The field of deep learning has witnessed a remarkable shift towards extremely compute- and memory-intensive neural networks. These newer larger models have enabled researchers to advance state-of-the-art tools across a variety of fields. This phenomenon has spurred the development of algorithms for distributed training of neural networks over a larger number of hardware accelerators. In this paper, we discuss and compare current state-of-the-art frameworks for large scale distributed deep learning. First, we survey current practices in distributed learning and identify the different types of parallelism used. Then, we present empirical results comparing their performance on large image and language training tasks. Additionally, we address their statistical efficiency and memory consumption behavior. Based on our results, we discuss algorithmic and implementation portions of each framework which hinder performance.
In the last few years, the memory requirements to train state-of-the-art neural networks have far exceeded the DRAM capacities of modern hardware accelerators. This has necessitated the development of efficient algorithms to train these neural networks in parallel on large-scale GPU-based clusters. Since computation is relatively inexpensive on modern GPUs, designing and implementing extremely efficient communication in these parallel training algorithms is critical for extracting the maximum performance. This paper presents Myelin, a parallel deep learning framework that exploits asynchrony and message-driven execution to schedule neural network operations on each GPU, thereby reducing GPU idle time and maximizing hardware efficiency. By using the CPU memory as a scratch space for offloading data periodically during training, Myelin is able to reduce GPU memory consumption by four times. This allows us to increase the number of parameters per GPU by four times, thus reducing the amount of communication and increasing performance by over 13%. When tested against large transformer models with 12-100 billion parameters on 48-384 NVIDIA Tesla V100 GPUs, Myelin achieves a per-GPU throughput of 49.4-54.78% of theoretical peak and reduces the training time by 22-37 days (15-25% speedup) as compared to the state-of-the-art.
Deep learning-based object reconstruction algorithms have shown remarkable improvements over classical methods. However, supervised learning based methods perform poorly when the training data and the test data have different distributions. Indeed, most current works perform satisfactorily on the synthetic ShapeNet dataset, but dramatically fail in when presented with real world images. To address this issue, unsupervised domain adaptation can be used transfer knowledge from the labeled synthetic source domain and learn a classifier for the unlabeled real target domain. To tackle this challenge of single view 3D reconstruction in the real domain, we experiment with a variety of domain adaptation techniques inspired by the maximum mean discrepancy (MMD) loss, Deep CORAL, and the domain adversarial neural network (DANN). From these findings, we additionally propose a novel architecture which takes advantage of the fact that in this setting, target domain data is unsupervised with regards to the 3D model but supervised for class labels. We base our framework off a recent network called pix2vox. Results are performed with ShapeNet as the source domain and domains within the Object Dataset Domain Suite (ODDS) dataset as the target, which is a real world multiview, multidomain image dataset. The domains in ODDS vary in difficulty, allowing us to assess notions of domain gap size. Our results are the first in the multiview reconstruction literature using this dataset.
We consider the problem of object goal navigation in unseen environments. In our view, solving this problem requires learning of contextual semantic priors, a challenging endeavour given the spatial and semantic variability of indoor environments. Current methods learn to implicitly encode these priors through goal-oriented navigation policy functions operating on spatial representations that are limited to the agent's observable areas. In this work, we propose a novel framework that actively learns to generate semantic maps outside the field of view of the agent and leverages the uncertainty over the semantic classes in the unobserved areas to decide on long term goals. We demonstrate that through this spatial prediction strategy, we are able to learn semantic priors in scenes that can be leveraged in unknown environments. Additionally, we show how different objectives can be defined by balancing exploration with exploitation during searching for semantic targets. Our method is validated in the visually realistic environments offered by the Matterport3D dataset and show state of the art results on the object goal navigation task.
Online forums and social media platforms are increasingly being used to discuss topics of varying polarities where different people take different stances. Several methodologies for automatic stance detection from text have been proposed in literature. To our knowledge, there has not been any systematic investigation towards their reproducibility, and their comparative performances. In this work, we explore the reproducibility of several existing stance detection models, including both neural models and classical classifier-based models. Through experiments on two datasets -- (i)~the popular SemEval microblog dataset, and (ii)~a set of health-related online news articles -- we also perform a detailed comparative analysis of various methods and explore their shortcomings. Implementations of all algorithms discussed in this paper are available at https://github.com/prajwal1210/Stance-Detection-in-Web-and-Social-Media.
In this paper, we discuss the development of a multilingual annotated corpus of misogyny and aggression in Indian English, Hindi, and Indian Bangla as part of a project on studying and automatically identifying misogyny and communalism on social media (the ComMA Project). The dataset is collected from comments on YouTube videos and currently contains a total of over 20,000 comments. The comments are annotated at two levels - aggression (overtly aggressive, covertly aggressive, and non-aggressive) and misogyny (gendered and non-gendered). We describe the process of data collection, the tagset used for annotation, and issues and challenges faced during the process of annotation. Finally, we discuss the results of the baseline experiments conducted to develop a classifier for misogyny in the three languages.
