41,948 research outputs found

    EDEN: Evolutionary Deep Networks for Efficient Machine Learning

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    Deep neural networks continue to show improved performance with increasing depth, an encouraging trend that implies an explosion in the possible permutations of network architectures and hyperparameters for which there is little intuitive guidance. To address this increasing complexity, we propose Evolutionary DEep Networks (EDEN), a computationally efficient neuro-evolutionary algorithm which interfaces to any deep neural network platform, such as TensorFlow. We show that EDEN evolves simple yet successful architectures built from embedding, 1D and 2D convolutional, max pooling and fully connected layers along with their hyperparameters. Evaluation of EDEN across seven image and sentiment classification datasets shows that it reliably finds good networks -- and in three cases achieves state-of-the-art results -- even on a single GPU, in just 6-24 hours. Our study provides a first attempt at applying neuro-evolution to the creation of 1D convolutional networks for sentiment analysis including the optimisation of the embedding layer.Comment: 7 pages, 3 figures, 3 tables and see video https://vimeo.com/23451009

    Workload-aware Automatic Parallelization for Multi-GPU DNN Training

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    Deep neural networks (DNNs) have emerged as successful solutions for variety of artificial intelligence applications, but their very large and deep models impose high computational requirements during training. Multi-GPU parallelization is a popular option to accelerate demanding computations in DNN training, but most state-of-the-art multi-GPU deep learning frameworks not only require users to have an in-depth understanding of the implementation of the frameworks themselves, but also apply parallelization in a straight-forward way without optimizing GPU utilization. In this work, we propose a workload-aware auto-parallelization framework (WAP) for DNN training, where the work is automatically distributed to multiple GPUs based on the workload characteristics. We evaluate WAP using TensorFlow with popular DNN benchmarks (AlexNet and VGG-16), and show competitive training throughput compared with the state-of-the-art frameworks, and also demonstrate that WAP automatically optimizes GPU assignment based on the workload's compute requirements, thereby improving energy efficiency.Comment: This paper is accepted in ICASSP201

    EMERGING THE EMERGENCE SOCIOLOGY: The Philosophical Framework of Agent-Based Social Studies

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    The structuration theory originally provided by Anthony Giddens and the advance improvement of the theory has been trying to solve the dilemma came up in the epistemological aspects of the social sciences and humanity. Social scientists apparently have to choose whether they are too sociological or too psychological. Nonetheless, in the works of the classical sociologist, Emile Durkheim, this thing has been stated long time ago. The usage of some models to construct the bottom-up theories has followed the vast of computational technology. This model is well known as the agent based modeling. This paper is giving a philosophical perspective of the agent-based social sciences, as the sociology to cope the emergent factors coming up in the sociological analysis. The framework is made by using the artificial neural network model to show how the emergent phenomena came from the complex system. Understanding the society has self-organizing (autopoietic) properties, the Kohonen’s self-organizing map is used in the paper. By the simulation examples, it can be seen obviously that the emergent phenomena in social system are seen by the sociologist apart from the qualitative framework on the atomistic sociology. In the end of the paper, it is clear that the emergence sociology is needed for sharpening the sociological analysis in the emergence sociology

    Ms Pac-Man versus Ghost Team CEC 2011 competition

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    Games provide an ideal test bed for computational intelligence and significant progress has been made in recent years, most notably in games such as Go, where the level of play is now competitive with expert human play on smaller boards. Recently, a significantly more complex class of games has received increasing attention: real-time video games. These games pose many new challenges, including strict time constraints, simultaneous moves and open-endedness. Unlike in traditional board games, computational play is generally unable to compete with human players. One driving force in improving the overall performance of artificial intelligence players are game competitions where practitioners may evaluate and compare their methods against those submitted by others and possibly human players as well. In this paper we introduce a new competition based on the popular arcade video game Ms Pac-Man: Ms Pac-Man versus Ghost Team. The competition, to be held at the Congress on Evolutionary Computation 2011 for the first time, allows participants to develop controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike previous Ms Pac-Man competitions that relied on screen capture, the players now interface directly with the game engine. In this paper we introduce the competition, including a review of previous work as well as a discussion of several aspects regarding the setting up of the game competition itself. © 2011 IEEE
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