广泛观察到的神经缩放定律,其中错误是训练集大小,模型大小或两者兼而有之的误差,从而促进了深度学习的实质性改进。但是,仅通过缩放来进行这些改进就需要计算和能源成本相当大。在这里,我们专注于数据集大小的错误缩放,并展示在理论和实践中如何超越幂律的扩展,并将其减少到指数缩放,如果我们可以访问高质量的数据修剪指标,以将顺序排名为应该丢弃哪些培训示例以实现任何修剪的数据集大小。然后,我们通过经验修剪的数据集大小来测试这一新的指数缩放预测,并且实际上观察到了在CIFAR-10,SVHN和Imagenet训练的重新NET上的功率定律缩放性能。鉴于找到高质量的修剪指标的重要性,我们对ImageNet上十个不同的数据修剪指标进行了第一个大规模的基准测试研究。我们发现大多数现有的高性能指标尺寸较差,而对于ImageNet来说,最佳尺度是计算密集型的,并且需要为每个图像标签。因此,我们开发了一种新的简单,便宜和可扩展的自我监督的修剪指标,该指标与最佳监督指标相当。总体而言,我们的工作表明,发现良好的数据指标可能会为可行的途径提供可行的途径,从而大大改善神经缩放法律,从而降低现代深度学习的资源成本。
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最大化模型准确性的常规配方是(1)具有各种超参数的多个模型,以及(2)选择在固定验证集中表现最佳的单个模型,从而丢弃其余部分。在本文中,我们在微调大型预训练的模型的背景下重新审视了该过程的第二步,其中微调模型通常位于单个低误差盆地中。我们表明,平均多种模型的权重以不同的超参数配置进行了微调通常提高准确性和鲁棒性。与传统的合奏不同,我们可能会平均许多模型,而不会产生任何其他推理或记忆成本 - 我们将结果称为“模型汤”。当微调大型预训练的模型,例如夹子,Align和VIT-G在JFT上预先训练的VIT-G时,我们的汤食谱可为ImageNet上的超参数扫描中的最佳模型提供显着改进。所得的VIT-G模型在Imagenet上达到90.94%的TOP-1准确性,实现了新的最新状态。此外,我们表明,模型汤方法扩展到多个图像分类和自然语言处理任务,改善分发性能,并改善新下游任务的零局部性。最后,我们通过分析将权重平衡和与logit浓度的性能相似与预测的损失和信心的平坦度联系起来,并经过经验验证这种关系。代码可从https://github.com/mlfoundations/model-soups获得。
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为了在看不见的看不见和潜在的超出分布样品上,希望机器学习模型具有关于影响输入变化因子的变换的可预测响应。在这里,我们研究了几种类型的归纳偏见对这种可预测行为的相对重要性:数据的选择,他们的增强和模型架构。通过手工工程数据增强通常实现不变性,但是进行标准数据增强地址转换,用于解释实际数据的变化?虽然事先工作专注于合成数据,但我们在此尝试表征真实数据集,想象成的变化因素,并研究标准残余网络的不变性以及最近提出的视觉变压器关于这些因素的变化。我们展示了标准的增强依赖于平移和规模的精确组合,在翻译回顾大部分性能改进 - 尽管在卷积架构(如剩余网络)中建立的(近似)翻译不变性。事实上,我们发现规模和翻译不变性在剩余网络和视觉变压器模型中类似于它们显着不同的架构感应偏差。我们显示培训数据本身是不变性的主要来源,数据增强只会进一步增加所学到的InorRARCE。值得注意的是,在训练期间学习的修正因与我们发现的想象成分对齐。最后,我们发现想象成的变化的主要因素主要与外观有关,并且特定于每个班级。
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自我监督学习的最新进展证明了多种视觉任务的有希望的结果。高性能自我监督方法中的一个重要成分是通过培训模型使用数据增强,以便在嵌入空间附近的相同图像的不同增强视图。然而,常用的增强管道整体地对待图像,忽略图像的部分的语义相关性-e.g。主题与背景 - 这可能导致学习杂散相关性。我们的工作通过调查一类简单但高度有效的“背景增强”来解决这个问题,这鼓励模型专注于语义相关内容,劝阻它们专注于图像背景。通过系统的调查,我们表明背景增强导致在各种任务中跨越一系列最先进的自我监督方法(MOCO-V2,BYOL,SWAV)的性能大量改进。 $ \ SIM $ + 1-2%的ImageNet收益,使得与监督基准的表现有关。此外,我们发现有限标签设置的改进甚至更大(高达4.2%)。背景技术增强还改善了许多分布换档的鲁棒性,包括天然对抗性实例,想象群-9,对抗性攻击,想象成型。我们还在产生了用于背景增强的显着掩模的过程中完全无监督的显着性检测进展。
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Convolutional architectures have proven extremely successful for vision tasks. Their hard inductive biases enable sample-efficient learning, but come at the cost of a potentially lower performance ceiling. Vision Transformers (ViTs) rely on more flexible self-attention layers, and have recently outperformed CNNs for image classification. However, they require costly pre-training on large external datasets or distillation from pretrained convolutional networks. In this paper, we ask the following question: is it possible to combine the strengths of these two architectures while avoiding their respective limitations? To this end, we introduce gated positional self-attention (GPSA), a form of positional self-attention which can be equipped with a "soft" convolutional inductive bias. We initialize the GPSA layers to mimic the locality of convolutional layers, then give each attention head the freedom to escape locality by adjusting a gating parameter regulating the attention paid to position versus content information. The resulting convolutionallike ViT architecture, ConViT, outperforms the DeiT (Touvron et al., 2020) on ImageNet, while offering a much improved sample efficiency. We further investigate the role of locality in learning by first quantifying how it is encouraged in vanilla self-attention layers, then analyzing how it is escaped in GPSA layers. We conclude by presenting various ablations to better understand the success of the ConViT. Our code and models are released publicly at https://github.com/ facebookresearch/convit.
