CSC2535: Advanced Machine Learning Lecture 11b Adaptation at multiple time-scales PowerPoint PPT Presentation

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Title: CSC2535: Advanced Machine Learning Lecture 11b Adaptation at multiple time-scales


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CSC2535 Advanced Machine LearningLecture
11bAdaptation at multiple time-scales
  • Geoffrey Hinton

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An overview of how biology solves search problems
  • Searching for good combinations can be very slow
    if its done in a naive way.
  • Evolution has found many ways to speed up
    searches.
  • Evolution works too well to be blind. It is being
    guided.
  • It has discovered much better methods than the
    dumb trial-and-error method that many biologists
    seem to believe in.

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Some search problems in Biology
  • Searching for good genes and good policies for
    when to express them.
  • To understand how evolution is so efficient, we
    need to understand forms of search that work much
    better than random trial and error.
  • Searching for good policies about when to express
    muscles.
  • Motor control works much too well for a system
    with a 30 mille-second feedback loop.
  • Searching for the right synapse strengths to
    represent how the world works
  • Learning works much too well to be blind trial
    and error. It must be doing something smarter
    than just randomly perturbing synapse strengths.

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A way to make searches work better
  • In high-dimensional spaces, it is a very bad idea
    to try making multiple random changes.
  • Its impossible to learn a billion synapse
    strengths by randomly changing synapses.
  • Once the system is significantly better than
    random, almost all combinations of random changes
    will make it worse.
  • It is much more effective to compute a gradient
    and change things in the direction that makes
    things better.
  • Thats what brains are for. They are devices for
    computing gradients. What of?

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A different way to make searches work better
  • It is much easier to search a fitness landscape
    that has smooth hills rather than sharp spikes.
  • Fast adaptive processes can change the fitness
    landscape to make search much easier for slow
    adaptive processes.

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An example of a fast adaptive process changing
the fitness landscape for a slower one
  • Consider the task of drawing on a blackboard.
  • It is very hard to do with a dumb robot arm
  • If the robot positions the tip of the chalk just
    beyond the board, the chalk breaks.
  • If the robot positions the chalk just in front of
    the board, the chalk doesnt leave any marks.
  • We need a very fast feedback loop that uses the
    force exerted by the board on the chalk to stop
    the chalk.
  • Neural feedback is much too slow for this.

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A biological solution
  • Set the relative stiffnesses of opposing muscles
    so that the equilibrium point has the tip of the
    chalk just beyond the board.
  • Set the absolute stiffnesses so that small
    perturbations from equilibrium only cause small
    forces (this is called compliance).
  • The feedback loop is now in the physical system
    so it works at the speed of shockwaves in the
    arm.
  • The feedback in the physics makes a much nicer
    fitness landscape for learning how to set the
    muscle stiffnesses.

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The energy landscape created by two opposing
muscles
Physical energy in the opposing springs
start
Location of board
Location of endpoint
The difference of the two muscle stiffnesses
determines where the minimum is. The sum of the
stiffnesses determines how sharp the minimum is.
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Two fitness landscapes
  • System that directly specifies joint angles
  • System that specifies spring stiffnesses

fitness
fitness
neural signals
neural signals
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Objective functions versus programs
  • By setting the muscle stiffnesses, the brain
    creates an energy function.
  • Minimizing this energy function is left to the
    physics.
  • This allows the brain to explore the space of
    objective functions (i.e. energy landscapes)
    without worrying about how to minimize the
    objective function.
  • Slow adaptive processes should interact with fast
    ones by creating objective functions for them to
    optimize.
  • Think how a general interacts with soldiers. He
    specifies their goals.
  • This avoids micro-management.

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Generating the parts of an object
square

pose parameters
sloppy top-down activation of parts
clean-up using lateral interactions specified by
the layer above.
parts with top-down support
Its like soldiers on a parade ground
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Another example of the same principle
  • The principle Use fast adaptive processes to
    make the search easier for slow ones.
  • An application Make evolution go a lot faster by
    using a learning algorithm to create a much nicer
    fitness landscape (the Baldwin effect).
  • Almost all of the search is done by the learning
    algorithm, but the results get hard-wired into
    the DNA.
  • Its strictly Darwinian even though it achieves
    most of what Lamark wanted.

