AI-aided drug discovery (AIDD) is gaining increasing popularity due to its promise of making the search for new pharmaceuticals quicker, cheaper and more efficient. In spite of its extensive use in many fields, such as ADMET prediction, virtual screening, protein folding and generative chemistry, little has been explored in terms of the out-of-distribution (OOD) learning problem with \emph{noise}, which is inevitable in real world AIDD applications. In this work, we present DrugOOD, a systematic OOD dataset curator and benchmark for AI-aided drug discovery, which comes with an open-source Python package that fully automates the data curation and OOD benchmarking processes. We focus on one of the most crucial problems in AIDD: drug target binding affinity prediction, which involves both macromolecule (protein target) and small-molecule (drug compound). In contrast to only providing fixed datasets, DrugOOD offers automated dataset curator with user-friendly customization scripts, rich domain annotations aligned with biochemistry knowledge, realistic noise annotations and rigorous benchmarking of state-of-the-art OOD algorithms. Since the molecular data is often modeled as irregular graphs using graph neural network (GNN) backbones, DrugOOD also serves as a valuable testbed for \emph{graph OOD learning} problems. Extensive empirical studies have shown a significant performance gap between in-distribution and out-of-distribution experiments, which highlights the need to develop better schemes that can allow for OOD generalization under noise for AIDD.
Large-scale Bundle Adjustment (BA) is the key for many 3D vision applications (e.g., Structure-from-Motion and SLAM). Though important, large-scale BA is still poorly supported by existing BA libraries (e.g., Ceres and g2o). These libraries under-utilise accelerators (i.e., GPUs), and they lack algorithms to distribute BA computation constrained by the memory on a single device. In this paper, we propose MegBA, a high-performance and distributed library for large-scale BA. MegBA has a novel end-to-end vectorised BA algorithm that can fully exploit the massive parallel cores on GPUs, thus speeding up the entire BA computation. It also has a novel distributed BA algorithm that can automatically partition BA problems, and solve BA sub-problems using distributed GPUs. The GPUs synchronise intermediate solving state using network-efficient collective communication, and the synchronisation is designed to minimise communication cost. MegBA has a memory-efficient GPU runtime and exposes g2o-compatible APIs. Experiments show that MegBA can out-perform state-of-the-art BA libraries (i.e., Ceres and DeepLM) by up to 47.6x and 6.4x respectively, in public large-scale BA benchmarks. The code of MegBA is available at: https://github.com/MegviiRobot/MegBA.
In this paper, we discover a two-phase phenomenon in the learning of multi-layer perceptrons (MLPs). I.e., in the first phase, the training loss does not decrease significantly, but the similarity of features between different samples keeps increasing, which hurts the feature diversity. We explain such a two-phase phenomenon in terms of the learning dynamics of the MLP. Furthermore, we propose two normalization operations to eliminate the two-phase phenomenon, which avoids the decrease of the feature diversity and speeds up the training process.
This paper proposes a hierarchical and symbolic And-Or graph (AOG) to objectively explain the internal logic encoded by a well-trained deep model for inference. We first define the objectiveness of an explainer model in game theory, and we develop a rigorous representation of the And-Or logic encoded by the deep model. The objectiveness and trustworthiness of the AOG explainer are both theoretically guaranteed and experimentally verified. Furthermore, we propose several techniques to boost the conciseness of the explanation.
This paper explores the bottleneck of feature representations of deep neural networks (DNNs), from the perspective of the complexity of interactions between input variables encoded in DNNs. To this end, we focus on the multi-order interaction between input variables, where the order represents the complexity of interactions. We discover that a DNN is more likely to encode both too simple interactions and too complex interactions, but usually fails to learn interactions of intermediate complexity. Such a phenomenon is widely shared by different DNNs for different tasks. This phenomenon indicates a cognition gap between DNNs and human beings, and we call it a representation bottleneck. We theoretically prove the underlying reason for the representation bottleneck. Furthermore, we propose a loss to encourage/penalize the learning of interactions of specific complexities, and analyze the representation capacities of interactions of different complexities.
This paper provides a unified view to explain different adversarial attacks and defense methods, \emph{i.e.} the view of multi-order interactions between input variables of DNNs. Based on the multi-order interaction, we discover that adversarial attacks mainly affect high-order interactions to fool the DNN. Furthermore, we find that the robustness of adversarially trained DNNs comes from category-specific low-order interactions. Our findings provide a potential method to unify adversarial perturbations and robustness, which can explain the existing defense methods in a principle way. Besides, our findings also make a revision of previous inaccurate understanding of the shape bias of adversarially learned features.