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Hod Lipson

Publications and source records attributed to Hod Lipson.

72 records · Page 4Linked to original sources

Ensemble Model Patching: A Parameter-Efficient Variational Bayesian Neural Network

Two main obstacles preventing the widespread adoption of variational Bayesian neural networks are the high parameter overhead that makes them infeasible on large networks, and the difficulty of implementation, which can be thought of as "programming overhead." MC dropout [Gal and Ghahramani, 2016] is popular because it sidesteps these obstacles. Nevertheless, dropout is often harmful to model performance when used in networks with batch normalization layers [Li et al., 2018], which are an indispensable part of modern neural networks. We construct a general variational family for ensemble-based Bayesian neural networks that encompasses dropout as a special case. We further present two specific members of this family that work well with batch normalization layers, while retaining the benefits of low parameter and programming overhead, comparable to non-Bayesian training. Our proposed methods improve predictive accuracy and achieve almost perfect calibration on a ResNet-18 trained with ImageNet.

cs.LG↗

Agent Embeddings: A Latent Representation for Pole-Balancing Networks

We show that it is possible to reduce a high-dimensional object like a neural network agent into a low-dimensional vector representation with semantic meaning that we call agent embeddings, akin to word or face embeddings. This can be done by collecting examples of existing networks, vectorizing their weights, and then learning a generative model over the weight space in a supervised fashion. We investigate a pole-balancing task, Cart-Pole, as a case study and show that multiple new pole-balancing networks can be generated from their agent embeddings without direct access to training data from the Cart-Pole simulator. In general, the learned embedding space is helpful for mapping out the space of solutions for a given task. We observe in the case of Cart-Pole the surprising finding that good agents make different decisions despite learning similar representations, whereas bad agents make similar (bad) decisions while learning dissimilar representations. Linearly interpolating between the latent embeddings for a good agent and a bad agent yields an agent embedding that generates a network with intermediate performance, where the performance can be tuned according to the coefficient of interpolation. Linear extrapolation in the latent space also results in performance boosts, up to a point.

cs.LG↗

Seven Myths in Machine Learning Research

We present seven myths commonly believed to be true in machine learning research, circa Feb 2019. This is an archival copy of the blog post at https://crazyoscarchang.github.io/2019/02/16/seven-myths-in-machine-learning-research/ Myth 1: TensorFlow is a Tensor manipulation library Myth 2: Image datasets are representative of real images found in the wild Myth 3: Machine Learning researchers do not use the test set for validation Myth 4: Every datapoint is used in training a neural network Myth 5: We need (batch) normalization to train very deep residual networks Myth 6: Attention $>$ Convolution Myth 7: Saliency maps are robust ways to interpret neural networks

cs.LG↗

Neural Network Quine

Self-replication is a key aspect of biological life that has been largely overlooked in Artificial Intelligence systems. Here we describe how to build and train self-replicating neural networks. The network replicates itself by learning to output its own weights. The network is designed using a loss function that can be optimized with either gradient-based or non-gradient-based methods. We also describe a method we call regeneration to train the network without explicit optimization, by injecting the network with predictions of its own parameters. The best solution for a self-replicating network was found by alternating between regeneration and optimization steps. Finally, we describe a design for a self-replicating neural network that can solve an auxiliary task such as MNIST image classification. We observe that there is a trade-off between the network's ability to classify images and its ability to replicate, but training is biased towards increasing its specialization at image classification at the expense of replication. This is analogous to the trade-off between reproduction and other tasks observed in nature. We suggest that a self-replication mechanism for artificial intelligence is useful because it introduces the possibility of continual improvement through natural selection.

cs.AI↗

Autostacker: A Compositional Evolutionary Learning System

We introduce an automatic machine learning (AutoML) modeling architecture called Autostacker, which combines an innovative hierarchical stacking architecture and an Evolutionary Algorithm (EA) to perform efficient parameter search. Neither prior domain knowledge about the data nor feature preprocessing is needed. Using EA, Autostacker quickly evolves candidate pipelines with high predictive accuracy. These pipelines can be used as is or as a starting point for human experts to build on. Autostacker finds innovative combinations and structures of machine learning models, rather than selecting a single model and optimizing its hyperparameters. Compared with other AutoML systems on fifteen datasets, Autostacker achieves state-of-art or competitive performance both in terms of test accuracy and time cost.

