CVApr 1, 2020Code
NBDT: Neural-Backed Decision TreesAlvin Wan, Lisa Dunlap, Daniel Ho et al.
Machine learning applications such as finance and medicine demand accurate and justifiable predictions, barring most deep learning methods from use. In response, previous work combines decision trees with deep learning, yielding models that (1) sacrifice interpretability for accuracy or (2) sacrifice accuracy for interpretability. We forgo this dilemma by jointly improving accuracy and interpretability using Neural-Backed Decision Trees (NBDTs). NBDTs replace a neural network's final linear layer with a differentiable sequence of decisions and a surrogate loss. This forces the model to learn high-level concepts and lessens reliance on highly-uncertain decisions, yielding (1) accuracy: NBDTs match or outperform modern neural networks on CIFAR, ImageNet and better generalize to unseen classes by up to 16%. Furthermore, our surrogate loss improves the original model's accuracy by up to 2%. NBDTs also afford (2) interpretability: improving human trustby clearly identifying model mistakes and assisting in dataset debugging. Code and pretrained NBDTs are at https://github.com/alvinwan/neural-backed-decision-trees.
DCJan 16, 2025
The Streaming Batch Model for Efficient and Fault-Tolerant Heterogeneous ExecutionFrank Sifei Luan, Ron Yifeng Wang, Yile Gu et al.
While ML model training and inference are both GPU-intensive, CPU-based data processing is often the bottleneck. Distributed data processing systems based on the batch or stream processing models assume homogeneous resource requirements. They excel at CPU-based computation but either under-utilize heterogeneous resources or impose high overheads on failure and reconfiguration. We introduce the streaming batch model, a hybrid of batch and streaming that enables efficient and fault-tolerant heterogeneous execution. The key idea is to use partitions as the unit of execution to achieve elasticity, but to allow partitions to be dynamically created and streamed between heterogeneous operators for memory-efficient pipelining. We present Ray Data, a streaming batch system that improves throughput on heterogeneous batch inference pipelines by 2.5-12$\times$ compared to traditional batch and stream processing systems. By leveraging heterogeneous clusters, Ray Data improves training throughput for multimodal models such as Stable Diffusion by 31% compared to single-node ML data loaders.
LGJan 12, 2022
Blackbox Post-Processing for Multiclass FairnessPreston Putzel, Scott Lee
Applying standard machine learning approaches for classification can produce unequal results across different demographic groups. When then used in real-world settings, these inequities can have negative societal impacts. This has motivated the development of various approaches to fair classification with machine learning models in recent years. In this paper, we consider the problem of modifying the predictions of a blackbox machine learning classifier in order to achieve fairness in a multiclass setting. To accomplish this, we extend the 'post-processing' approach in Hardt et al. 2016, which focuses on fairness for binary classification, to the setting of fair multiclass classification. We explore when our approach produces both fair and accurate predictions through systematic synthetic experiments and also evaluate discrimination-fairness tradeoffs on several publicly available real-world application datasets. We find that overall, our approach produces minor drops in accuracy and enforces fairness when the number of individuals in the dataset is high relative to the number of classes and protected groups.
AIJul 15, 2019
The Many AI Challenges of HearthstoneAmy K. Hoover, Julian Togelius, Scott Lee et al.
Games have benchmarked AI methods since the inception of the field, with classic board games such as Chess and Go recently leaving room for video games with related yet different sets of challenges. The set of AI problems associated with video games has in recent decades expanded from simply playing games to win, to playing games in particular styles, generating game content, modeling players etc. Different games pose very different challenges for AI systems, and several different AI challenges can typically be posed by the same game. In this article we analyze the popular collectible card game Hearthstone (Blizzard 2014) and describe a varied set of interesting AI challenges posed by this game. Collectible card games are relatively understudied in the AI community, despite their popularity and the interesting challenges they pose. Analyzing a single game in-depth in the manner we do here allows us to see the entire field of AI and Games through the lens of a single game, discovering a few new variations on existing research topics.
