84,725 research outputs found
Empirical Bounds on Linear Regions of Deep Rectifier Networks
We can compare the expressiveness of neural networks that use rectified
linear units (ReLUs) by the number of linear regions, which reflect the number
of pieces of the piecewise linear functions modeled by such networks. However,
enumerating these regions is prohibitive and the known analytical bounds are
identical for networks with same dimensions. In this work, we approximate the
number of linear regions through empirical bounds based on features of the
trained network and probabilistic inference. Our first contribution is a method
to sample the activation patterns defined by ReLUs using universal hash
functions. This method is based on a Mixed-Integer Linear Programming (MILP)
formulation of the network and an algorithm for probabilistic lower bounds of
MILP solution sets that we call MIPBound, which is considerably faster than
exact counting and reaches values in similar orders of magnitude. Our second
contribution is a tighter activation-based bound for the maximum number of
linear regions, which is particularly stronger in networks with narrow layers.
Combined, these bounds yield a fast proxy for the number of linear regions of a
deep neural network.Comment: AAAI 202
Phase Transitions of the Typical Algorithmic Complexity of the Random Satisfiability Problem Studied with Linear Programming
Here we study the NP-complete -SAT problem. Although the worst-case
complexity of NP-complete problems is conjectured to be exponential, there
exist parametrized random ensembles of problems where solutions can typically
be found in polynomial time for suitable ranges of the parameter. In fact,
random -SAT, with as control parameter, can be solved quickly
for small enough values of . It shows a phase transition between a
satisfiable phase and an unsatisfiable phase. For branch and bound algorithms,
which operate in the space of feasible Boolean configurations, the empirically
hardest problems are located only close to this phase transition. Here we study
-SAT () and the related optimization problem MAX-SAT by a linear
programming approach, which is widely used for practical problems and allows
for polynomial run time. In contrast to branch and bound it operates outside
the space of feasible configurations. On the other hand, finding a solution
within polynomial time is not guaranteed. We investigated several variants like
including artificial objective functions, so called cutting-plane approaches,
and a mapping to the NP-complete vertex-cover problem. We observed several
easy-hard transitions, from where the problems are typically solvable (in
polynomial time) using the given algorithms, respectively, to where they are
not solvable in polynomial time. For the related vertex-cover problem on random
graphs these easy-hard transitions can be identified with structural properties
of the graphs, like percolation transitions. For the present random -SAT
problem we have investigated numerous structural properties also exhibiting
clear transitions, but they appear not be correlated to the here observed
easy-hard transitions. This renders the behaviour of random -SAT more
complex than, e.g., the vertex-cover problem.Comment: 11 pages, 5 figure
Lower bounds on the size of semidefinite programming relaxations
We introduce a method for proving lower bounds on the efficacy of
semidefinite programming (SDP) relaxations for combinatorial problems. In
particular, we show that the cut, TSP, and stable set polytopes on -vertex
graphs are not the linear image of the feasible region of any SDP (i.e., any
spectrahedron) of dimension less than , for some constant .
This result yields the first super-polynomial lower bounds on the semidefinite
extension complexity of any explicit family of polytopes.
Our results follow from a general technique for proving lower bounds on the
positive semidefinite rank of a matrix. To this end, we establish a close
connection between arbitrary SDPs and those arising from the sum-of-squares SDP
hierarchy. For approximating maximum constraint satisfaction problems, we prove
that SDPs of polynomial-size are equivalent in power to those arising from
degree- sum-of-squares relaxations. This result implies, for instance,
that no family of polynomial-size SDP relaxations can achieve better than a
7/8-approximation for MAX-3-SAT
A Unified View of Piecewise Linear Neural Network Verification
The success of Deep Learning and its potential use in many safety-critical
applications has motivated research on formal verification of Neural Network
(NN) models. Despite the reputation of learned NN models to behave as black
boxes and the theoretical hardness of proving their properties, researchers
have been successful in verifying some classes of models by exploiting their
piecewise linear structure and taking insights from formal methods such as
Satisifiability Modulo Theory. These methods are however still far from scaling
to realistic neural networks. To facilitate progress on this crucial area, we
make two key contributions. First, we present a unified framework that
encompasses previous methods. This analysis results in the identification of
new methods that combine the strengths of multiple existing approaches,
accomplishing a speedup of two orders of magnitude compared to the previous
state of the art. Second, we propose a new data set of benchmarks which
includes a collection of previously released testcases. We use the benchmark to
provide the first experimental comparison of existing algorithms and identify
the factors impacting the hardness of verification problems.Comment: Updated version of "Piecewise Linear Neural Network verification: A
comparative study
Computational Results for Extensive-Form Adversarial Team Games
We provide, to the best of our knowledge, the first computational study of
extensive-form adversarial team games. These games are sequential, zero-sum
games in which a team of players, sharing the same utility function, faces an
adversary. We define three different scenarios according to the communication
capabilities of the team. In the first, the teammates can communicate and
correlate their actions both before and during the play. In the second, they
can only communicate before the play. In the third, no communication is
possible at all. We define the most suitable solution concepts, and we study
the inefficiency caused by partial or null communication, showing that the
inefficiency can be arbitrarily large in the size of the game tree.
Furthermore, we study the computational complexity of the equilibrium-finding
problem in the three scenarios mentioned above, and we provide, for each of the
three scenarios, an exact algorithm. Finally, we empirically evaluate the
scalability of the algorithms in random games and the inefficiency caused by
partial or null communication
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