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Jialin Liu

Publications and source records attributed to Jialin Liu.

At least 109 records · Page 6Linked to original sources

Decoder Choice Network for Meta-Learning

Meta-learning has been widely used for implementing few-shot learning and fast model adaptation. One kind of meta-learning methods attempt to learn how to control the gradient descent process in order to make the gradient-based learning have high speed and generalization. This work proposes a method that controls the gradient descent process of the model parameters of a neural network by limiting the model parameters in a low-dimensional latent space. The main challenge of this idea is that a decoder with too many parameters is required. This work designs a decoder with typical structure and shares a part of weights in the decoder to reduce the number of the required parameters. Besides, this work has introduced ensemble learning to work with the proposed approach for improving performance. The results show that the proposed approach is witnessed by the superior performance over the Omniglot classification and the miniImageNet classification tasks.

cs.LG↗

Voronoi-based Efficient Surrogate-assisted Evolutionary Algorithm for Very Expensive Problems

Very expensive problems are very common in practical system that one fitness evaluation costs several hours or even days. Surrogate assisted evolutionary algorithms (SAEAs) have been widely used to solve this crucial problem in the past decades. However, most studied SAEAs focus on solving problems with a budget of at least ten times of the dimension of problems which is unacceptable in many very expensive real-world problems. In this paper, we employ Voronoi diagram to boost the performance of SAEAs and propose a novel framework named Voronoi-based efficient surrogate assisted evolutionary algorithm (VESAEA) for very expensive problems, in which the optimization budget, in terms of fitness evaluations, is only 5 times of the problem's dimension. In the proposed framework, the Voronoi diagram divides the whole search space into several subspace and then the local search is operated in some potentially better subspace. Additionally, in order to trade off the exploration and exploitation, the framework involves a global search stage developed by combining leave-one-out cross-validation and radial basis function surrogate model. A performance selector is designed to switch the search dynamically and automatically between the global and local search stages. The empirical results on a variety of benchmark problems demonstrate that the proposed framework significantly outperforms several state-of-art algorithms with extremely limited fitness evaluations. Besides, the efficacy of Voronoi-diagram is furtherly analyzed, and the results show its potential to optimize very expensive problems.

cs.NE↗

Algorithm Portfolio for Individual-based Surrogate-Assisted Evolutionary Algorithms

Surrogate-assisted evolutionary algorithms (SAEAs) are powerful optimisation tools for computationally expensive problems (CEPs). However, a randomly selected algorithm may fail in solving unknown problems due to no free lunch theorems, and it will cause more computational resource if we re-run the algorithm or try other algorithms to get a much solution, which is more serious in CEPs. In this paper, we consider an algorithm portfolio for SAEAs to reduce the risk of choosing an inappropriate algorithm for CEPs. We propose two portfolio frameworks for very expensive problems in which the maximal number of fitness evaluations is only 5 times of the problem's dimension. One framework named Par-IBSAEA runs all algorithm candidates in parallel and a more sophisticated framework named UCB-IBSAEA employs the Upper Confidence Bound (UCB) policy from reinforcement learning to help select the most appropriate algorithm at each iteration. An effective reward definition is proposed for the UCB policy. We consider three state-of-the-art individual-based SAEAs on different problems and compare them to the portfolios built from their instances on several benchmark problems given limited computation budgets. Our experimental studies demonstrate that our proposed portfolio frameworks significantly outperform any single algorithm on the set of benchmark problems.

cs.NE↗

Stock Prices Prediction using Deep Learning Models

Financial markets have a vital role in the development of modern society. They allow the deployment of economic resources. Changes in stock prices reflect changes in the market. In this study, we focus on predicting stock prices by deep learning model. This is a challenge task, because there is much noise and uncertainty in information that is related to stock prices. So this work uses sparse autoencoders with one-dimension (1-D) residual convolutional networks which is a deep learning model, to de-noise the data. Long-short term memory (LSTM) is then used to predict the stock price. The prices, indices and macroeconomic variables in past are the features used to predict the next day's price. Experiment results show that 1-D residual convolutional networks can de-noise data and extract deep features better than a model that combines wavelet transforms (WT) and stacked autoencoders (SAEs). In addition, we compare the performances of model with two different forecast targets of stock price: absolute stock price and price rate of change. The results show that predicting stock price through price rate of change is better than predicting absolute prices directly.

cs.LG↗

Gradient Boost with Convolution Neural Network for Stock Forecast

Market economy closely connects aspects to all walks of life. The stock forecast is one of task among studies on the market economy. However, information on markets economy contains a lot of noise and uncertainties, which lead economy forecasting to become a challenging task. Ensemble learning and deep learning are the most methods to solve the stock forecast task. In this paper, we present a model combining the advantages of two methods to forecast the change of stock price. The proposed method combines CNN and GBoost. The experimental results on six market indexes show that the proposed method has better performance against current popular methods.

