沙普利价值是衡量单个特征影响的流行方法。尽管Shapley功能归因是基于游戏理论的Desiderata,但在某些机器学习设置中,其某些约束可能不太自然,从而导致不直觉的模型解释。特别是,Shapley值对所有边际贡献都使用相同的权重 - 即,当给出大量其他功能时,当给出少数其他功能时,它具有相同的重要性。如果较大的功能集比较小的功能集更具信息性,则此属性可能是有问题的。我们的工作对沙普利特征归因的潜在局限性进行了严格的分析。我们通过为较小的影响力特征分配较大的属性来确定Shapley值在数学上是次优的设置。在这一观察结果的驱动下,我们提出了加权图,它概括了沙普利的价值,并了解到直接从数据中关注哪些边际贡献。在几个现实世界数据集上,我们证明,与沙普利值确定的功能相比,加权图确定的有影响力的特征可以更好地概括模型的预测。
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随着机器学习(ML)由许多竞争服务提供商部署,基础ML预测因素也相互竞争,了解此类竞争的影响和偏见越来越重要。在本文中,我们研究竞争预测因素可以获取其他标记数据以提高其预测质量时会发生什么。我们介绍了一个新的环境,该环境使ML预测指标可以使用主动学习算法在其预算内购买标记的数据,同时相互竞争以吸引用户。我们的环境模型在竞争系统中的数据获取的关键方面,这是以前没有经过深入研究的。我们发现,当预测变量可以购买其他标记的数据时,ML预测变量的总体性能会提高。但是,令人惊讶的是,即使单个预测因素变得更好,用户体验的质量(即每个用户选择的预测变量的准确性)也可以降低。我们表明,这种现象自然是由于权衡取舍,竞争推动了每个预测指标专注于人口的一部分,而数据购买的效果使预测变量更加统一。我们通过实验和理论来支持我们的发现。
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Several leading methods on public benchmarks for depth-from-stereo rely on memory-demanding 4D cost volumes and computationally intensive 3D convolutions for feature matching. We suggest a new way to process the 4D cost volume where we merge two different concepts in one deeply integrated framework to achieve a symbiotic relationship. A feature matching part is responsible for identifying matching pixels pairs along the baseline while a concurrent image volume part is inspired by depth-from-mono CNNs. However, instead of predicting depth directly from image features, it provides additional context to resolve ambiguities during pixel matching. More technically, the processing of the 4D cost volume is separated into a 2D propagation and a 3D propagation part. Starting from feature maps of the left image, the 2D propagation assists the 3D propagation part of the cost volume at different layers by adding visual features to the geometric context. By combining both parts, we can safely reduce the scale of 3D convolution layers in the matching part without sacrificing accuracy. Experiments demonstrate that our end-to-end trained CNN is ranked 2nd on KITTI2012 and ETH3D benchmarks while being significantly faster than the 1st-ranked method. Furthermore, we notice that the coupling of image and matching-volume improves fine-scale details as demonstrated by our qualitative analysis.
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Uniform-precision neural network quantization has gained popularity since it simplifies densely packed arithmetic unit for high computing capability. However, it ignores heterogeneous sensitivity to the impact of quantization errors across the layers, resulting in sub-optimal inference accuracy. This work proposes a novel neural architecture search called neural channel expansion that adjusts the network structure to alleviate accuracy degradation from ultra-low uniform-precision quantization. The proposed method selectively expands channels for the quantization sensitive layers while satisfying hardware constraints (e.g., FLOPs, PARAMs). Based on in-depth analysis and experiments, we demonstrate that the proposed method can adapt several popular networks channels to achieve superior 2-bit quantization accuracy on CIFAR10 and ImageNet. In particular, we achieve the best-to-date Top-1/Top-5 accuracy for 2-bit ResNet50 with smaller FLOPs and the parameter size.
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Many real-world applications of language models (LMs), such as code autocomplete and writing assistance, involve human-LM interaction, but the main LM benchmarks are non-interactive, where a system produces output without human intervention. To evaluate human-LM interaction, we develop a framework, Human-AI Language-based Interaction Evaluation (H-LINE), that expands non-interactive evaluation along three dimensions, capturing (i) the interactive process, not only the final output; (ii) the first-person subjective experience, not just a third-party assessment; and (iii) notions of preference beyond quality. We then design five tasks ranging from goal-oriented to open-ended to capture different forms of interaction. On four state-of-the-art LMs (three variants of OpenAI's GPT-3 and AI21's J1-Jumbo), we find that non-interactive performance does not always result in better human-LM interaction and that first-person and third-party metrics can diverge, suggesting the importance of examining the nuances of human-LM interaction.
