Neural Architecture Search (NAS) has emerged as a promising technique for automatic neural network design. However, existing NAS approaches often utilize manually designed action space, which is not directly related to the performance metric to be optimized (e.g., accuracy). As a result, using manually designed action space to perform NAS often leads to sample-inefficient explorations of architectures and thus can be sub-optimal. In order to improve sample efficiency, this paper proposes Latent Action Neural Architecture Search (LaNAS) that learns the action space to recursively partition the architecture search space into regions, each with concentrated performance metrics (\emph{i.e.}, low variance). During the search phase, as different architecture search action sequences lead to regions of different performance, the search efficiency can be significantly improved by biasing towards the regions with good performance. On the largest NAS dataset NasBench-101, our experimental results demonstrated that LaNAS is 22x, 14.6x and 12.4x more sample-efficient than random search, regularized evolution, and Monte Carlo Tree Search (MCTS) respectively. When applied to the open domain, LaNAS finds an architecture that achieves SoTA 98.0% accuracy on CIFAR-10 and 75.0% top1 accuracy on ImageNet (mobile setting), after exploring only 6,000 architectures.
We explore using latent natural language instructions as an expressive and compositional representation of complex actions for hierarchical decision making. Rather than directly selecting micro-actions, our agent first generates a latent plan in natural language, which is then executed by a separate model. We introduce a challenging real-time strategy game environment in which the actions of a large number of units must be coordinated across long time scales. We gather a dataset of 76 thousand pairs of instructions and executions from human play, and train instructor and executor models. Experiments show that models using natural language as a latent variable significantly outperform models that directly imitate human actions. The compositional structure of language proves crucial to its effectiveness for action representation. We also release our code, models and data.
We analyze the dynamics of training deep ReLU networks and their implications on generalization capability. Using a teacher-student setting, we discovered a novel relationship between the gradient received by hidden student nodes and the activations of teacher nodes for deep ReLU networks. With this relationship and the assumption of small overlapping teacher node activations, we prove that (1) student nodes whose weights are initialized to be close to teacher nodes converge to them at a faster rate, and (2) in over-parameterized regimes and 2-layer case, while a small set of lucky nodes do converge to the teacher nodes, the fan-out weights of other nodes converge to zero. This framework provides insight into multiple puzzling phenomena in deep learning like over-parameterization, implicit regularization, lottery tickets, etc. We verify our assumption by showing that the majority of BatchNorm biases of pre-trained VGG11/16 models are negative. Experiments on (1) random deep teacher networks with Gaussian inputs, (2) teacher network pre-trained on CIFAR-10 and (3) extensive ablation studies validate our multiple theoretical predictions.
The success of lottery ticket initializations (Frankle and Carbin, 2019) suggests that small, sparsified networks can be trained so long as the network is initialized appropriately. Unfortunately, finding these "winning ticket" initializations is computationally expensive. One potential solution is to reuse the same winning tickets across a variety of datasets and optimizers. However, the generality of winning ticket initializations remains unclear. Here, we attempt to answer this question by generating winning tickets for one training configuration (optimizer and dataset) and evaluating their performance on another configuration. Perhaps surprisingly, we found that, within the natural images domain, winning ticket initializations generalized across a variety of datasets, including Fashion MNIST, SVHN, CIFAR-10/100, ImageNet, and Places365, often achieving performance close to that of winning tickets generated on the same dataset. Moreover, winning tickets generated using larger datasets consistently transferred better than those generated using smaller datasets. We also found that winning ticket initializations generalize across optimizers with high performance. These results suggest that winning ticket initializations contain inductive biases generic to neural networks more broadly which improve training across many settings and provide hope for the development of better initialization methods.
The lottery ticket hypothesis proposes that over-parameterization of deep neural networks (DNNs) aids training by increasing the probability of a "lucky" sub-network initialization being present rather than by helping the optimization process. This phenomenon is intriguing and suggests that initialization strategies for DNNs can be improved substantially, but the lottery ticket hypothesis has only previously been tested in the context of supervised learning for natural image tasks. Here, we evaluate whether "winning ticket" initializations exist in two different domains: reinforcement learning (RL) and in natural language processing (NLP). For RL, we analyzed a number of discrete-action space tasks, including both classic control and pixel control. For NLP, we examined both recurrent LSTM models and large-scale Transformer models. Consistent with work in supervised image classification, we confirm that winning ticket initializations generally outperform parameter-matched random initializations, even at extreme pruning rates. Together, these results suggest that the lottery ticket hypothesis is not restricted to supervised learning of natural images, but rather represents a broader phenomenon in DNNs.
We present AlphaX, a fully automated agent that designs complex neural architectures from scratch. AlphaX explores the exponentially grown search space with a distributed Monte Carlo Tree Search (MCTS) and a Meta-Deep Neural Network (DNN). MCTS intrinsically improves the search efficiency by dynamically balancing the exploration and exploitation at fine-grained states, while Meta-DNN predicts the network accuracy to guide the search, and to provide an estimated reward to speed up the rollout. As the search progresses, AlphaX also generates the training data for Meta-DNN. So, the learning of Meta-DNN is end-to-end. In 14 days with only 16 GPUs (1832 samples), AlphaX found an architecture that reaches the state-of-the-art accuracies on both CIFAR-10(97.18%) and ImageNet(75.5% top-1 and 92.2% top-5). This demonstrates up to 10x speedup over the original searching for NASNet that used 500 GPUs in 4 days (20000 samples). On NASBench-101, AlphaX demonstrates 3x and 2.8x speedup over Random Search and Regularized Evolution. Finally, we show the searched architecture improves a variety of vision applications from Neural Style Transfer, to Image Captioning and Object Detection. Our implementation is available at https://github.com/linnanwang/AlphaX-NASBench101.
The AlphaGo, AlphaGo Zero, and AlphaZero series of algorithms are a remarkable demonstration of deep reinforcement learning's capabilities, achieving superhuman performance in the complex game of Go with progressively increasing autonomy. However, many obstacles remain in the understanding of and usability of these promising approaches by the research community. Toward elucidating unresolved mysteries and facilitating future research, we propose ELF OpenGo, an open-source reimplementation of the AlphaZero algorithm. ELF OpenGo is the first open-source Go AI to convincingly demonstrate superhuman performance with a perfect (20:0) record against global top professionals. We apply ELF OpenGo to conduct extensive ablation studies, and to identify and analyze numerous interesting phenomena in both the model training and in the gameplay inference procedures. Our code, models, selfplay datasets, and auxiliary data are publicly available.