Goto

Collaborating Authors

 tractability


Glow: Generative Flow with Invertible 1x1 Convolutions

Neural Information Processing Systems

Flow-based generative models are conceptually attractive due to tractability of the exact log-likelihood, tractability of exact latent-variable inference, and parallelizability of both training and synthesis. In this paper we propose Glow, a simple type of generative flow using invertible 1x1 convolution. Using our method we demonstrate a significant improvement in log-likelihood and qualitative sample quality. Perhaps most strikingly, we demonstrate that a generative model optimized towards the plain log-likelihood objective is capable of efficient synthesis of large and subjectively realistic-looking images.








New Complexity-Theoretic Frontiers of Tractability for Neural Network Training

Neural Information Processing Systems

In spite of the fundamental role of neural networks in contemporary machine learning research, our understanding of the computational complexity of optimally training neural networks remains limited even when dealing with the simplest kinds of activation functions. Indeed, while there has been a number of very recent results that establish ever-tighter lower bounds for the problem under linear and ReLU activation functions, little progress has been made towards the identification of novel polynomial-time tractable network architectures. In this article we obtain novel algorithmic upper bounds for training linear-and ReLU-activated neural networks to optimality which push the boundaries of tractability for these problems beyond the previous state of the art.


History Filtering in Imperfect Information Games: Algorithms and Complexity

Neural Information Processing Systems

Historically applied exclusively to perfect information games, depth-limited search with value functions has been key to recent advances in AI for imperfect information games. Most prominent approaches with strong theoretical guarantees require - a process in which a subgame is computed from public information and player beliefs. However, subgame decomposition can itself require non-trivial computations, and its tractability depends on the existence of efficient algorithms for either full enumeration or generation of the histories that form the root of the subgame. Despite this, no formal analysis of the tractability of such computations has been established in prior work, and application domains have often consisted of games, such as poker, for which enumeration is trivial on modern hardware.Applying these ideas to more complex domains requires understanding their cost. In this work, we introduce and analyze the computational aspects and tractability of filtering histories for subgame decomposition. We show that constructing a single history from the root of the subgame is generally intractable, and then provide a necessary and sufficient condition for efficient enumeration. We also introduce a novel Markov Chain Monte Carlo-based generation algorithm for trick-taking card games - a domain where enumeration is often prohibitively expensive. Our experiments demonstrate its improved scalability in the trick-taking card game .These contributions clarify when and how depth-limited search via subgame decomposition can be an effective tool for sequential decision-making in imperfect information settings.


Learning Discrete Energy-based Models via Auxiliary-variable Local Exploration

Neural Information Processing Systems

Discrete structures play an important role in applications like program language modeling and software engineering. Current approaches to predicting complex structures typically consider autoregressive models for their tractability, with some sacrifice in flexibility. Energy-based models (EBMs) on the other hand offer a more flexible and thus more powerful approach to modeling such distributions, but require partition function estimation. In this paper we propose \modelshort, a new algorithm for learning conditional and unconditional EBMs for discrete structured data, where parameter gradients are estimated using a learned sampler that mimics local search. We show that the energy function and sampler can be trained efficiently via a new variational form of power iteration, achieving a better trade-off between flexibility and tractability. Experimentally, we show that learning local search leads to significant improvements in challenging application domains. Most notably, we present an energy model guided fuzzer for software testing that achieves comparable performance to well engineered fuzzing engines like libfuzzer.