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Designing experiments often requires balancing between learning about the true treatment effects and earning from allocating more samples to the superior treatment. While optimal algorithms for the Multi-Armed Bandit Problem (MABP) provide allocation policies that optimally balance learning and earning, they tend to be computationally expensive. The Gittins Index (GI) is a solution to the MABP that can simultaneously attain optimality and computationally efficiency goals, and it has been recently used in experiments with Bernoulli and Gaussian rewards. For the first time, we present a modification of the GI rule that can be used in experiments with exponentially-distributed rewards. We report its performance in simulated 2- armed and 3-armed experiments. Compared to traditional non-adaptive designs, our novel GI modified design shows operating characteristics comparable in learning (e.g. statistical power) but substantially better in earning (e.g. direct benefits). This illustrates the potential that designs using a GI approach to allocate participants have to improve participant benefits, increase efficiencies, and reduce experimental costs in adaptive multi-armed experiments with exponential rewards.
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Quadruped robots are currently used in industrial robotics as mechanical aid to automate several routine tasks. However, presently, the usage of such a robot in a domestic setting is still very much a part of the research. This paper discusses the understanding and virtual simulation of such a robot capable of detecting and understanding human emotions, generating its gait, and responding via sounds and expression on a screen. To this end, we use a combination of reinforcement learning and software engineering concepts to simulate a quadruped robot that can understand emotions, navigate through various terrains and detect sound sources, and respond to emotions using audio-visual feedback. This paper aims to establish the framework of simulating a quadruped robot that is emotionally intelligent and can primarily respond to audio-visual stimuli using motor or audio response. The emotion detection from the speech was not as performant as ERANNs or Zeta Policy learning, still managing an accuracy of 63.5%. The video emotion detection system produced results that are almost at par with the state of the art, with an accuracy of 99.66%. Due to its "on-policy" learning process, the PPO algorithm was extremely rapid to learn, allowing the simulated dog to demonstrate a remarkably seamless gait across the different cadences and variations. This enabled the quadruped robot to respond to generated stimuli, allowing us to conclude that it functions as predicted and satisfies the aim of this work.
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Real-world robotic grasping can be done robustly if a complete 3D Point Cloud Data (PCD) of an object is available. However, in practice, PCDs are often incomplete when objects are viewed from few and sparse viewpoints before the grasping action, leading to the generation of wrong or inaccurate grasp poses. We propose a novel grasping strategy, named 3DSGrasp, that predicts the missing geometry from the partial PCD to produce reliable grasp poses. Our proposed PCD completion network is a Transformer-based encoder-decoder network with an Offset-Attention layer. Our network is inherently invariant to the object pose and point's permutation, which generates PCDs that are geometrically consistent and completed properly. Experiments on a wide range of partial PCD show that 3DSGrasp outperforms the best state-of-the-art method on PCD completion tasks and largely improves the grasping success rate in real-world scenarios. The code and dataset will be made available upon acceptance.
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When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task -- the task ``features" -- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.
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and widely used information measurement metric, particularly popularized for SSVEP- based Brain-Computer (BCI) interfaces. By combining speed and accuracy into a single-valued parameter, this metric aids in the evaluation and comparison of various target identification algorithms across different BCI communities. To accurately depict performance and inspire an end-to-end design for futuristic BCI designs, a more thorough examination and definition of ITR is therefore required. We model the symbiotic communication medium, hosted by the retinogeniculate visual pathway, as a discrete memoryless channel and use the modified capacity expressions to redefine the ITR. We use graph theory to characterize the relationship between the asymmetry of the transition statistics and the ITR gain with the new definition, leading to potential bounds on data rate performance. On two well-known SSVEP datasets, we compared two cutting-edge target identification methods. Results indicate that the induced DM channel asymmetry has a greater impact on the actual perceived ITR than the change in input distribution. Moreover, it is demonstrated that the ITR gain under the new definition is inversely correlated with the asymmetry in the channel transition statistics. Individual input customizations are further shown to yield perceived ITR performance improvements. An algorithm is proposed to find the capacity of binary classification and further discussions are given to extend such results to ensemble techniques.We anticipate that the results of our study will contribute to the characterization of the highly dynamic BCI channel capacities, performance thresholds, and improved BCI stimulus designs for a tighter symbiosis between the human brain and computer systems while enhancing the efficiency of the underlying communication resources.
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