cs.LG↗

Scalable Co-Optimization of Morphology and Control in Embodied Machines

Evolution sculpts both the body plans and nervous systems of agents together over time. In contrast, in AI and robotics, a robot's body plan is usually designed by hand, and control policies are then optimized for that fixed design. The task of simultaneously co-optimizing the morphology and controller of an embodied robot has remained a challenge. In psychology, the theory of embodied cognition posits that behavior arises from a close coupling between body plan and sensorimotor control, which suggests why co-optimizing these two subsystems is so difficult: most evolutionary changes to morphology tend to adversely impact sensorimotor control, leading to an overall decrease in behavioral performance. Here, we further examine this hypothesis and demonstrate a technique for "morphological innovation protection", which temporarily reduces selection pressure on recently morphologically-changed individuals, thus enabling evolution some time to "readapt" to the new morphology with subsequent control policy mutations. We show the potential for this method to avoid local optima and converge to similar highly fit morphologies across widely varying initial conditions, while sustaining fitness improvements further into optimization. While this technique is admittedly only the first of many steps that must be taken to achieve scalable optimization of embodied machines, we hope that theoretical insight into the cause of evolutionary stagnation in current methods will help to enable the automation of robot design and behavioral training -- while simultaneously providing a testbed to investigate the theory of embodied cognition.

cs.AI↗

Convergent Learning: Do different neural networks learn the same representations?

Recent success in training deep neural networks have prompted active investigation into the features learned on their intermediate layers. Such research is difficult because it requires making sense of non-linear computations performed by millions of parameters, but valuable because it increases our ability to understand current models and create improved versions of them. In this paper we investigate the extent to which neural networks exhibit what we call convergent learning, which is when the representations learned by multiple nets converge to a set of features which are either individually similar between networks or where subsets of features span similar low-dimensional spaces. We propose a specific method of probing representations: training multiple networks and then comparing and contrasting their individual, learned representations at the level of neurons or groups of neurons. We begin research into this question using three techniques to approximately align different neural networks on a feature level: a bipartite matching approach that makes one-to-one assignments between neurons, a sparse prediction approach that finds one-to-many mappings, and a spectral clustering approach that finds many-to-many mappings. This initial investigation reveals a few previously unknown properties of neural networks, and we argue that future research into the question of convergent learning will yield many more. The insights described here include (1) that some features are learned reliably in multiple networks, yet other features are not consistently learned; (2) that units learn to span low-dimensional subspaces and, while these subspaces are common to multiple networks, the specific basis vectors learned are not; (3) that the representation codes show evidence of being a mix between a local code and slightly, but not fully, distributed codes across multiple units.

cs.LG↗

Understanding Neural Networks Through Deep Visualization

Recent years have produced great advances in training large, deep neural networks (DNNs), including notable successes in training convolutional neural networks (convnets) to recognize natural images. However, our understanding of how these models work, especially what computations they perform at intermediate layers, has lagged behind. Progress in the field will be further accelerated by the development of better tools for visualizing and interpreting neural nets. We introduce two such tools here. The first is a tool that visualizes the activations produced on each layer of a trained convnet as it processes an image or video (e.g. a live webcam stream). We have found that looking at live activations that change in response to user input helps build valuable intuitions about how convnets work. The second tool enables visualizing features at each layer of a DNN via regularized optimization in image space. Because previous versions of this idea produced less recognizable images, here we introduce several new regularization methods that combine to produce qualitatively clearer, more interpretable visualizations. Both tools are open source and work on a pre-trained convnet with minimal setup.

cs.CV↗

How transferable are features in deep neural networks?

Many deep neural networks trained on natural images exhibit a curious phenomenon in common: on the first layer they learn features similar to Gabor filters and color blobs. Such first-layer features appear not to be specific to a particular dataset or task, but general in that they are applicable to many datasets and tasks. Features must eventually transition from general to specific by the last layer of the network, but this transition has not been studied extensively. In this paper we experimentally quantify the generality versus specificity of neurons in each layer of a deep convolutional neural network and report a few surprising results. Transferability is negatively affected by two distinct issues: (1) the specialization of higher layer neurons to their original task at the expense of performance on the target task, which was expected, and (2) optimization difficulties related to splitting networks between co-adapted neurons, which was not expected. In an example network trained on ImageNet, we demonstrate that either of these two issues may dominate, depending on whether features are transferred from the bottom, middle, or top of the network. We also document that the transferability of features decreases as the distance between the base task and target task increases, but that transferring features even from distant tasks can be better than using random features. A final surprising result is that initializing a network with transferred features from almost any number of layers can produce a boost to generalization that lingers even after fine-tuning to the target dataset.

