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Competitive Algorithms for Online Multidimensional Knapsack Problems 在线多维背包问题的竞争算法
Lin Yang, A. Zeynali, M. Hajiesmaili, R. Sitaraman, D. Towsley
In this paper, we study the online multidimensional knapsack problem (called OMdKP) in which there is a knapsack whose capacity is represented in m dimensions, each dimension could have a different capacity. Then, n items with different scalar profit values and m-dimensional weights arrive in an online manner and the goal is to admit or decline items upon their arrival such that the total profit obtained by admitted items is maximized and the capacity of knapsack across all dimensions is respected. This is a natural generalization of the classic single-dimension knapsack problem and finds several relevant applications such as in virtual machine allocation, job scheduling, and all-or-nothing flow maximization over a graph. We develop two algorithms for OMdKP that use linear and exponential reservation functions to make online admission decisions. Our competitive analysis shows that the linear and exponential algorithms achieve the competitive ratios of O(θα ) and O(łogł(θα)), respectively, where α is the ratio between the aggregate knapsack capacity and the minimum capacity over a single dimension and θ is the ratio between the maximum and minimum item unit values. We also characterize a lower bound for the competitive ratio of any online algorithm solving OMdKP and show that the competitive ratio of our algorithm with exponential reservation function matches the lower bound up to a constant factor.
本文研究了在线多维背包问题(OMdKP),其中有一个背包的容量用m维表示,每个维可以有不同的容量。然后,n个具有不同标量利润值和m维权重的物品以在线方式到达,目标是在物品到达时接收或拒绝物品,使被接收物品获得的总利润最大化,并尊重所有维度的背包容量。这是经典的一维背包问题的自然概括,并找到了几个相关的应用程序,如虚拟机分配、作业调度和全有或全无的图流最大化。我们开发了两种使用线性和指数保留函数进行在线录取决策的OMdKP算法。我们的竞争分析表明,线性和指数算法分别实现了O(θα)和O(łogł(θα))的竞争比,其中α是单个维度上总背包容量与最小容量之间的比率,θ是最大和最小项目单位值之间的比率。我们还刻画了求解OMdKP的任何在线算法的竞争比的下界,并证明了我们的具有指数保留函数的算法的竞争比与下界匹配到一个常数因子。
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引用次数: 8
Dissecting Cloud Gaming Performance with DECAF 用DECAF剖析云游戏性能
Hassan Iqbal, A. Khalid, Muhammad Shahzad
Cloud gaming platforms have witnessed tremendous growth over the past two years with a number of large Internet companies including Amazon, Facebook, Google, Microsoft, and Nvidia publicly launching their own platforms. While cloud gaming platforms continue to grow, the visibility in their performance and relative comparison is lacking. This is largely due to absence of systematic measurement methodologies which can generally be applied. As such, in this paper, we implement DECAF, a methodology to systematically analyze and dissect the performance of cloud gaming platforms across different game genres and game platforms. DECAF is highly automated and requires minimum manual intervention. By applying DECAF, we measure the performance of three commercial cloud gaming platforms including Google Stadia, Amazon Luna, and Nvidia GeForceNow, and uncover a number of important findings. First, we find that processing delays in the cloud comprise majority of the total round trip delay experienced by users, accounting for as much as 73.54% of total user-perceived delay. Second, we find that video streams delivered by cloud gaming platforms are characterized by high variability of bitrate, frame rate, and resolution. Platforms struggle to consistently serve 1080p/60 frames per second streams across different game genres even when the available bandwidth is 8-20× that of platform's recommended settings. Finally, we show that game platforms exhibit performance cliffs by reacting poorly to packet losses, in some cases dramatically reducing the delivered bitrate by up to 6.6× when loss rates increase from 0.1% to 1%. Our work has important implications for cloud gaming platforms and opens the door for further research on comprehensive measurement methodologies for cloud gaming.
