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Blending LSTMs into CNNs

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 Added by Krzysztof Geras
 Publication date 2015
and research's language is English




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We consider whether deep convolutional networks (CNNs) can represent decision functions with similar accuracy as recurrent networks such as LSTMs. First, we show that a deep CNN with an architecture inspired by the models recently introduced in image recognition can yield better accuracy than previous convolutional and LSTM networks on the standard 309h Switchboard automatic speech recognition task. Then we show that even more accurate CNNs can be trained under the guidance of LSTMs using a variant of model compression, which we call model blending because the teacher and student models are similar in complexity but different in inductive bias. Blending further improves the accuracy of our CNN, yielding a computationally efficient model of accuracy higher than any of the other individual models. Examining the effect of dark knowledge in this model compression task, we find that less than 1% of the highest probability labels are needed for accurate model compression.



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We introduce Independently Recurrent Long Short-term Memory cells: IndyLSTMs. These differ from regular LSTM cells in that the recurrent weights are not modeled as a full matrix, but as a diagonal matrix, i.e. the output and state of each LSTM cell depends on the inputs and its own output/state, as opposed to the input and the outputs/states of all the cells in the layer. The number of parameters per IndyLSTM layer, and thus the number of FLOPS per evaluation, is linear in the number of nodes in the layer, as opposed to quadratic for regular LSTM layers, resulting in potentially both smaller and faster models. We evaluate their performance experimentally by training several models on the popular iamondb and CASIA online handwriting datasets, as well as on several of our in-house datasets. We show that IndyLSTMs, despite their smaller size, consistently outperform regular LSTMs both in terms of accuracy per parameter, and in best accuracy overall. We attribute this improved performance to the IndyLSTMs being less prone to overfitting.
Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data. We build on such models by exploring the level design affordances and applications enabled by conditional VAEs (CVAEs). CVAEs augment VAEs by allowing them to be trained using labeled data, thus enabling outputs to be generated conditioned on some input. We studied how increased control in the level generation process and the ability to produce desired outputs via training on labeled game level data could build on prior PCGML methods. Through our results of training CVAEs on levels from Super Mario Bros., Kid Icarus and Mega Man, we show that such models can assist in level design by generating levels with desired level elements and patterns as well as producing blended levels with desired combinations of games.
In this paper we derive an efficient algorithm to learn the parameters of structured predictors in general graphical models. This algorithm blends the learning and inference tasks, which results in a significant speedup over traditional approaches, such as conditional random fields and structured support vector machines. For this purpose we utilize the structures of the predictors to describe a low dimensional structured prediction task which encourages local consistencies within the different structures while learning the parameters of the model. Convexity of the learning task provides the means to enforce the consistencies between the different parts. The inference-learning blending algorithm that we propose is guaranteed to converge to the optimum of the low dimensional primal and dual programs. Unlike many of the existing approaches, the inference-learning blending allows us to learn efficiently high-order graphical models, over regions of any size, and very large number of parameters. We demonstrate the effectiveness of our approach, while presenting state-of-the-art results in stereo estimation, semantic segmentation, shape reconstruction, and indoor scene understanding.
Machine learning in context of physical systems merits a re-examination of the learning strategy. In addition to data, one can leverage a vast library of physical prior models (e.g. kinematics, fluid flow, etc) to perform more robust inference. The nascent sub-field of emph{physics-based learning} (PBL) studies the blending of neural networks with physical priors. While previous PBL algorithms have been applied successfully to specific tasks, it is hard to generalize existing PBL methods to a wide range of physics-based problems. Such generalization would require an architecture that can adapt to variations in the correctness of the physics, or in the quality of training data. No such architecture exists. In this paper, we aim to generalize PBL, by making a first attempt to bring neural architecture search (NAS) to the realm of PBL. We introduce a new method known as physics-based neural architecture search (PhysicsNAS) that is a top-performer across a diverse range of quality in the physical model and the dataset.
Previous work explored blending levels from existing games to create levels for a new game that mixes properties of the original games. In this paper, we use Variational Autoencoders (VAEs) for improving upon such techniques. VAEs are artificial neural networks that learn and use latent representations of datasets to generate novel outputs. We train a VAE on level data from Super Mario Bros. and Kid Icarus, enabling it to capture the latent space spanning both games. We then use this space to generate level segments that combine properties of levels from both games. Moreover, by applying evolutionary search in the latent space, we evolve level segments satisfying specific constraints. We argue that these affordances make the VAE-based approach especially suitable for co-creative level design and compare its performance with similar generative models like the GAN and the VAE-GAN.

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