22 research outputs found

    Optimisation massivement multi-tâche sur grappes de calcul hétérogènes – Application aux problèmes de permutation

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    Branch-and-Bound (B&B) is a frequently used tree-search exploratory method for the exact resolution of combinatorial optimization problems (COPs). However, in practice, only small problem instances can be solved on a sequential computer, as B&B generates often generates a huge amount of subproblems to be evaluated. In order to solve large COPs, we revisit the design and implementation of massively parallel B&B on top of large heterogeneous clusters, integrating multi-core CPUs, many-core processors and GPUs.For the efficient storage and management of subproblems an original data structure (IVM) dedicated to permutation problems is used. Because of the highly irregular and unpredictable shape of the B&B tree, dynamic load balancing between parallel exploration processes is one of the main issues addressed in this thesis. Based on a compact encoding of the search space in the form of intervals, work stealing strategies for multi-core and GPU are proposed, as well as hierarchical approaches for load balancing in distributed memory multi-CPU/multi-GPU systems. Three permutation problems, the Flowshop Scheduling Problem (FSP), the Quadratic Assignment Problem (QAP) and the n-Queens puzzle problem are used as test-cases.The resolution, in 9 hours, of a FSP instance with an estimated sequential execution time of 22 years demonstrates the scalability of the proposed algorithms on a cluster composed of 36 GPUs.L'algorithme Branch-and-Bound (B&B) est une méthode de recherche arborescente fréquemment utilisé pour la résolution exacte de problèmes d'optimisation combinatoire (POC). Néanmoins, seules des petites instances peuvent être effectivement résolues sur une machine séquentielle, le nombre de sous-problèmes à évaluer étant souvent très grand. Visant la resolution de POC de grande taille, nous réexaminons la conception et l'implémentation d'algorithmes B&B massivement parallèles sur de larges plateformes hétérogènes de calcul, intégrant des processeurs multi-coeurs, many-cores et et processeurs graphiques (GPUs). Pour une représentation compacte en mémoire des sous-problèmes une structure de données originale (IVM), dédiée aux problèmes de permutation est utilisée. En raison de la forte irrégularité de l'arbre de recherche, l'équilibrage de charge dynamique entre processus d'exploration parallèles occupe une place centrale dans cette thèse. Basés sur un encodage compact de l'espace de recherche sous forme d'intervalles, des stratégies de vol de tâches sont proposées pour processeurs multi-core et GPU, ainsi une approche hiérarchique pour l'équilibrage de charge dans les systèmes multi-GPU et multi-CPU à mémoire distribuée. Trois problèmes d'optimisation définis sur l'ensemble des permutations, le problème d'ordonnancement Flow-Shop (FSP), d'affectation quadratique (QAP) et le problème des n-dames sont utilisés comme cas d'étude. La resolution en 9 heures d'une instance du FSP dont le temps de résolution séquentiel est estimé à 22 ans demontre la capacité de passage à l'échelle des algorithmes proposés sur une grappe de calcul composé de 36 GPUs