云游戏平台在过去两年见证了巨大的发展,包括亚马逊、Facebook、b谷歌、微软和英伟达在内的许多大型互联网公司都公开推出了自己的平台。虽然云游戏平台持续增长,但其表现和相对比较的可见性仍然不足。这主要是由于缺乏可普遍应用的系统测量方法。因此,在本文中,我们实现了DECAF,这是一种系统地分析和剖析不同游戏类型和游戏平台的云游戏平台性能的方法。DECAF是高度自动化的,需要最少的人工干预。通过应用DECAF,我们测量了三个商业云游戏平台的性能,包括谷歌Stadia, Amazon Luna和Nvidia GeForceNow,并发现了一些重要的发现。首先,我们发现云中的处理延迟占用户体验到的总往返延迟的大部分,占用户感知到的总延迟的73.54%。其次,我们发现云游戏平台提供的视频流具有高比特率、帧率和分辨率可变性的特点。即使可用带宽是平台推荐设置的8-20倍,平台也很难在不同游戏类型之间一致地提供每秒1080p/60帧的流。最后,我们展示了游戏平台由于对数据包丢失的不良反应而呈现出性能悬崖,在某些情况下,当丢包率从0.1%增加到1%时,传输比特率会急剧降低6.6倍。我们的工作对云游戏平台具有重要意义,并为进一步研究云游戏的综合测量方法打开了大门。
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引用次数: 9
Xatu: Richer Neural Network Based Prediction for Video Streaming Xatu:基于更丰富神经网络的视频流预测
Yun Seong Nam, Jianfei Gao, Chandan Bothra, Ehab Ghabashneh, Sanjay G. Rao, Bruno Ribeiro, Jibin Zhan, Hui Zhang
The performance of Adaptive Bitrate (ABR) algorithms for video streaming depends on accurately predicting the download time of video chunks. Existing prediction approaches (i) assume chunk download times are dominated by network throughput; and (ii) apriori cluster sessions (e.g., based on ISP and CDN) and only learn from sessions in the same cluster. We make three contributions. First, through analysis of data from real-world video streaming sessions, we show (i) apriori clustering prevents learning from related clusters; and (ii) factors such as the Time to First Byte (TTFB) are key components of chunk download times but not easily incorporated into existing prediction approaches. Second, we propose Xatu, a new prediction approach that jointly learns a neural network sequence model with an interpretable automatic session clustering method. Xatu learns clustering rules across all sessions it deems relevant, and models sequences with multiple chunk-dependent features (e.g., TTFB) rather than just throughput. Third, evaluations using the above datasets and emulation experiments show that Xatu significantly improves prediction accuracies by 23.8% relative to CS2P (a state-of-the-art predictor). We show Xatu provides substantial performance benefits when integrated with multiple ABR algorithms including MPC (a well studied ABR algorithm), and FuguABR (a recent algorithm using stochastic control) relative to their default predictors (CS2P and a fully connected neural network respectively). Further, Xatu combined with MPC outperforms Pensieve, an ABR based on deep reinforcement learning.
视频流中自适应比特率(ABR)算法的性能取决于能否准确预测视频块的下载时间。现有的预测方法(i)假设数据块下载时间由网络吞吐量主导;(ii)先验的集群会话(例如,基于ISP和CDN),并且只从同一集群中的会话中学习。我们有三个贡献。首先,通过对现实世界视频流会话数据的分析,我们发现:(i)先验聚类阻止了从相关聚类中学习;(ii)诸如到达第一个字节的时间(TTFB)等因素是块下载时间的关键组成部分,但不容易纳入现有的预测方法。其次,我们提出了一种新的预测方法Xatu,它将神经网络序列模型与可解释的自动会话聚类方法联合学习。Xatu在它认为相关的所有会话中学习聚类规则,并使用多个块相关特征(例如TTFB)来建模序列,而不仅仅是吞吐量。第三,使用上述数据集和仿真实验的评估表明,Xatu相对于CS2P(最先进的预测器)的预测精度显著提高了23.8%。我们表明,当Xatu与多种ABR算法集成时,包括MPC(一种研究得很好的ABR算法)和FuguABR(一种使用随机控制的最新算法),相对于它们的默认预测器(CS2P和一个完全连接的神经网络),Xatu提供了可观的性能优势。此外,Xatu结合MPC优于Pensieve,这是一种基于深度强化学习的ABR。
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引用次数: 4
Online Caching Networks with Adversarial Guarantees 具有对抗性保证的在线缓存网络
Yuanyuan Li, T. Si Salem, G. Neglia, Stratis Ioannidis
We study a cache network under arbitrary adversarial request arrivals. We propose a distributed online policy based on the online tabular greedy algorithm. Our distributed policy achieves sublinear (1-1/e)-regret, also in the case when update costs cannot be neglected. Numerical evaluation over several topologies supports our theoretical results and demonstrates that our algorithm outperforms state-of-art online cache algorithms.