In social dilemma situations, individual rationality leads to sub-optimal group outcomes. Several human engagements can be modeled as a sequential (multi-step) social dilemmas. However, in contrast to humans, Deep Reinforcement Learning agents trained to optimize individual rewards in sequential social dilemmas converge to selfish, mutually harmful behavior. We introduce a status-quo loss (SQLoss) that encourages an agent to stick to the status quo, rather than repeatedly changing its policy. We show how agents trained with SQLoss evolve cooperative behavior in several social dilemma matrix games. To work with social dilemma games that have visual input, we propose GameDistill. GameDistill uses self-supervision and clustering to automatically extract cooperative and selfish policies from a social dilemma game. We combine GameDistill and SQLoss to show how agents evolve socially desirable cooperative behavior in the Coin Game.
Social dilemma situations bring out the conflict between individual and group rationality. When individuals act rationally in such situations, the group suffers sub-optimal outcomes. The Iterative Prisoner's Dilemma (IPD) is a two-player game that offers a theoretical framework to model and study such social situations. In the Prisoner's Dilemma, individualistic behavior leads to mutual defection and sub-optimal outcomes. This result is in contrast to what one observes in human groups, where humans often sacrifice individualistic behavior for the good of the collective. It is interesting to study how and why such cooperative and individually irrational behavior emerges in human groups. To this end, recent work models this problem by treating each player as a Deep Reinforcement Learning (RL) agent and evolves cooperative behavioral policies through internal information or reward sharing mechanisms. We propose an approach to evolve cooperative behavior between RL agents playing the IPD game without sharing rewards, internal details (weights, gradients), or a communication channel. We introduce a Status-Quo loss (SQLoss) that incentivizes cooperative behavior by encouraging policy stationarity. We also describe an approach to transform a two-player game (with visual inputs) into its IPD formulation through self-supervised skill discovery (IPDistill).We show how our approach outperforms existing approaches in the Iterative Prisoner's Dilemma and the two-player Coin game.
Robot learning has emerged as a promising tool for taming the complexity and diversity of the real world. Methods based on high-capacity models, such as deep networks, hold the promise of providing effective generalization to a wide range of open-world environments. However, these same methods typically require large amounts of diverse training data to generalize effectively. In contrast, most robotic learning experiments are small-scale, single-domain, and single-robot. This leads to a frequent tension in robotic learning: how can we learn generalizable robotic controllers without having to collect impractically large amounts of data for each separate experiment? In this paper, we propose RoboNet, an open database for sharing robotic experience, which provides an initial pool of 15 million video frames, from 7 different robot platforms, and study how it can be used to learn generalizable models for vision-based robotic manipulation. We combine the dataset with two different learning algorithms: visual foresight, which uses forward video prediction models, and supervised inverse models. Our experiments test the learned algorithms' ability to work across new objects, new tasks, new scenes, new camera viewpoints, new grippers, or even entirely new robots. In our final experiment, we find that by pre-training on RoboNet and fine-tuning on data from a held-out Franka or Kuka robot, we can exceed the performance of a robot-specific training approach that uses 4x-20x more data. For videos and data, see the project webpage: https://www.robonet.wiki/
Objective. Annotation is expensive but essential for clinical note review and clinical natural language processing (cNLP). However, the extent to which computer-generated pre-annotation is beneficial to human annotation is still an open question. Our study introduces CLEAN (CLinical note rEview and ANnotation), a pre-annotation-based cNLP annotation system to improve clinical note annotation of data elements, and comprehensively compares CLEAN with the widely-used annotation system Brat Rapid Annotation Tool (BRAT). Materials and Methods. CLEAN includes an ensemble pipeline (CLEAN-EP) with a newly developed annotation tool (CLEAN-AT). A domain expert and a novice user/annotator participated in a comparative usability test by tagging 87 data elements related to Congestive Heart Failure (CHF) and Kawasaki Disease (KD) cohorts in 84 public notes. Results. CLEAN achieved higher note-level F1-score (0.896) over BRAT (0.820), with significant difference in correctness (P-value < 0.001), and the mostly related factor being system/software (P-value < 0.001). No significant difference (P-value 0.188) in annotation time was observed between CLEAN (7.262 minutes/note) and BRAT (8.286 minutes/note). The difference was mostly associated with note length (P-value < 0.001) and system/software (P-value 0.013). The expert reported CLEAN to be useful/satisfactory, while the novice reported slight improvements. Discussion. CLEAN improves the correctness of annotation and increases usefulness/satisfaction with the same level of efficiency. Limitations include untested impact of pre-annotation correctness rate, small sample size, small user size, and restrictedly validated gold standard. Conclusion. CLEAN with pre-annotation can be beneficial for an expert to deal with complex annotation tasks involving numerous and diverse target data elements.