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 Vincent, Pascal


Accounting for Variance in Machine Learning Benchmarks

arXiv.org Machine Learning

Strong empirical evidence that one machine-learning algorithm A outperforms another one B ideally calls for multiple trials optimizing the learning pipeline over sources of variation such as data sampling, data augmentation, parameter initialization, and hyperparameters choices. This is prohibitively expensive, and corners are cut to reach conclusions. We model the whole benchmarking process, revealing that variance due to data sampling, parameter initialization and hyperparameter choice impact markedly the results. We analyze the predominant comparison methods used today in the light of this variance. We show a counter-intuitive result that adding more sources of variation to an imperfect estimator approaches better the ideal estimator at a 51 times reduction in compute cost. Building on these results, we study the error rate of detecting improvements, on five different deep-learning tasks/architectures. This study leads us to propose recommendations for performance comparisons.


Implicit Regularization via Neural Feature Alignment

arXiv.org Machine Learning

We approach the problem of implicit regularization in deep learning from a geometrical viewpoint. We highlight a regularization effect induced by a dynamical alignment of the neural tangent features introduced by Jacot et al, along a small number of task-relevant directions. This can be interpreted as a combined mechanism of feature selection and model compression. By extrapolating a new analysis of Rademacher complexity bounds for linear models, we motivate and study a heuristic complexity measure that captures this phenomenon, in terms of sequences of tangent kernel classes along the optimization paths.


Efficient Learning in Non-Stationary Linear Markov Decision Processes

arXiv.org Machine Learning

We study episodic reinforcement learning in non-stationary linear (a.k.a. low-rank) Markov Decision Processes (MDPs), i.e, both the reward and transition kernel are linear with respect to a given feature map and are allowed to evolve either slowly or abruptly over time. For this problem setting, we propose OPT-WLSVI an optimistic model-free algorithm based on weighted least squares value iteration which uses exponential weights to smoothly forget data that are far in the past. We show that our algorithm, when competing against the best policy at each time, achieves a regret that is upped bounded by $\widetilde{\mathcal{O}}(d^{7/6}H^2 \Delta^{1/3} K^{2/3})$ where $d$ is the dimension of the feature space, $H$ is the planning horizon, $K$ is the number of episodes and $\Delta$ is a suitable measure of non-stationarity of the MDP. This is the first regret bound for non-stationary reinforcement learning with linear function approximation.


Stochastic Hamiltonian Gradient Methods for Smooth Games

arXiv.org Machine Learning

The success of adversarial formulations in machine learning has brought renewed motivation for smooth games. In this work, we focus on the class of stochastic Hamiltonian methods and provide the first convergence guarantees for certain classes of stochastic smooth games. We propose a novel unbiased estimator for the stochastic Hamiltonian gradient descent (SHGD) and highlight its benefits. Using tools from the optimization literature we show that SHGD converges linearly to the neighbourhood of a stationary point. To guarantee convergence to the exact solution, we analyze SHGD with a decreasing step-size and we also present the first stochastic variance reduced Hamiltonian method. Our results provide the first global non-asymptotic last-iterate convergence guarantees for the class of stochastic unconstrained bilinear games and for the more general class of stochastic games that satisfy a "sufficiently bilinear" condition, notably including some non-convex non-concave problems. We supplement our analysis with experiments on stochastic bilinear and sufficiently bilinear games, where our theory is shown to be tight, and on simple adversarial machine learning formulations.


Sharp Analysis of Smoothed Bellman Error Embedding

arXiv.org Machine Learning

The \textit{Smoothed Bellman Error Embedding} algorithm~\citep{dai2018sbeed}, known as SBEED, was proposed as a provably convergent reinforcement learning algorithm with general nonlinear function approximation. It has been successfully implemented with neural networks and achieved strong empirical results. In this work, we study the theoretical behavior of SBEED in batch-mode reinforcement learning. We prove a near-optimal performance guarantee that depends on the representation power of the used function classes and a tight notion of the distribution shift. Our results improve upon prior guarantees for SBEED in ~\citet{dai2018sbeed} in terms of the dependence on the planning horizon and on the sample size. Our analysis builds on the recent work of ~\citet{Xie2020} which studies a related algorithm MSBO, that could be interpreted as a \textit{non-smooth} counterpart of SBEED.


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.


Revisiting Loss Modelling for Unstructured Pruning

arXiv.org Machine Learning

By removing parameters from deep neural networks, unstructured pruning methods aim at cutting down memory footprint and computational cost, while maintaining prediction accuracy. In order to tackle this otherwise intractable problem, many of these methods model the loss landscape using first or second order Taylor expansions to identify which parameters can be discarded. We revisit loss modelling for unstructured pruning: we show the importance of ensuring locality of the pruning steps. We systematically compare first and second order Taylor expansions and empirically show that both can reach similar levels of performance. Finally, we show that better preserving the original network function does not necessarily transfer to better performing networks after fine-tuning, suggesting that only considering the impact of pruning on the loss might not be a sufficient objective to design good pruning criteria.


Stable Policy Optimization via Off-Policy Divergence Regularization

arXiv.org Machine Learning

Trust Region Policy Optimization (TRPO) and Proximal Policy Optimization (PPO) are among the most successful policy gradient approaches in deep reinforcement learning (RL). While these methods achieve state-of-the-art performance across a wide range of challenging tasks, there is room for improvement in the stabilization of the policy learning and how the off-policy data are used. In this paper we revisit the theoretical foundations of these algorithms and propose a new algorithm which stabilizes the policy improvement through a proximity term that constrains the discounted state-action visitation distribution induced by consecutive policies to be close to one another. This proximity term, expressed in terms of the divergence between the visitation distributions, is learned in an off-policy and adversarial manner. We empirically show that our proposed method can have a beneficial effect on stability and improve final performance in benchmark high-dimensional control tasks.


Fast Approximate Natural Gradient Descent in a Kronecker Factored Eigenbasis

Neural Information Processing Systems

For models with many parameters, the covari- ance matrix they are based on becomes gigantic, making them inapplicable in their original form. This has motivated research into both simple diagonal approxima- tions and more sophisticated factored approximations such as KFAC (Heskes, 2000; Martens & Grosse, 2015; Grosse & Martens, 2016). In the present work we draw inspiration from both to propose a novel approximation that is provably better than KFAC and amendable to cheap partial updates. It consists in tracking a diagonal variance, not in parameter coordinates, but in a Kronecker-factored eigenbasis, in which the diagonal approximation is likely to be more effective. Experiments show improvements over KFAC in optimization speed for several deep network architectures.


A Closer Look at the Optimization Landscapes of Generative Adversarial Networks

arXiv.org Machine Learning

Generative adversarial networks have been very successful in generative modeling, however they remain relatively hard to optimize compared to standard deep neural networks. In this paper, we try to gain insight into the optimization of GANs by looking at the game vector field resulting from the concatenation of the gradient of both players. Based on this point of view, we propose visualization techniques that allow us to make the following empirical observations. First, the training of GANs suffers from rotational behavior around locally stable stationary points, which, as we show, corresponds to the presence of imaginary components in the eigenvalues of the Jacobian of the game. Secondly, GAN training seems to converge to a stable stationary point which is a saddle point for the generator loss, not a minimum, while still achieving excellent performance. This counter-intuitive yet persistent observation questions whether we actually need a Nash equilibrium to get good performance in GANs.