    3D terrain generation using neural networks

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    With the increase in computation power, coupled with the advancements in the field in the form of GANs and cGANs, Neural Networks have become an attractive proposition for content generation. This opened opportunities for Procedural Content Generation algorithms (PCG) to tap Neural Networks generative power to create tools that allow developers to remove part of creative and developmental burden imposed throughout the gaming industry, be it from investors looking for a return on their investment and from consumers that want more and better content, fast. This dissertation sets out to develop a PCG mixed-initiative tool, leveraging cGANs, to create authored 3D terrains, allowing users to directly influence the resulting generated content without the need for formal training on terrain generation or complex interactions with the tool to influence the generative output, as opposed to state of the art generative algorithms that only allow for random content generation or are needlessly complex. Testing done to 113 people online, as well as in-person testing done to 30 people, revealed that it is indeed possible to develop a tool that allows users from any level of terrain creation knowledge, and minimal tool training, to easily create a 3D terrain that is more realistic looking than those generated by state-of-the-art solutions such as Perlin Noise.Com o aumento do poder de computação, juntamente com os avanços neste campo na forma de GANs e cGANs, as Redes Neurais tornaram-se numa proposta atrativa para a geração de conteúdos. Graças a estes avanços, abriram-se oportunidades para os algoritmos de Geração de Conteúdos Procedimentais(PCG) explorarem o poder generativo das Redes Neurais para a criação de ferramentas que permitam aos programadores remover parte da carga criativa e de desenvolvimento imposta em toda a indústria dos jogos, seja por parte dos investidores que procuram um retorno do seu investimento ou por parte dos consumidores que querem mais e melhor conteúdo, o mais rápido possível. Esta dissertação pretende desenvolver uma ferramenta de iniciativa mista PCG, alavancando cGANs, para criar terrenos 3D cocriados, permitindo aos utilizadores influenciarem diretamente o conteúdo gerado sem necessidade de terem formação formal sobre a criação de terrenos 3D ou interações complexas com a ferramenta para influenciar a produção generativa, opondo-se assim a algoritmos generativos comummente utilizados, que apenas permitem a geração de conteúdo aleatório ou que são desnecessariamente complexos. Um conjunto de testes feitos a 113 pessoas online e a 30 pessoas presencialmente, revelaram que é de facto possível desenvolver uma ferramenta que permita aos utilizadores, de qualquer nível de conhecimento sobre criação de terrenos, e com uma formação mínima na ferramenta, criar um terreno 3D mais realista do que os terrenos gerados a partir da solução de estado da arte, como o Perlin Noise, e de uma forma fácil

    Ramon Llull's Ars Magna

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    Tracking the Temporal-Evolution of Supernova Bubbles in Numerical Simulations

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    The study of low-dimensional, noisy manifolds embedded in a higher dimensional space has been extremely useful in many applications, from the chemical analysis of multi-phase flows to simulations of galactic mergers. Building a probabilistic model of the manifolds has helped in describing their essential properties and how they vary in space. However, when the manifold is evolving through time, a joint spatio-temporal modelling is needed, in order to fully comprehend its nature. We propose a first-order Markovian process that propagates the spatial probabilistic model of a manifold at fixed time, to its adjacent temporal stages. The proposed methodology is demonstrated using a particle simulation of an interacting dwarf galaxy to describe the evolution of a cavity generated by a Supernov