cs.LG↗

Etalumis: Bringing Probabilistic Programming to Scientific Simulators at Scale

Probabilistic programming languages (PPLs) are receiving widespread attention for performing Bayesian inference in complex generative models. However, applications to science remain limited because of the impracticability of rewriting complex scientific simulators in a PPL, the computational cost of inference, and the lack of scalable implementations. To address these, we present a novel PPL framework that couples directly to existing scientific simulators through a cross-platform probabilistic execution protocol and provides Markov chain Monte Carlo (MCMC) and deep-learning-based inference compilation (IC) engines for tractable inference. To guide IC inference, we perform distributed training of a dynamic 3DCNN--LSTM architecture with a PyTorch-MPI-based framework on 1,024 32-core CPU nodes of the Cori supercomputer with a global minibatch size of 128k: achieving a performance of 450 Tflop/s through enhancements to PyTorch. We demonstrate a Large Hadron Collider (LHC) use-case with the C++ Sherpa simulator and achieve the largest-scale posterior inference in a Turing-complete PPL.

cs.LG↗

Multilevel Optimal Transport: a Fast Approximation of Wasserstein-1 distances

We propose a fast algorithm for the calculation of the Wasserstein-1 distance, which is a particular type of optimal transport distance with homogeneous of degree one transport cost. Our algorithm is built on multilevel primal-dual algorithms. Several numerical examples and a complexity analysis are provided to demonstrate its computational speed. On some commonly used image examples of size $512\times512$, the proposed algorithm gives solutions within $0.2\sim 1.5$ seconds on a single CPU, which is much faster than the state-of-the-art algorithms.

stat.CO↗

Plug-and-Play Methods Provably Converge with Properly Trained Denoisers

Plug-and-play (PnP) is a non-convex framework that integrates modern denoising priors, such as BM3D or deep learning-based denoisers, into ADMM or other proximal algorithms. An advantage of PnP is that one can use pre-trained denoisers when there is not sufficient data for end-to-end training. Although PnP has been recently studied extensively with great empirical success, theoretical analysis addressing even the most basic question of convergence has been insufficient. In this paper, we theoretically establish convergence of PnP-FBS and PnP-ADMM, without using diminishing stepsizes, under a certain Lipschitz condition on the denoisers. We then propose real spectral normalization, a technique for training deep learning-based denoisers to satisfy the proposed Lipschitz condition. Finally, we present experimental results validating the theory.

cs.CV↗

Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor

Game-based benchmarks have been playing an essential role in the development of Artificial Intelligence (AI) techniques. Providing diverse challenges is crucial to push research toward innovation and understanding in modern techniques. Rinascimento provides a parameterised partially-observable multiplayer card-based board game, these parameters can easily modify the rules, objectives and items in the game. We describe the framework in all its features and the game-playing challenge providing baseline game-playing AIs and analysis of their skills. We reserve to agents' hyper-parameter tuning a central role in the experiments highlighting how it can heavily influence the performance. The base-line agents contain several additional contribution to Statistical Forward Planning algorithms.

cs.AI↗

General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms

General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL). The framework has been expanded into several tracks during the last few years to meet the demand of different research directions. The agents are required either to play multiple unknown games with or without access to game simulations, or to design new game levels or rules. This survey paper presents the VGDL, the GVGAI framework, existing tracks, and reviews the wide use of GVGAI framework in research, education and competitions five years after its birth. A future plan of framework improvements is also described.

cs.AI↗

Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Best

This paper introduces a simple and fast variant of Planet Wars as a test-bed for statistical planning based Game AI agents, and for noisy hyper-parameter optimisation. Planet Wars is a real-time strategy game with simple rules but complex game-play. The variant introduced in this paper is designed for speed to enable efficient experimentation, and also for a fixed action space to enable practical inter-operability with General Video Game AI agents. If we treat the game as a win-loss game (which is standard), then this leads to challenging noisy optimisation problems both in tuning agents to play the game, and in tuning game parameters. Here we focus on the problem of tuning an agent, and report results using the recently developed N-Tuple Bandit Evolutionary Algorithm and a number of other optimisers, including Sequential Model-based Algorithm Configuration (SMAC). Results indicate that the N-Tuple Bandit Evolutionary offers competitive performance as well as insight into the effects of combinations of parameter choices.

cs.AI↗

Helix: Holistic Optimization for Accelerating Iterative Machine Learning

Machine learning workflow development is a process of trial-and-error: developers iterate on workflows by testing out small modifications until the desired accuracy is achieved. Unfortunately, existing machine learning systems focus narrowly on model training---a small fraction of the overall development time---and neglect to address iterative development. We propose Helix, a machine learning system that optimizes the execution across iterations---intelligently caching and reusing, or recomputing intermediates as appropriate. Helix captures a wide variety of application needs within its Scala DSL, with succinct syntax defining unified processes for data preprocessing, model specification, and learning. We demonstrate that the reuse problem can be cast as a Max-Flow problem, while the caching problem is NP-Hard. We develop effective lightweight heuristics for the latter. Empirical evaluation shows that Helix is not only able to handle a wide variety of use cases in one unified workflow but also much faster, providing run time reductions of up to 19x over state-of-the-art systems, such as DeepDive or KeystoneML, on four real-world applications in natural language processing, computer vision, social and natural sciences.

