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Developing efficient kernel methods for regression is very popular in the past decade. In this paper, utilizing boosting on kernel-based weaker learners, we propose a novel kernel-based learning algorithm called kernel-based re-scaled boosting with truncation, dubbed as KReBooT. The proposed KReBooT benefits in controlling the structure of estimators and producing sparse estimate, and is near overfitting resistant. We conduct both theoretical analysis and numerical simulations to illustrate the power of KReBooT. Theoretically, we prove that KReBooT can achieve the almost optimal numerical convergence rate for nonlinear approximation. Furthermore, using the recently developed integral operator approach and a variant of Talagrands concentration inequality, we provide fast learning rates for KReBooT, which is a new record of boosting-type algorithms. Numerically, we carry out a series of simulations to show the promising performance of KReBooT in terms of its good generalization, near over-fitting resistance and structure constraints.
Deep neural networks are vulnerable to adversarial examples, which poses security concerns on these algorithms due to the potentially severe consequences. Adversarial attacks serve as an important surrogate to evaluate the robustness of deep learning models before they are deployed. However, most of existing adversarial attacks can only fool a black-box model with a low success rate. To address this issue, we propose a broad class of momentum-based iterative algorithms to boost adversarial attacks. By integrating the momentum term into the iterative process for attacks, our methods can stabilize update directions and escape from poor local maxima during the iterations, resulting in more transferable adversarial examples. To further improve the success rates for black-box attacks, we apply momentum iterative algorithms to an ensemble of models, and show that the adversarially trained models with a strong defense ability are also vulnerable to our black-box attacks. We hope that the proposed methods will serve as a benchmark for evaluating the robustness of various deep models and defense methods. With this method, we won the first places in NIPS 2017 Non-targeted Adversarial Attack and Targeted Adversarial Attack competitions.
The diversification (generating slightly varying separating discriminators) of Support Vector Machines (SVMs) for boosting has proven to be a challenge due to the strong learning nature of SVMs. Based on the insight that perturbing the SVM kernel may help in diversifying SVMs, we propose two kernel perturbation based boosting schemes where the kernel is modified in each round so as to increase the resolution of the kernel-induced Reimannian metric in the vicinity of the datapoints misclassified in the previous round. We propose a method for identifying the disjuncts in a dataset, dispelling the dependence on rule-based learning methods for identifying the disjuncts. We also present a new performance measure called Geometric Small Disjunct Index (GSDI) to quantify the performance on small disjuncts for balanced as well as class imbalanced datasets. Experimental comparison with a variety of state-of-the-art algorithms is carried out using the best classifiers of each type selected by a new approach inspired by multi-criteria decision making. The proposed method is found to outperform the contending state-of-the-art methods on different datasets (ranging from mildly imbalanced to highly imbalanced and characterized by varying number of disjuncts) in terms of three different performance indices (including the proposed GSDI).
A major factor in the success of deep neural networks is the use of sophisticated architectures rather than the classical multilayer perceptron (MLP). Residual networks (ResNets) stand out among these powerful modern architectures. Previous works focused on the optimization advantages of deep ResNets over deep MLPs. In this paper, we show another distinction between the two models, namely, a tendency of ResNets to promote smoother interpolations than MLPs. We analyze this phenomenon via the neural tangent kernel (NTK) approach. First, we compute the NTK for a considered ResNet model and prove its stability during gradient descent training. Then, we show by various evaluation methodologies that for ReLU activations the NTK of ResNet, and its kernel regression results, are smoother than the ones of MLP. The better smoothness observed in our analysis may explain the better generalization ability of ResNets and the practice of moderately attenuating the residual blocks.
Variational Inference makes a trade-off between the capacity of the variational family and the tractability of finding an approximate posterior distribution. Instead, Boosting Variational Inference allows practitioners to obtain increasingly good posterior approximations by spending more compute. The main obstacle to widespread adoption of Boosting Variational Inference is the amount of resources necessary to improve over a strong Variational Inference baseline. In our work, we trace this limitation back to the global curvature of the KL-divergence. We characterize how the global curvature impacts time and memory consumption, address the problem with the notion of local curvature, and provide a novel approximate backtracking algorithm for estimating local curvature. We give new theoretical convergence rates for our algorithms and provide experimental validation on synthetic and real-world datasets.
It has been well demonstrated that inverse reinforcement learning (IRL) is an effective technique for teaching machines to perform tasks at human skill levels given human demonstrations (i.e., human to machine apprenticeship learning). This paper seeks to show that a similar application can be demonstrated with human learners. That is, given demonstrations from human experts inverse reinforcement learning techniques can be used to teach other humans to perform at higher skill levels (i.e., human to human apprenticeship learning). To show this two experiments were conducted using a simple, real-time web game where players were asked to touch targets in order to earn as many points as possible. For the experiment player performance was defined as the number of targets a player touched, irrespective of the points that a player actually earned. This allowed for in-game points to be modified and the effect of these alterations on performance measured. At no time were participants told the true performance metric. To determine the point modifications IRL was applied on demonstrations of human experts playing the game. The results of the experiment show with significance that performance improved over the control for select treatment groups. Finally, in addition to the experiment, we also detail the algorithmic challenges we faced when conducting the experiment and the techniques we used to overcome them.