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A toy example to explain the idea
  • Consider an organism that has a mating circuit
    containing 20 binary switches. If exactly the
    right subset of the switches are closed, it mates
    very successfully. Otherwise not.
  • Suppose each switch is governed by a separate
    gene that has two alleles.
  • The search landscape for unguided evolution is a
    one-in-a-million spike.
  • Blind evolution has to build about a million
    organisms to get one good one.
  • Even if it finds a good one, that combination of
    genes will be almost certainly be destroyed in
    the next generation by crossover.

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Guiding evolution with a fast adaptive
process(godless intelligent design -)
  • Suppose that each gene has three alleles ON,
    OFF, and leave it to learning.
  • ON and OFF are decisions hard-wired into the DNA
  • leave it to learning means that on each
    learning trial, the switch is set randomly.
  • Now consider organisms that have 10 switches
    hard-wired and 10 left to learning.
  • One in a thousand will have the correct
    hard-wired decisions, and with only about a
    thousand learning trials, all 20 switches will be
    correct.

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The search tree
Evolution can ask learning Am I correct so far?
Evolution 1000 nodes Learning 999,000 nodes
99.9 of the work required to find a good
combination is done by learning. A learning trial
is MUCH cheaper than building a new organism.
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The results of a simulation (Hinton and Nowlan
1987)
  • After building about 30,000 organisms, each of
    which runs 1000 learning trials, the population
    has nearly all of the correct decisions
    hard-wired into the DNA.
  • The pressure towards hard-wiring comes from the
    fact that with more of the correct decisions
    hard-wired, an organism learns the remaining
    correct decisions faster.
  • This suggests that learning performed almost all
    of the search required to create brain structures
    that are currently hard-wired.

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Using the dynamics of neural activity to speed up
learning
  • A Boltzmann machine has an inner-loop iterative
    search to find a locally optimal interpretation
    of the current visible vector.
  • Then it updates the weights to lower the energy
    of the locally optimal interpretation.
  • An autoencoder can be made to use the same trick
    It can do an inner loop search for a code vector
    that is better at reconstructing the input than
    the code vector produced by its feedforward
    encoder.
  • This speeds the learning if we measure the
    learning time in number of input vectors
    presented to the autoencoder (Ranzato, PhD
    thesis, 2009).

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Major Stages of Biological Adaptation
  • Evolution keeps inventing faster inner loops to
    make the search easier for slower outer loops
  • Pure evolution each iteration takes a lifetime.
  • Development each iteration of gene expression
    takes about 20 minutes. The developmental
    process may be optimizing objective functions
    specified by evolution (see next slide)
  • Learning each iteration takes about a second.
  • Inference In one second, a neural network can
    perform many iterations to find a good
    explanation of the sensory input.

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The three-eyed frog
  • The two retinas of a frog connect to its tectum
    in a way that tries to satisfy two conflicting
    goals
  • 1. Each point on the tectum should receive inputs
    from corresponding points on the two retinas.
  • 2. Nearby points on one retina should go to
    nearby points on the tectum.
  • A good compromise is to have interleaved stripes
    on the tectum.
  • Within each stripe all cells receive inputs from
    the same retina.
  • Neighboring stripes come from corresponding
    places on the two retinas.

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What happens if you give a frog embryo three eyes?
  • The tectum develops interleaved stripes of the
    form LMRLMRLMR
  • This suggests that in the normal frog, the
    interleaved stripes are not hard-wired.
  • They are the result of running an optimization
    process during development (or learning).
  • The advantage of this is that it generalizes much
    better to unforeseen circumstances.
  • It may also be easier for the genes to specify
    goals than the details of how to achieve them.

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The next great leap?
  • Suppose that we let each biological learning
    trial consist of specifying a new objective
    function.
  • Then we use computer simulation to evaluate the
    objective function in about one second.
  • This creates a new inner loop that is millions of
    times faster than a biological learning trial.
  • Maybe we are on the brink of a major new stage in
    the evolution of biological adaptation methods.
    We are in the process of adding a new inner loop
  • Evolution, development, learning, simulation

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THE END
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