cs.DB↗

Theoretical Linear Convergence of Unfolded ISTA and its Practical Weights and Thresholds

In recent years, unfolding iterative algorithms as neural networks has become an empirical success in solving sparse recovery problems. However, its theoretical understanding is still immature, which prevents us from fully utilizing the power of neural networks. In this work, we study unfolded ISTA (Iterative Shrinkage Thresholding Algorithm) for sparse signal recovery. We introduce a weight structure that is necessary for asymptotic convergence to the true sparse signal. With this structure, unfolded ISTA can attain a linear convergence, which is better than the sublinear convergence of ISTA/FISTA in general cases. Furthermore, we propose to incorporate thresholding in the network to perform support selection, which is easy to implement and able to boost the convergence rate both theoretically and empirically. Extensive simulations, including sparse vector recovery and a compressive sensing experiment on real image data, corroborate our theoretical results and demonstrate their practical usefulness. We have made our codes publicly available: https://github.com/xchen-tamu/linear-lista-cpss.

cs.LG↗

Scenario-based decision-making for power systems investment planning

The optimization of power systems involves complex uncertainties, such as technological progress, political context, geopolitical constraints. Negotiations at COP21 are complicated by the huge number of scenarios that various people want to consider; these scenarios correspond to many uncertainties. These uncertainties are difficult to modelize as probabilities, due to the lack of data for future technologies and due to partially adversarial geopolitical decision makers. Tools for such difficult decision making problems include Wald and Savage criteria, possibilistic reasoning and Nash equilibria. We investigate the rationale behind the use of a two-player Nash equilibrium approach in such a difficult context; we show that the computational cost is indeed smaller than for simpler criteria. Moreover, it naturally provides a selection of decisions and scenarios, and it has a natural interpretation in the sense that Nature does not make decisions taking into account our own decisions. The algorithm naturally provides a matrix of results, namely the matrix of outcomes in the most interesting decisions and for the most critical scenarios. These decisions and scenarios are also equipped with a ranking.

cs.GT↗

Helix: Accelerating Human-in-the-loop Machine Learning

Data application developers and data scientists spend an inordinate amount of time iterating on machine learning (ML) workflows -- by modifying the data pre-processing, model training, and post-processing steps -- via trial-and-error to achieve the desired model performance. Existing work on accelerating machine learning focuses on speeding up one-shot execution of workflows, failing to address the incremental and dynamic nature of typical ML development. We propose Helix, a declarative machine learning system that accelerates iterative development by optimizing workflow execution end-to-end and across iterations. Helix minimizes the runtime per iteration via program analysis and intelligent reuse of previous results, which are selectively materialized -- trading off the cost of materialization for potential future benefits -- to speed up future iterations. Additionally, Helix offers a graphical interface to visualize workflow DAGs and compare versions to facilitate iterative development. Through two ML applications, in classification and in structured prediction, attendees will experience the succinctness of Helix programming interface and the speed and ease of iterative development using Helix. In our evaluations, Helix achieved up to an order of magnitude reduction in cumulative run time compared to state-of-the-art machine learning tools.

cs.LG↗

First and Second Order Methods for Online Convolutional Dictionary Learning

Convolutional sparse representations are a form of sparse representation with a structured, translation invariant dictionary. Most convolutional dictionary learning algorithms to date operate in batch mode, requiring simultaneous access to all training images during the learning process, which results in very high memory usage and severely limits the training data that can be used. Very recently, however, a number of authors have considered the design of online convolutional dictionary learning algorithms that offer far better scaling of memory and computational cost with training set size than batch methods. This paper extends our prior work, improving a number of aspects of our previous algorithm; proposing an entirely new one, with better performance, and that supports the inclusion of a spatial mask for learning from incomplete data; and providing a rigorous theoretical analysis of these methods.

cs.LG↗

Deep Reinforcement Learning for General Video Game AI

The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, it has so far focused on online planning, providing a forward model that allows the use of algorithms such as Monte Carlo Tree Search. In this paper, we describe how we interface GVGAI to the OpenAI Gym environment, a widely used way of connecting agents to reinforcement learning problems. Using this interface, we characterize how widely used implementations of several deep reinforcement learning algorithms fare on a number of GVGAI games. We further analyze the results to provide a first indication of the relative difficulty of these games relative to each other, and relative to those in the Arcade Learning Environment under similar conditions.

cs.LG↗

Shallow decision-making analysis in General Video Game Playing

The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far the metrics used to evaluate the performance of agents have been win ratio, game score and length of games. In this paper we provide a wider set of metrics and a comparison method for evaluating and comparing agents. The metrics and the comparison method give shallow introspection into the agent's decision making process and they can be applied to any agent regardless of its algorithmic nature. In this work, the metrics and the comparison method are used to measure the impact of the terms that compose a tree policy of an MCTS based agent, comparing with several baseline agents. The results clearly show how promising such general approach is and how it can be useful to understand the behaviour of an AI agent, in particular, how the comparison with baseline agents can help understanding the shape of the agent decision landscape. The presented metrics and comparison method represent a step toward to more descriptive ways of logging and analysing agent's behaviours.

cs.AI↗