases the storage capacity of the map. The target vectors can be chosen arbitrarily, including in random fashion, and the memories can be both encoded and decoded by networks trained using local learning rules, including the simple Hebb rule. These results are robust under a variety of statistical assumptions on the data. The proofs rely on elegant properties of random polytopes and sub-gaussian random vector variables. Open problems and connections to capacity theories and polynomial threshold maps are discussed.


A* Search Without Expansions: Learning Heuristic Functions with Deep Q-Networks

arXiv.org Artificial Intelligence

A* search is an informed search algorithm that uses a heuristic function to guide the order in which nodes are expanded. Since the computation required to expand a node and compute the heuristic values for all of its generated children grows linearly with the size of the action space, A* search can become impractical for problems with large action spaces. This computational burden becomes even more apparent when heuristic functions are learned by general, but computationally expensive, deep neural networks. To address this problem, we introduce DeepCubeAQ, a deep reinforcement learning and search algorithm that builds on the DeepCubeA algorithm and deep Q-networks. DeepCubeAQ learns a heuristic function that, with a single forward pass through a deep neural network, computes the sum of the transition cost and the heuristic value of all of the children of a node without explicitly generating any of the children, eliminating the need for node expansions. DeepCubeAQ then uses a novel variant of A* search, called AQ* search, that uses the deep Q-network to guide search. We use DeepCubeAQ to solve the Rubik's cube when formulated with a large action space that includes 1872 meta-actions and show that this 157-fold increase in the size of the action space incurs less than a 4-fold increase in computation time when performing AQ* search and that AQ* search is orders of magnitude faster than A* search.


Quantity vs. Quality: On Hyperparameter Optimization for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement learning algorithms can show strong variation in performance between training runs with different random seeds. In this paper we explore how this affects hyperparameter optimization when the goal is to find hyperparameter settings that perform well across random seeds. In particular, we benchmark whether it is better to explore a large quantity of hyperparameter settings via pruning of bad performers, or if it is better to aim for quality of collected results by using repetitions. For this we consider the Successive Halving, Random Search, and Bayesian Optimization algorithms, the latter two with and without repetitions. We apply these to tuning the PPO2 algorithm on the Cartpole balancing task and the Inverted Pendulum Swing-up task. We demonstrate that pruning may negatively affect the optimization and that repeated sampling does not help in finding hyperparameter settings that perform better across random seeds. From our experiments we conclude that Bayesian optimization with a noise robust acquisition function is the best choice for hyperparameter optimization in reinforcement learning tasks.


SPLASH: Learnable Activation Functions for Improving Accuracy and Adversarial Robustness

arXiv.org Machine Learning

We introduce SPLASH units, a class of learnable activation functions shown to simultaneously improve the accuracy of deep neural networks while also improving their robustness to adversarial attacks. SPLASH units have both a simple parameterization and maintain the ability to approximate a wide range of non-linear functions. SPLASH units are: 1) continuous; 2) grounded (f(0) = 0); 3) use symmetric hinges; and 4) the locations of the hinges are derived directly from the data (i.e. no learning required). Compared to nine other learned and fixed activation functions, including ReLU and its variants, SPLASH units show superior performance across three datasets (MNIST, CIFAR-10, and CIFAR-100) and four architectures (LeNet5, All-CNN, ResNet-20, and Network-in-Network). Furthermore, we show that SPLASH units significantly increase the robustness of deep neural networks to adversarial attacks. Our experiments on both black-box and open-box adversarial attacks show that commonly-used architectures, namely LeNet5, All-CNN, ResNet-20, and Network-in-Network, can be up to 31% more robust to adversarial attacks by simply using SPLASH units instead of ReLUs.


Pipeline PSRO: A Scalable Approach for Finding Approximate Nash Equilibria in Large Games

arXiv.org Artificial Intelligence

Finding approximate Nash equilibria in zero-sum imperfect-information games is challenging when the number of information states is large. Policy Space Response Oracles (PSRO) is a deep reinforcement learning algorithm grounded in game theory that is guaranteed to converge to an approximate Nash equilibrium. However, PSRO requires training a reinforcement learning policy at each iteration, making it too slow for large games. We show through counterexamples and experiments that DCH and Rectified PSRO, two existing approaches to scaling up PSRO, fail to converge even in small games. We introduce Pipeline PSRO (P2SRO), the first scalable general method for finding approximate Nash equilibria in large zero-sum imperfect-information games. P2SRO is able to parallelize PSRO with convergence guarantees by maintaining a hierarchical pipeline of reinforcement learning workers, each training against the policies generated by lower levels in the hierarchy. We show that unlike existing methods, P2SRO converges to an approximate Nash equilibrium, and does so faster as the number of parallel workers increases, across a variety of imperfect information games. We also introduce an open-source environment for Barrage Stratego, a variant of Stratego with an approximate game tree complexity of $10^{50}$. P2SRO is able to achieve state-of-the-art performance on Barrage Stratego and beats all existing bots.