研究了任意敌对请求到达下的缓存网络。提出了一种基于在线表格贪婪算法的分布式在线策略。我们的分布式策略实现了次线性(1-1/e)——遗憾的是,在更新成本不可忽视的情况下也是如此。对几种拓扑的数值评估支持我们的理论结果,并证明我们的算法优于最先进的在线缓存算法。
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引用次数: 12
Offline and Online Algorithms for SSD Management SSD管理的离线和在线算法
Tomer Lange, J. Naor, G. Yadgar
Flash-based solid state drives (SSDs) have gained a central role in the infrastructure of large-scale datacenters, as well as in commodity servers and personal devices. The main limitation of flash media is its inability to support update-in-place: after data has been written to a physical location, it has to be erased before new data can be written to it. Moreover, SSDs support read and write operations in granularity of pages, while erasures are performed on entire blocks, which often contain hundreds of pages. When erasing a block, any valid data it stores must be rewritten to a clean location. As an SSD eventually wears out with progressing number of erasures, the efficiency of the management algorithm has a significant impact on its endurance. In this paper we first formally define the SSD management problem. We then explore this problem from an algorithmic perspective, considering it in both offline and online settings. In the offline setting, we present a near-optimal algorithm that, given any input, performs a negligible number of rewrites (relative to the input length). We also discuss the hardness of the offline problem. In the online setting, we first consider algorithms that have no prior knowledge about the input. We prove that no deterministic algorithm outperforms the greedy algorithm in this setting, and discuss the possible benefit of randomization. We then augment our model, assuming that each request for a page arrives with a prediction of the next time the page is updated. We design an online algorithm that uses such predictions, and show that its performance improves as the prediction error decreases. We also show that the performance of our algorithm is never worse than that guaranteed by the greedy algorithm, even when the prediction error is large. We complement our theoretical findings with an empirical evaluation of our algorithms, comparing them with the state-of-the-art scheme. The results confirm that our algorithms exhibit an improved performance for a wide range of input traces.