cs.LG↗

Computing Entropy Rate Of Symbol Sources & A Distribution-free Limit Theorem

Entropy rate of sequential data-streams naturally quantifies the complexity of the generative process. Thus entropy rate fluctuations could be used as a tool to recognize dynamical perturbations in signal sources, and could potentially be carried out without explicit background noise characterization. However, state of the art algorithms to estimate the entropy rate have markedly slow convergence; making such entropic approaches non-viable in practice. We present here a fundamentally new approach to estimate entropy rates, which is demonstrated to converge significantly faster in terms of input data lengths, and is shown to be effective in diverse applications ranging from the estimation of the entropy rate of English texts to the estimation of complexity of chaotic dynamical systems. Additionally, the convergence rate of entropy estimates do not follow from any standard limit theorem, and reported algorithms fail to provide any confidence bounds on the computed values. Exploiting a connection to the theory of probabilistic automata, we establish a convergence rate of $O(\log \vert s \vert/\sqrt[3]{\vert s \vert})$ as a function of the input length $\vert s \vert$, which then yields explicit uncertainty estimates, as well as required data lengths to satisfy pre-specified confidence bounds.

cs.IT↗

Data Smashing

Investigation of the underlying physics or biology from empirical data requires a quantifiable notion of similarity - when do two observed data sets indicate nearly identical generating processes, and when they do not. The discriminating characteristics to look for in data is often determined by heuristics designed by experts, $e.g.$, distinct shapes of "folded" lightcurves may be used as "features" to classify variable stars, while determination of pathological brain states might require a Fourier analysis of brainwave activity. Finding good features is non-trivial. Here, we propose a universal solution to this problem: we delineate a principle for quantifying similarity between sources of arbitrary data streams, without a priori knowledge, features or training. We uncover an algebraic structure on a space of symbolic models for quantized data, and show that such stochastic generators may be added and uniquely inverted; and that a model and its inverse always sum to the generator of flat white noise. Therefore, every data stream has an anti-stream: data generated by the inverse model. Similarity between two streams, then, is the degree to which one, when summed to the other's anti-stream, mutually annihilates all statistical structure to noise. We call this data smashing. We present diverse applications, including disambiguation of brainwaves pertaining to epileptic seizures, detection of anomalous cardiac rhythms, and classification of astronomical objects from raw photometry. In our examples, the data smashing principle, without access to any domain knowledge, meets or exceeds the performance of specialized algorithms tuned by domain experts.

cs.LG↗

Particle Shape Effects on the Stress Response of Granular Packings

We present measurements of the stress response of packings formed from a wide range of particle shapes. Besides spheres these include convex shapes such as the Platonic solids, truncated tetrahedra, and triangular bipyramids, as well as more complex, non-convex geometries such as hexapods with various arm lengths, dolos, and tetrahedral frames. All particles were 3D-printed in hard resin. Well-defined initial packing states were established through preconditioning by cyclic loading under given confinement pressure. Starting from such initial states, stress-strain relationships for axial compression were obtained at four different confining pressures for each particle type. While confining pressure has the largest overall effect on the mechanical response, we find that particle shape controls the details of the stress-strain curves and can be used to tune packing stiffness and yielding. By correlating the experimentally measured values for the effective Young's modulus under compression, yield stress and energy loss during cyclic loading, we identify trends among the various shapes that allow for designing a packing's aggregate behavior.

cond-mat.soft↗

The evolutionary origins of modularity

A central biological question is how natural organisms are so evolvable (capable of quickly adapting to new environments). A key driver of evolvability is the widespread modularity of biological networks--their organization as functional, sparsely connected subunits--but there is no consensus regarding why modularity itself evolved. While most hypotheses assume indirect selection for evolvability, here we demonstrate that the ubiquitous, direct selection pressure to reduce the cost of connections between network nodes causes the emergence of modular networks. Experiments with selection pressures to maximize network performance and minimize connection costs yield networks that are significantly more modular and more evolvable than control experiments that only select for performance. These results will catalyze research in numerous disciplines, including neuroscience, genetics and harnessing evolution for engineering purposes.