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Cartoonization is a task that renders natural photos into cartoon styles. Previous deep cartoonization methods only have focused on end-to-end translation, which may hinder editability. Instead, we propose a novel solution with editing features of texture and color based on the cartoon creation process. To do that, we design a model architecture to have separate decoders, texture and color, to decouple these attributes. In the texture decoder, we propose a texture controller, which enables a user to control stroke style and abstraction to generate diverse cartoon textures. We also introduce an HSV color augmentation to induce the networks to generate diverse and controllable color translation. To the best of our knowledge, our work is the first deep approach to control the cartoonization at inference while showing profound quality improvement over to baselines.
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Brain-computer interface (BCI) uses brain signals to communicate with external devices without actual control. Particularly, BCI is one of the interfaces for controlling the robotic arm. In this study, we propose a knowledge distillation-based framework to manipulate robotic arm through hybrid paradigm induced EEG signals for practical use. The teacher model is designed to decode input data hierarchically and transfer knowledge to student model. To this end, soft labels and distillation loss functions are applied to the student model training. According to experimental results, student model achieved the best performance among the singular architecture-based methods. It is confirmed that using hierarchical models and knowledge distillation, the performance of a simple architecture can be improved. Since it is uncertain what knowledge is transferred, it is important to clarify this part in future studies.
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Score-based generative models are shown to achieve remarkable empirical performances in various applications such as image generation and audio synthesis. However, a theoretical understanding of score-based diffusion models is still incomplete. Recently, Song et al. showed that the training objective of score-based generative models is equivalent to minimizing the Kullback-Leibler divergence of the generated distribution from the data distribution. In this work, we show that score-based models also minimize the Wasserstein distance between them under suitable assumptions on the model. Specifically, we prove that the Wasserstein distance is upper bounded by the square root of the objective function up to multiplicative constants and a fixed constant offset. Our proof is based on a novel application of the theory of optimal transport, which can be of independent interest to the society. Our numerical experiments support our findings. By analyzing our upper bounds, we provide a few techniques to obtain tighter upper bounds.
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Emerging real-time multi-model ML (RTMM) workloads such as AR/VR and drone control often involve dynamic behaviors in various levels; task, model, and layers (or, ML operators) within a model. Such dynamic behaviors are new challenges to the system software in an ML system because the overall system load is unpredictable unlike traditional ML workloads. Also, the real-time processing requires to meet deadlines, and multi-model workloads involve highly heterogeneous models. As RTMM workloads often run on resource-constrained devices (e.g., VR headset), developing an effective scheduler is an important research problem. Therefore, we propose a new scheduler, SDRM3, that effectively handles various dynamicity in RTMM style workloads targeting multi-accelerator systems. To make scheduling decisions, SDRM3 quantifies the unique requirements for RTMM workloads and utilizes the quantified scores to drive scheduling decisions, considering the current system load and other inference jobs on different models and input frames. SDRM3 has tunable parameters that provide fast adaptivity to dynamic workload changes based on a gradient descent-like online optimization, which typically converges within five steps for new workloads. In addition, we also propose a method to exploit model level dynamicity based on Supernet for exploiting the trade-off between the scheduling effectiveness and model performance (e.g., accuracy), which dynamically selects a proper sub-network in a Supernet based on the system loads. In our evaluation on five realistic RTMM workload scenarios, SDRM3 reduces the overall UXCost, which is a energy-delay-product (EDP)-equivalent metric for real-time applications defined in the paper, by 37.7% and 53.2% on geometric mean (up to 97.6% and 97.1%) compared to state-of-the-art baselines, which shows the efficacy of our scheduling methodology.
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Vision Transformers (ViTs) have become a dominant paradigm for visual representation learning with self-attention operators. Although these operators provide flexibility to the model with their adjustable attention kernels, they suffer from inherent limitations: (1) the attention kernel is not discriminative enough, resulting in high redundancy of the ViT layers, and (2) the complexity in computation and memory is quadratic in the sequence length. In this paper, we propose a novel attention operator, called lightweight structure-aware attention (LiSA), which has a better representation power with log-linear complexity. Our operator learns structural patterns by using a set of relative position embeddings (RPEs). To achieve log-linear complexity, the RPEs are approximated with fast Fourier transforms. Our experiments and ablation studies demonstrate that ViTs based on the proposed operator outperform self-attention and other existing operators, achieving state-of-the-art results on ImageNet, and competitive results on other visual understanding benchmarks such as COCO and Something-Something-V2. The source code of our approach will be released online.
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