    Democratizing machine learning

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    Modelle des maschinellen Lernens sind zunehmend in der Gesellschaft verankert, oft in Form von automatisierten Entscheidungsprozessen. Ein wesentlicher Grund dafür ist die verbesserte Zugänglichkeit von Daten, aber auch von Toolkits für maschinelles Lernen, die den Zugang zu Methoden des maschinellen Lernens für Nicht-Experten ermöglichen. Diese Arbeit umfasst mehrere Beiträge zur Demokratisierung des Zugangs zum maschinellem Lernen, mit dem Ziel, einem breiterem Publikum Zugang zu diesen Technologien zu er- möglichen. Die Beiträge in diesem Manuskript stammen aus mehreren Bereichen innerhalb dieses weiten Gebiets. Ein großer Teil ist dem Bereich des automatisierten maschinellen Lernens (AutoML) und der Hyperparameter-Optimierung gewidmet, mit dem Ziel, die oft mühsame Aufgabe, ein optimales Vorhersagemodell für einen gegebenen Datensatz zu finden, zu vereinfachen. Dieser Prozess besteht meist darin ein für vom Benutzer vorgegebene Leistungsmetrik(en) optimales Modell zu finden. Oft kann dieser Prozess durch Lernen aus vorhergehenden Experimenten verbessert oder beschleunigt werden. In dieser Arbeit werden drei solcher Methoden vorgestellt, die entweder darauf abzielen, eine feste Menge möglicher Hyperparameterkonfigurationen zu erhalten, die wahrscheinlich gute Lösungen für jeden neuen Datensatz enthalten, oder Eigenschaften der Datensätze zu nutzen, um neue Konfigurationen vorzuschlagen. Darüber hinaus wird eine Sammlung solcher erforderlichen Metadaten zu den Experimenten vorgestellt, und es wird gezeigt, wie solche Metadaten für die Entwicklung und als Testumgebung für neue Hyperparameter- Optimierungsmethoden verwendet werden können. Die weite Verbreitung von ML-Modellen in vielen Bereichen der Gesellschaft erfordert gleichzeitig eine genauere Untersuchung der Art und Weise, wie aus Modellen abgeleitete automatisierte Entscheidungen die Gesellschaft formen, und ob sie möglicherweise Individuen oder einzelne Bevölkerungsgruppen benachteiligen. In dieser Arbeit wird daher ein AutoML-Tool vorgestellt, das es ermöglicht, solche Überlegungen in die Suche nach einem optimalen Modell miteinzubeziehen. Diese Forderung nach Fairness wirft gleichzeitig die Frage auf, ob die Fairness eines Modells zuverlässig geschätzt werden kann, was in einem weiteren Beitrag in dieser Arbeit untersucht wird. Da der Zugang zu Methoden des maschinellen Lernens auch stark vom Zugang zu Software und Toolboxen abhängt, sind mehrere Beiträge in Form von Software Teil dieser Arbeit. Das R-Paket mlr3pipelines ermöglicht die Einbettung von Modellen in sogenan- nte Machine Learning Pipelines, die Vor- und Nachverarbeitungsschritte enthalten, die im maschinellen Lernen und AutoML häufig benötigt werden. Das mlr3fairness R-Paket hingegen ermöglicht es dem Benutzer, Modelle auf potentielle Benachteiligung hin zu über- prüfen und diese durch verschiedene Techniken zu reduzieren. Eine dieser Techniken, multi-calibration wurde darüberhinaus als seperate Software veröffentlicht.Machine learning artifacts are increasingly embedded in society, often in the form of automated decision-making processes. One major reason for this, along with methodological improvements, is the increasing accessibility of data but also machine learning toolkits that enable access to machine learning methodology for non-experts. The core focus of this thesis is exactly this – democratizing access to machine learning in order to enable a wider audience to benefit from its potential. Contributions in this manuscript stem from several different areas within this broader area. A major section is dedicated to the field of automated machine learning (AutoML) with the goal to abstract away the tedious task of obtaining an optimal predictive model for a given dataset. This process mostly consists of finding said optimal model, often through hyperparameter optimization, while the user in turn only selects the appropriate performance metric(s) and validates the resulting models. This process can be improved or sped up by learning from previous experiments. Three such methods one with the goal to obtain a fixed set of possible hyperparameter configurations that likely contain good solutions for any new dataset and two using dataset characteristics to propose new configurations are presented in this thesis. It furthermore presents a collection of required experiment metadata and how such meta-data can be used for the development and as a test bed for new hyperparameter optimization methods. The pervasion of models derived from ML in many aspects of society simultaneously calls for increased scrutiny with respect to how such models shape society and the eventual biases they exhibit. Therefore, this thesis presents an AutoML tool that allows incorporating fairness considerations into the search for an optimal model. This requirement for fairness simultaneously poses the question of whether we can reliably estimate a model’s fairness, which is studied in a further contribution in this thesis. Since access to machine learning methods also heavily depends on access to software and toolboxes, several contributions in the form of software are part of this thesis. The mlr3pipelines R package allows for embedding models in so-called machine learning pipelines that include pre- and postprocessing steps often required in machine learning and AutoML. The mlr3fairness R package on the other hand enables users to audit models for potential biases as well as reduce those biases through different debiasing techniques. One such technique, multi-calibration is published as a separate software package, mcboost

    Uncertainty in Artificial Intelligence: Proceedings of the Thirty-Fourth Conference

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