41,948 research outputs found
EDEN: Evolutionary Deep Networks for Efficient Machine Learning
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
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
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
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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