q-bio.PE↗

Hands-free Evolution of 3D-printable Objects via Eye Tracking

Interactive evolution has shown the potential to create amazing and complex forms in both 2-D and 3-D settings. However, the algorithm is slow and users quickly become fatigued. We propose that the use of eye tracking for interactive evolution systems will both reduce user fatigue and improve evolutionary success. We describe a systematic method for testing the hypothesis that eye tracking driven interactive evolution will be a more successful and easier-to-use design method than traditional interactive evolution methods driven by mouse clicks. We provide preliminary results that support the possibility of this proposal, and lay out future work to investigate these advantages in extensive clinical trials.

cs.NE↗

Dynamic Simulation of Soft Heterogeneous Objects

This paper describes a 2D and 3D simulation engine that quantitatively models the statics, dynamics, and non-linear deformation of heterogeneous soft bodies in a computationally efficient manner. There is a large body of work simulating compliant mechanisms. These normally assume small deformations with homogeneous material properties actuated with external forces. There is also a large body of research on physically-based deformable objects for applications in computer graphics with the purpose of generating realistic appearances at the expense of accuracy. Here we present a simulation framework in which an object may be composed of any number of interspersed materials with varying properties (stiffness, density, etc.) to enable true heterogeneous multi-material simulation. Collisions are handled to prevent self-penetration due to large deformation, which also allows multiple bodies to interact. A volumetric actuation method is implemented to impart motion to the structures which opens the door to the design of novel structures and mechanisms. The simulator was implemented efficiently such that objects with thousands of degrees of freedom can be simulated at suitable framerates for user interaction using a single thread of a typical desktop computer. The code is written in platform agnostic C++ and is fully open source. This research opens the door to the dynamic simulation of freeform 3D multi-material mechanisms and objects in a manner suitable for design automation.

cs.GR↗

Pose Estimation from a Single Depth Image for Arbitrary Kinematic Skeletons

We present a method for estimating pose information from a single depth image given an arbitrary kinematic structure without prior training. For an arbitrary skeleton and depth image, an evolutionary algorithm is used to find the optimal kinematic configuration to explain the observed image. Results show that our approach can correctly estimate poses of 39 and 78 degree-of-freedom models from a single depth image, even in cases of significant self-occlusion.

cs.CV↗

Universal Robotic Gripper based on the Jamming of Granular Material

Gripping and holding of objects are key tasks for robotic manipulators. The development of universal grippers able to pick up unfamiliar objects of widely varying shape and surface properties remains, however, challenging. Most current designs are based on the multi-fingered hand, but this approach introduces hardware and software complexities. These include large numbers of controllable joints, the need for force sensing if objects are to be handled securely without crushing them, and the computational overhead to decide how much stress each finger should apply and where. Here we demonstrate a completely different approach to a universal gripper. Individual fingers are replaced by a single mass of granular material that, when pressed onto a target object, flows around it and conforms to its shape. Upon application of a vacuum the granular material contracts and hardens quickly to pinch and hold the object without requiring sensory feedback. We find that volume changes of less than 0.5% suffice to grip objects reliably and hold them with forces exceeding many times their weight. We show that the operating principle is the ability of granular materials to transition between an unjammed, deformable state and a jammed state with solid-like rigidity. We delineate three separate mechanisms, friction, suction and interlocking, that contribute to the gripping force. Using a simple model we relate each of them to the mechanical strength of the jammed state. This opens up new possibilities for the design of simple, yet highly adaptive systems that excel at fast gripping of complex objects.

cond-mat.soft↗

Neural Network Based Reconstruction of a 3D Object from a 2D Wireframe

We propose a new approach for constructing a 3D representation from a 2D wireframe drawing. A drawing is simply a parallel projection of a 3D object onto a 2D surface; humans are able to recreate mental 3D models from 2D representations very easily, yet the process is very difficult to emulate computationally. We hypothesize that our ability to perform this construction relies on the angles in the 2D scene, among other geometric properties. Being able to reproduce this reconstruction process automatically would allow for efficient and robust 3D sketch interfaces. Our research focuses on the relationship between 2D geometry observable in the sketch and 3D geometry derived from a potential 3D construction. We present a fully automated system that constructs 3D representations from 2D wireframes using a neural network in conjunction with a genetic search algorithm.

cs.CV↗