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  1. Model parameter synchronization across GPUs introduces high overheads for data-parallel training at scale. Existing parameter synchronization protocols cannot effectively leverage available network resources in the face of ever increasing hardware heterogeneity. To address this issue, we propose Blink, a collective communication library that dynamically generates optimal communication primitives by packing spanning trees. We propose techniques to minimize the number of trees generated and extend Blink to leverage heterogeneous communication channels for hybrid, and faster, data transfers. Evaluations show that compared to the state-of-the-art (NCCL), Blink can achieve up to 8× faster model synchronization (AllReduce), and reduce end-to-end DNN training time for image classification tasks by up to 40%. 
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  2. Neural programs are highly accurate and structured policies that perform algorith- mic tasks by controlling the behavior of a computation mechanism. Despite the potential to increase the interpretability and the compositionality of the behavior of artificial agents, it remains difficult to learn from demonstrations neural networks that represent computer programs. The main challenges that set algorithmic do- mains apart from other imitation learning domains are the need for high accuracy, the involvement of specific structures of data, and the extremely limited observabil- ity. To address these challenges, we propose to model programs as Parametrized Hierarchical Procedures (PHPs). A PHP is a sequence of conditional operations, using a program counter along with the observation to select between taking an elementary action, invoking another PHP as a sub-procedure, and returning to the caller. We develop an algorithm for training PHPs from a set of supervisor demonstrations, only some of which are annotated with the internal call structure, and apply it to efficient level-wise training of multi-level PHPs. We show in two benchmarks, NanoCraft and long-hand addition, that PHPs can learn neural pro- grams more accurately from smaller amounts of both annotated and unannotated demonstrations. 
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  3. An option is a short-term skill consisting of a control policy for a specified region of the state space, and a termination condition recognizing leaving that region. In prior work, we proposed an algorithm called Deep Discovery of Options (DDO) to discover options to accelerate reinforcement learning in Atari games. This paper studies an extension to robot imitation learning, called Discovery of Deep Continuous Options (DDCO), where low-level continuous control skills parametrized by deep neural networks are learned from demonstrations. We extend DDO with: (1) a hybrid categorical–continuous distribution model to parametrize high-level policies that can invoke discrete options as well continuous control actions, and (2) a cross-validation method that relaxes DDO’s requirement that users specify the number of options to be discovered. We evaluate DDCO in simulation of a 3-link robot in the vertical plane pushing a block with friction and gravity, and in two physical experiments on the da Vinci surgical robot, needle insertion where a needle is grasped and inserted into a silicone tissue phantom, and needle bin picking where needles and pins are grasped from a pile and categorized into bins. In the 3-link arm simulation, results suggest that DDCO can take 3x fewer demonstrations to achieve the same reward compared to a baseline imitation learning approach. In the needle insertion task, DDCO was successful 8/10 times compared to the next most accurate imitation learning baseline 6/10. In the surgical bin picking task, the learned policy successfully grasps a single object in 66 out of 99 attempted grasps, and in all but one case successfully recovered from failed grasps by retrying a second time. 
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