Plotting

 Gidel, Gauthier


A General Framework For Proving The Equivariant Strong Lottery Ticket Hypothesis

arXiv.org Artificial Intelligence

The Strong Lottery Ticket Hypothesis (SLTH) stipulates the existence of a subnetwork within a sufficiently overparameterized (dense) neural network that -- when initialized randomly and without any training -- achieves the accuracy of a fully trained target network. Recent works by Da Cunha et. al 2022; Burkholz 2022 demonstrate that the SLTH can be extended to translation equivariant networks -- i.e. CNNs -- with the same level of overparametrization as needed for the SLTs in dense networks. However, modern neural networks are capable of incorporating more than just translation symmetry, and developing general equivariant architectures such as rotation and permutation has been a powerful design principle. In this paper, we generalize the SLTH to functions that preserve the action of the group $G$ -- i.e. $G$-equivariant network -- and prove, with high probability, that one can approximate any $G$-equivariant network of fixed width and depth by pruning a randomly initialized overparametrized $G$-equivariant network to a $G$-equivariant subnetwork. We further prove that our prescribed overparametrization scheme is optimal and provides a lower bound on the number of effective parameters as a function of the error tolerance. We develop our theory for a large range of groups, including subgroups of the Euclidean $\text{E}(2)$ and Symmetric group $G \leq \mathcal{S}_n$ -- allowing us to find SLTs for MLPs, CNNs, $\text{E}(2)$-steerable CNNs, and permutation equivariant networks as specific instantiations of our unified framework. Empirically, we verify our theory by pruning overparametrized $\text{E}(2)$-steerable CNNs, $k$-order GNNs, and message passing GNNs to match the performance of trained target networks.


Generating Diverse Realistic Laughter for Interactive Art

arXiv.org Artificial Intelligence

We propose an interactive art project to make those rendered invisible by the COVID-19 crisis and its concomitant solitude reappear through the welcome melody of laughter, and connections created and explored through advanced laughter synthesis approaches. However, the unconditional generation of the diversity of human emotional responses in high-quality auditory synthesis remains an open problem, with important implications for the application of these approaches in artistic settings. We developed LaughGANter, an approach to reproduce the diversity of human laughter using generative adversarial networks (GANs). When trained on a dataset of diverse laughter samples, LaughGANter generates diverse, high quality laughter samples, and learns a latent space suitable for emotional analysis and novel artistic applications such as latent mixing/interpolation and emotional transfer.


Convergence Analysis and Implicit Regularization of Feedback Alignment for Deep Linear Networks

arXiv.org Machine Learning

We theoretically analyze the Feedback Alignment (FA) algorithm, an efficient alternative to backpropagation for training neural networks. We provide convergence guarantees with rates for deep linear networks for both continuous and discrete dynamics. Additionally, we study incremental learning phenomena for shallow linear networks. Interestingly, certain specific initializations imply that negligible components are learned before the principal ones, thus potentially negatively affecting the effectiveness of such a learning algorithm; a phenomenon we classify as implicit anti-regularization. We also provide initialization schemes where the components of the problem are approximately learned by decreasing order of importance, thus providing a form of implicit regularization.


Pick Your Battles: Interaction Graphs as Population-Level Objectives for Strategic Diversity

arXiv.org Artificial Intelligence

Strategic diversity is often essential in games: in multi-player games, for example, evaluating a player against a diverse set of strategies will yield a more accurate estimate of its performance. Furthermore, in games with non-transitivities diversity allows a player to cover several winning strategies. However, despite the significance of strategic diversity, training agents that exhibit diverse behaviour remains a challenge. In this paper we study how to construct diverse populations of agents by carefully structuring how individuals within a population interact. Our approach is based on interaction graphs, which control the flow of information between agents during training and can encourage agents to specialise on different strategies, leading to improved overall performance. We provide evidence for the importance of diversity in multi-agent training and analyse the effect of applying different interaction graphs on the training trajectories, diversity and performance of populations in a range of games. This is an extended version of the long abstract published at AAMAS.


On the Convergence of Stochastic Extragradient for Bilinear Games with Restarted Iteration Averaging

arXiv.org Machine Learning

We study the stochastic bilinear minimax optimization problem, presenting an analysis of the Stochastic ExtraGradient (SEG) method with constant step size, and presenting variations of the method that yield favorable convergence. We first note that the last iterate of the basic SEG method only contracts to a fixed neighborhood of the Nash equilibrium, independent of the step size. This contrasts sharply with the standard setting of minimization where standard stochastic algorithms converge to a neighborhood that vanishes in proportion to the square-root (constant) step size. Under the same setting, however, we prove that when augmented with iteration averaging, SEG provably converges to the Nash equilibrium, and such a rate is provably accelerated by incorporating a scheduled restarting procedure. In the interpolation setting, we achieve an optimal convergence rate up to tight constants. We present numerical experiments that validate our theoretical findings and demonstrate the effectiveness of the SEG method when equipped with iteration averaging and restarting.


