84,725 research outputs found

    Empirical Bounds on Linear Regions of Deep Rectifier Networks

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    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

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    Here we study the NP-complete KK-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 KK-SAT, with α=M/N\alpha=M/N as control parameter, can be solved quickly for small enough values of α\alpha. 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 KK-SAT (K=3,4K=3,4) 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 KK-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 KK-SAT more complex than, e.g., the vertex-cover problem.Comment: 11 pages, 5 figure

    Lower bounds on the size of semidefinite programming relaxations

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    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 nn-vertex graphs are not the linear image of the feasible region of any SDP (i.e., any spectrahedron) of dimension less than 2nc2^{n^c}, for some constant c>0c > 0. 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-O(1)O(1) 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

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    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

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    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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