AIJul 2, 2019
Evolving the Hearthstone MetaFernando de Mesentier Silva, Rodrigo Canaan, Scott Lee et al.
Balancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task. The target of making strategies diverse and customizable results in a delicate intricate system. Tuning over 2000 cards to generate the desired outcome without disrupting the existing environment becomes a laborious challenge. In this paper, we discuss the impacts that changes to existing cards can have on strategy in Hearthstone. By analyzing the win rate on match-ups across different decks, being played by different strategies, we propose to compare their performance before and after changes are made to improve or worsen different cards. Then, using an evolutionary algorithm, we search for a combination of changes to the card attributes that cause the decks to approach equal, 50% win rates. We then expand our evolutionary algorithm to a multi-objective solution to search for this result, while making the minimum amount of changes, and as a consequence disruption, to the existing cards. Lastly, we propose and evaluate metrics to serve as heuristics with which to decide which cards to target with balance changes.
NEApr 24, 2019
Mapping Hearthstone Deck Spaces through MAP-Elites with Sliding BoundariesMatthew C. Fontaine, Scott Lee, L. B. Soros et al.
Quality diversity (QD) algorithms such as MAP-Elites have emerged as a powerful alternative to traditional single-objective optimization methods. They were initially applied to evolutionary robotics problems such as locomotion and maze navigation, but have yet to see widespread application. We argue that these algorithms are perfectly suited to the rich domain of video games, which contains many relevant problems with a multitude of successful strategies and often also multiple dimensions along which solutions can vary. This paper introduces a novel modification of the MAP-Elites algorithm called MAP-Elites with Sliding Boundaries (MESB) and applies it to the design and rebalancing of Hearthstone, a popular collectible card game chosen for its number of multidimensional behavior features relevant to particular styles of play. To avoid overpopulating cells with conflated behaviors, MESB slides the boundaries of cells based on the distribution of evolved individuals. Experiments in this paper demonstrate the performance of MESB in Hearthstone. Results suggest MESB finds diverse ways of playing the game well along the selected behavioral dimensions. Further analysis of the evolved strategies reveals common patterns that recur across behavioral dimensions and explores how MESB can help rebalance the game.
AIJun 12, 2018
Talakat: Bullet Hell Generation through Constrained Map-ElitesAhmed Khalifa, Scott Lee, Andy Nealen et al.
We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles. Levels are represented using a domain-specific description language, and search in the space defined by this language is performed by a novel variant of the Map-Elites algorithm which incorporates a feasible- infeasible approach to constraint satisfaction. Simulation-based evaluation is used to gauge the fitness of levels, using an agent based on best-first search. The performance of the agent can be tuned according to the two dimensions of strategy and dexterity, making it possible to search for level configurations that require a specific combination of both. As far as we know, this paper describes the first generator for this game genre, and includes several algorithmic innovations.
CLJun 1, 2018
Natural Language Generation for Electronic Health RecordsScott Lee
A variety of methods existing for generating synthetic electronic health records (EHRs), but they are not capable of generating unstructured text, like emergency department (ED) chief complaints, history of present illness or progress notes. Here, we use the encoder-decoder model, a deep learning algorithm that features in many contemporary machine translation systems, to generate synthetic chief complaints from discrete variables in EHRs, like age group, gender, and discharge diagnosis. After being trained end-to-end on authentic records, the model can generate realistic chief complaint text that preserves much of the epidemiological information in the original data. As a side effect of the model's optimization goal, these synthetic chief complaints are also free of relatively uncommon abbreviation and misspellings, and they include none of the personally-identifiable information (PII) that was in the training data, suggesting it may be used to support the de-identification of text in EHRs. When combined with algorithms like generative adversarial networks (GANs), our model could be used to generate fully-synthetic EHRs, facilitating data sharing between healthcare providers and researchers and improving our ability to develop machine learning methods tailored to the information in healthcare data.