Optimization by stochastic gradient descent is an important component of many large-scale machine learning algorithms. A wide variety of such optimization algorithms have been devised; however, it is unclear whether these algorithms are robust and widely applicable across many different optimization landscapes. In this paper we develop a collection of unit tests for stochastic optimization. Each unit test rapidly evaluates an optimization algorithm on a small-scale, isolated, and well-understood difficulty, rather than in real-world scenarios where many such issues are entangled. Passing these unit tests is not sufficient, but absolutely necessary for any algorithms with claims to generality or robustness. We give initial quantitative and qualitative results on numerous established algorithms. The testing framework is open-source, extensible, and easy to apply to new algorithms.
Recent work has established an empirically successful framework for adapting learning rates for stochastic gradient descent (SGD). This effectively removes all needs for tuning, while automatically reducing learning rates over time on stationary problems, and permitting learning rates to grow appropriately in non-stationary tasks. Here, we extend the idea in three directions, addressing proper minibatch parallelization, including reweighted updates for sparse or orthogonal gradients, improving robustness on non-smooth loss functions, in the process replacing the diagonal Hessian estimation procedure that may not always be available by a robust finite-difference approximation. The final algorithm integrates all these components, has linear complexity and is hyper-parameter free.
The performance of stochastic gradient descent (SGD) depends critically on how learning rates are tuned and decreased over time. We propose a method to automatically adjust multiple learning rates so as to minimize the expected error at any one time. The method relies on local gradient variations across samples. In our approach, learning rates can increase as well as decrease, making it suitable for non-stationary problems. Using a number of convex and non-convex learning tasks, we show that the resulting algorithm matches the performance of SGD or other adaptive approaches with their best settings obtained through systematic search, and effectively removes the need for learning rate tuning.
Efficient Natural Evolution Strategies (eNES) is a novel alternative to conventional evolutionary algorithms, using the natural gradient to adapt the mutation distribution. Unlike previous methods based on natural gradients, eNES uses a fast algorithm to calculate the inverse of the exact Fisher information matrix, thus increasing both robustness and performance of its evolution gradient estimation, even in higher dimensions. Additional novel aspects of eNES include optimal fitness baselines and importance mixing (a procedure for updating the population with very few fitness evaluations). The algorithm yields competitive results on both unimodal and multimodal benchmarks.
Artificial general intelligence (AGI) refers to research aimed at tackling the full problem of artificial intelligence, that is, create truly intelligent agents. This sets it apart from most AI research which aims at solving relatively narrow domains, such as character recognition, motion planning, or increasing player satisfaction in games. But how do we know when an agent is truly intelligent? A common point of reference in the AGI community is Legg and Hutter's formal definition of universal intelligence, which has the appeal of simplicity and generality but is unfortunately incomputable. Games of various kinds are commonly used as benchmarks for "narrow" AI research, as they are considered to have many important properties. We argue that many of these properties carry over to the testing of general intelligence as well. We then sketch how such testing could practically be carried out. The central part of this sketch is an extension of universal intelligence to deal with finite time, and the use of sampling of the space of games expressed in a suitably biased game description language.
This paper presents Natural Evolution Strategies (NES), a recent family of algorithms that constitute a more principled approach to black-box optimization than established evolutionary algorithms. NES maintains a parameterized distribution on the set of solution candidates, and the natural gradient is used to update the distribution's parameters in the direction of higher expected fitness. We introduce a collection of techniques that address issues of convergence, robustness, sample complexity, computational complexity and sensitivity to hyperparameters. This paper explores a number of implementations of the NES family, ranging from general-purpose multi-variate normal distributions to heavy-tailed and separable distributions tailored towards global optimization and search in high dimensional spaces, respectively. Experimental results show best published performance on various standard benchmarks, as well as competitive performance on others.
We present a novel Natural Evolution Strategy (NES) variant, the Rank-One NES (R1-NES), which uses a low rank approximation of the search distribution covariance matrix. The algorithm allows computation of the natural gradient with cost linear in the dimensionality of the parameter space, and excels in solving high-dimensional non-separable problems, including the best result to date on the Rosenbrock function (512 dimensions).