discrete update
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Convergence for Discrete Parameter Update Schemes
Wilson, Paul, Zanasi, Fabio, Constantinides, George
Modern deep learning models require immense computational resources, motivating research into low-precision training. Quantised training addresses this by representing training components in low-bit integers, but typically relies on discretising real-valued updates. We introduce an alternative approach where the update rule itself is discrete, avoiding the quantisation of continuous updates by design. We establish convergence guarantees for a general class of such discrete schemes, and present a multinomial update rule as a concrete example, supported by empirical evaluation. This perspective opens new avenues for efficient training, particularly for models with inherently discrete structure.
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problem (R1
We thank the reviewers for their thoughtful feedbacks. We are glad all reviewers find the paper to be well-written and clearly positioned w.r.t. We introduce "probabilistic path" ( W e will expand and include the above proof sketch in camera-ready version. This seems a factual misunderstanding. We can't imagine a stronger comparison.
Implicit regularisation in stochastic gradient descent: from single-objective to two-player games
Rosca, Mihaela, Deisenroth, Marc Peter
Recent years have seen many insights on deep learning optimisation being brought forward by finding implicit regularisation effects of commonly used gradient-based optimisers. Understanding implicit regularisation can not only shed light on optimisation dynamics, but it can also be used to improve performance and stability across problem domains, from supervised learning to two-player games such as Generative Adversarial Networks. An avenue for finding such implicit regularisation effects has been quantifying the discretisation errors of discrete optimisers via continuous-time flows constructed by backward error analysis (BEA). The current usage of BEA is not without limitations, since not all the vector fields of continuous-time flows obtained using BEA can be written as a gradient, hindering the construction of modified losses revealing implicit regularisers. In this work, we provide a novel approach to use BEA, and show how our approach can be used to construct continuous-time flows with vector fields that can be written as gradients. We then use this to find previously unknown implicit regularisation effects, such as those induced by multiple stochastic gradient descent steps while accounting for the exact data batches used in the updates, and in generally differentiable two-player games.
Discretization Drift in Two-Player Games
Rosca, Mihaela, Wu, Yan, Dherin, Benoit, Barrett, David G. T.
Gradient-based methods for two-player games produce rich dynamics that can solve challenging problems, yet can be difficult to stabilize and understand. Part of this complexity originates from the discrete update steps given by simultaneous or alternating gradient descent, which causes each player to drift away from the continuous gradient flow -- a phenomenon we call discretization drift. Using backward error analysis, we derive modified continuous dynamical systems that closely follow the discrete dynamics. These modified dynamics provide an insight into the notorious challenges associated with zero-sum games, including Generative Adversarial Networks. In particular, we identify distinct components of the discretization drift that can alter performance and in some cases destabilize the game. Finally, quantifying discretization drift allows us to identify regularizers that explicitly cancel harmful forms of drift or strengthen beneficial forms of drift, and thus improve performance of GAN training.