Stochastic Gradient Descent-Ascent and Consensus Optimization for Smooth Games: Convergence Analysis under Expected Co-coercivity

arXiv.org Machine Learning

Two of the most prominent algorithms for solving unconstrained smooth games are the classical stochastic gradient descent-ascent (SGDA) and the recently introduced stochastic consensus optimization (SCO) (Mescheder et al., 2017). SGDA is known to converge to a stationary point for specific classes of games, but current convergence analyses require a bounded variance assumption. SCO is used successfully for solving large-scale adversarial problems, but its convergence guarantees are limited to its deterministic variant. In this work, we introduce the expected co-coercivity condition, explain its benefits, and provide the first last-iterate convergence guarantees of SGDA and SCO under this condition for solving a class of stochastic variational inequality problems that are potentially non-monotone. We prove linear convergence of both methods to a neighborhood of the solution when they use constant step-size, and we propose insightful stepsize-switching rules to guarantee convergence to the exact solution. In addition, our convergence guarantees hold under the arbitrary sampling paradigm, and as such, we give insights into the complexity of minibatching.


A single gradient step finds adversarial examples on random two-layers neural networks

arXiv.org Machine Learning

Daniely and Schacham recently showed that gradient descent finds adversarial examples on random undercomplete two-layers ReLU neural networks. The term "undercomplete" refers to the fact that their proof only holds when the number of neurons is a vanishing fraction of the ambient dimension. We extend their result to the overcomplete case, where the number of neurons is larger than the dimension (yet also subexponential in the dimension). In fact we prove that a single step of gradient descent suffices. We also show this result for any subexponential width random neural network with smooth activation function.


Adversarial Example Games

arXiv.org Artificial Intelligence

The existence of adversarial examples capable of fooling trained neural network classifiers calls for a much better understanding of possible attacks, in order to guide the development of safeguards against them. It includes attack methods in the highly challenging non-interactive blackbox setting, where adversarial attacks are generated without any access, including queries, to the target model. Prior works in this setting have relied mainly on algorithmic innovations derived from empirical observations (e.g., that momentum helps), and the field currently lacks a firm theoretical basis for understanding transferability in adversarial attacks. In this work, we address this gap and lay the theoretical foundations for crafting transferable adversarial examples to entire function classes. We introduce Adversarial Examples Games (AEG), a novel framework that models adversarial examples as two-player min-max games between an attack generator and a representative classifier. We prove that the saddle point of an AEG game corresponds to a generating distribution of adversarial examples against entire function classes. Training the generator only requires the ability to optimize a representative classifier from a given hypothesis class, enabling BlackBox transfer to unseen classifiers from the same class. We demonstrate the efficacy of our approach on the MNIST and CIFAR-10 datasets against both undefended and robustified models, achieving competitive performance with state-of-the-art BlackBox transfer approaches.


Painless Stochastic Gradient: Interpolation, Line-Search, and Convergence Rates

Neural Information Processing Systems

Recent works have shown that stochastic gradient descent (SGD) achieves the fast convergence rates of full-batch gradient descent for over-parameterized models satisfying certain interpolation conditions. However, the step-size used in these works depends on unknown quantities and SGD's practical performance heavily relies on the choice of this step-size. We propose to use line-search techniques to automatically set the step-size when training models that can interpolate the data. In the interpolation setting, we prove that SGD with a stochastic variant of the classic Armijo line-search attains the deterministic convergence rates for both convex and strongly-convex functions. Under additional assumptions, SGD with Armijo line-search is shown to achieve fast convergence for non-convex functions.


Lower Bounds and Conditioning of Differentiable Games

arXiv.org Machine Learning

Many recent machine learning tools rely on differentiable game formulations. While several numerical methods have been proposed for these types of games, most of the work has been on convergence proofs or on upper bounds for the rate of convergence of those methods. In this work, we approach the question of fundamental iteration complexity by providing lower bounds. We generalise Nesterov's argument -- used in single-objective optimisation to derive a lower bound for a class of first-order black box optimisation algorithms -- to games. Moreover, we extend to games the p-SCLI framework used to derive spectral lower bounds for a large class of derivative-based single-objective optimisers. Finally, we propose a definition of the condition number arising from our lower bound analysis that matches the conditioning observed in upper bounds. Our condition number is more expressive than previously used definitions, as it covers a wide range of games, including bilinear games that lack strong convex-concavity.