主題: Meet AdaMod: a new deep learning optimizer with memory
簡介: AdaMod是一個新的深度學習優化器,它建立在Adam的基礎上,但提供了一個自動預熱啟發式和長期學習率緩沖。從最初的測試來看,AdaMod是一個前5名的優化器,它很容易擊敗或超過vanilla Adam,同時對學習率超參數不太敏感,訓練曲線更平滑,不需要熱身模式。
The LSTM network was proposed to overcome the difficulty in learning long-term dependence, and has made significant advancements in applications. With its success and drawbacks in mind, this paper raises the question - do RNN and LSTM have long memory? We answer it partially by proving that RNN and LSTM do not have long memory from a statistical perspective. A new definition for long memory networks is further introduced, and it requires the model weights to decay at a polynomial rate. To verify our theory, we convert RNN and LSTM into long memory networks by making a minimal modification, and their superiority is illustrated in modeling long-term dependence of various datasets.
題目: Improving Deep Learning Training and Inference with Dynamic Hyperparameter Optimization
簡介:
在過去的十年中,深度學習證明了計算機視覺和自然語言處理所帶來的挑戰的最新準確性,從而使這些領域發生了革命性變化。深度學習模型現在是自動駕駛,醫學成像和神經機器翻譯等應用程序的基本構建塊。但是,在生產中部署這些模型時,仍然存在許多挑戰。研究人員和從業人員必須解決各種各樣的問題,包括如何有效地設計,培訓和部署資源密集型深度學習模型,以及如何在確保對變化條件的魯棒性的同時使這些方法自動化。本文提供并評估了提高深度學習訓練和推理效率以及底層系統對環境變化的魯棒性的新方法。我們通過關注為優化模型的準確性和資源使用而優化的許多超參數來解決這些問題。這些超參數包括模型架構的選擇,訓練數據集,優化算法,優化算法的超參數(例如學習率和動量)以及訓練時間預算。當前,在實踐中,幾乎所有超參數在訓練之前都進行了一次調整,此后保持不變,然而最佳的超參數值會隨時間變化(例如,隨著訓練的進行或替換用于推理的硬件時)。我們將動態調整應用于傳統上被認為是靜態的超參數。通過三個案例研究,我們表明,使用運行時信息來動態適應傳統上靜態的超參數可以提高機器學習訓練和推理的效率。 首先,我們提出并分析Selective-Backprop,這是一種新的重要采樣方法,它以在線方式對高損失示例進行優先排序。在Selective-Backprop中,被認為具有挑戰性的示例是可調超參數。通過優先處理這些具有挑戰性的示例,Selective-Backprop可以將給定的目標錯誤率訓練到比靜態方法快3.5倍的目標。接下來,我們探索AdaptSB,它是Selective-Backprop的變體,可以動態調整我們對具有挑戰性的示例進行優先級排序的方式。在“選擇性反向傳播”中,分配給難度不同示例的優先級保持不變。在AdaptSB中,我們將分配給不同類別示例的優先級視為可調超參數。通過對數據集和訓練階段動態地調整示例優先級,AdaptSB在出現標簽錯誤的數據集上表現優于Selective-Backprop。 最后,我們提出并分析了Mainstream,這是一種視頻分析系統,可讓并發應用共享共享邊緣資源,以最大程度地提高匯總結果質量。在Mainstream中,我們認為應用程序共享的程度是一個可調參數。 Mainstream在部署時使用更專業的DNN自動確定正確的權衡方案,以提高每幀的準確性并保留更多的非專業基礎模型。結果顯示,與靜態ap方法相比,Mainstream將平均事件檢測F1分數提高了多達87倍。
Deep reinforcement learning (RL) has achieved many recent successes, yet experiment turn-around time remains a key bottleneck in research and in practice. We investigate how to optimize existing deep RL algorithms for modern computers, specifically for a combination of CPUs and GPUs. We confirm that both policy gradient and Q-value learning algorithms can be adapted to learn using many parallel simulator instances. We further find it possible to train using batch sizes considerably larger than are standard, without negatively affecting sample complexity or final performance. We leverage these facts to build a unified framework for parallelization that dramatically hastens experiments in both classes of algorithm. All neural network computations use GPUs, accelerating both data collection and training. Our results include using an entire DGX-1 to learn successful strategies in Atari games in mere minutes, using both synchronous and asynchronous algorithms.
Despite deep reinforcement learning has recently achieved great successes, however in multiagent environments, a number of challenges still remain. Multiagent reinforcement learning (MARL) is commonly considered to suffer from the problem of non-stationary environments and exponentially increasing policy space. It would be even more challenging to learn effective policies in circumstances where the rewards are sparse and delayed over long trajectories. In this paper, we study Hierarchical Deep Multiagent Reinforcement Learning (hierarchical deep MARL) in cooperative multiagent problems with sparse and delayed rewards, where efficient multiagent learning methods are desperately needed. We decompose the original MARL problem into hierarchies and investigate how effective policies can be learned hierarchically in synchronous/asynchronous hierarchical MARL frameworks. Several hierarchical deep MARL architectures, i.e., Ind-hDQN, hCom and hQmix, are introduced for different learning paradigms. Moreover, to alleviate the issues of sparse experiences in high-level learning and non-stationarity in multiagent settings, we propose a new experience replay mechanism, named as Augmented Concurrent Experience Replay (ACER). We empirically demonstrate the effects and efficiency of our approaches in several classic Multiagent Trash Collection tasks, as well as in an extremely challenging team sports game, i.e., Fever Basketball Defense.
Learning how to act when there are many available actions in each state is a challenging task for Reinforcement Learning (RL) agents, especially when many of the actions are redundant or irrelevant. In such cases, it is sometimes easier to learn which actions not to take. In this work, we propose the Action-Elimination Deep Q-Network (AE-DQN) architecture that combines a Deep RL algorithm with an Action Elimination Network (AEN) that eliminates sub-optimal actions. The AEN is trained to predict invalid actions, supervised by an external elimination signal provided by the environment. Simulations demonstrate a considerable speedup and added robustness over vanilla DQN in text-based games with over a thousand discrete actions.
Model update lies at the heart of object tracking.Generally, model update is formulated as an online learning problem where a target model is learned over the online training dataset. Our key innovation is to \emph{learn the online learning algorithm itself using large number of offline videos}, i.e., \emph{learning to update}. The learned updater takes as input the online training dataset and outputs an updated target model. As a first attempt, we design the learned updater based on recurrent neural networks (RNNs) and demonstrate its application in a template-based tracker and a correlation filter-based tracker. Our learned updater consistently improves the base trackers and runs faster than realtime on GPU while requiring small memory footprint during testing. Experiments on standard benchmarks demonstrate that our learned updater outperforms commonly used update baselines including the efficient exponential moving average (EMA)-based update and the well-designed stochastic gradient descent (SGD)-based update. Equipped with our learned updater, the template-based tracker achieves state-of-the-art performance among realtime trackers on GPU.
We study the problem of learning a latent variable model from a stream of data. Latent variable models are popular in practice because they can explain observed data in terms of unobserved concepts. These models have been traditionally studied in the offline setting. The online EM is arguably the most popular algorithm for learning latent variable models online. Although it is computationally efficient, it typically converges to a local optimum. In this work, we develop a new online learning algorithm for latent variable models, which we call SpectralLeader. SpectralLeader always converges to the global optimum, and we derive a $O(\sqrt{n})$ upper bound up to log factors on its $n$-step regret in the bag-of-words model. We show that SpectralLeader performs similarly to or better than the online EM with tuned hyper-parameters, in both synthetic and real-world experiments.