基于闪存的固态硬盘(ssd)已经在大型数据中心的基础设施以及商用服务器和个人设备中发挥了核心作用。flash媒体的主要限制是它不能支持就地更新:在数据被写入物理位置之后,必须在新数据被写入之前将其擦除。此外,ssd支持以页面粒度进行读写操作,而擦除操作是在整个块上执行的,这些块通常包含数百个页面。当擦除一个块时,它存储的任何有效数据都必须重写到一个干净的位置。随着擦除次数的增加,SSD最终会磨损,因此管理算法的效率对SSD的耐用性有很大的影响。本文首先正式定义了固态硬盘的管理问题。然后,我们从算法的角度探讨这个问题,在离线和在线设置中考虑它。在离线设置中,我们提出了一个近乎最优的算法,给定任何输入,执行重写的次数可以忽略不计(相对于输入长度)。我们还讨论了离线问题的硬度。在在线设置中,我们首先考虑对输入没有先验知识的算法。我们证明了在这种情况下没有确定性算法优于贪婪算法,并讨论了随机化可能带来的好处。然后我们扩展我们的模型,假设对页面的每个请求到达时都预测了页面的下一次更新时间。我们设计了一个使用这种预测的在线算法,并表明其性能随着预测误差的减小而提高。我们还表明,即使在预测误差很大的情况下,我们的算法的性能也不会比贪婪算法所保证的性能差。我们通过对算法的实证评估来补充我们的理论发现,并将它们与最先进的方案进行比较。结果证实,我们的算法在大范围的输入迹线中表现出改进的性能。
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引用次数: 4
Real-time Bidding for Time Constrained Impression Contracts in First and Second Price Auctions - Theory and Algorithms 第一次和第二次价格拍卖中时间约束印象合同的实时竞价-理论和算法
R. Kinnear, R. Mazumdar, P. Marbach
We study the optimal bids and allocations in a real-time auction for heterogeneous items subject to the requirement that specified collections of items of given types be acquired within given time constraints. The problem is cast as a continuous time optimization problem that can, under certain weak assumptions, be reduced to a convex optimization problem. Focusing on the standard first and second price auctions, we first show, using convex duality, that the optimal (infinite dimensional) bidding policy can be represented by a single finite vector of so-called ''pseudo-bids''. Using this result we are able to show that the optimal solution in the second price case turns out to be a very simple piecewise constant function of time. This contrasts with the first price case that is more complicated. Despite the fact that the optimal solution for the first price auction is genuinely dynamic, we show that there remains a close connection between the two cases and that, empirically, there is almost no difference between optimal behavior in either setting. This suggests that it is adequate to bid in a first price auction as if it were in fact second price. Finally, we detail methods for implementing our bidding policies in practice with further numerical simulations illustrating the performance.
我们研究了异构物品实时拍卖中的最优出价和分配问题,该问题需要在给定的时间限制内获得给定类型的特定物品集合。该问题是一个连续时间优化问题,在某些弱假设下,可以简化为一个凸优化问题。关注标准的一价和二价拍卖,我们首先利用凸对偶证明了最优(无限维)竞价策略可以用一个所谓的“伪竞价”的有限向量来表示。利用这个结果,我们能够证明第二种价格情况下的最优解是一个非常简单的时间分段常数函数。这与第一个价格案例形成对比,后者更为复杂。尽管第一次价格拍卖的最优解是真正动态的,但我们表明,这两种情况之间仍然存在密切联系,而且从经验来看,两种情况下的最优行为几乎没有区别。这表明,在第一价格拍卖中出价就足够了,就好像它实际上是第二价格一样。最后,我们详细介绍了在实践中实施我们的投标策略的方法,并进一步进行了数值模拟,以说明其性能。
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引用次数: 1
Stationary Behavior of Constant Stepsize SGD Type Algorithms 恒步长SGD型算法的平稳性
Zaiwei Chen, Shancong Mou, S. T. Maguluri
Stochastic approximation (SA) and stochastic gradient descent (SGD) algorithms are work-horses for modern machine learning algorithms. Their constant stepsize variants are preferred in practice due to fast convergence behavior. However, constant stepsize SA algorithms do not converge to the optimal solution, but instead have a stationary distribution, which in general cannot be analytically characterized. In this work, we study the asymptotic behavior of the appropriately scaled stationary distribution, in the limit when the constant stepsize goes to zero. Specifically, we consider the following three settings: (1) SGD algorithm with a smooth and strongly convex objective, (2) linear SA algorithm involving a Hurwitz matrix, and (3) nonlinear SA algorithm involving a contractive operator. When the iterate is scaled by 1/α, where α is the constant stepsize, we show that the limiting scaled stationary distribution is a solution of an implicit equation. Under a uniqueness assumption (which can be removed in certain settings) on this equation, we further characterize the limiting distribution as a Gaussian distribution whose covariance matrix is the unique solution of a suitable Lyapunov equation. For SA algorithms beyond these cases, our numerical experiments suggest that unlike central limit theorem type results: (1) the scaling factor need not be 1/α, and (2) the limiting distribution need not be Gaussian. Based on the numerical study, we come up with a heuristic formula to determine the right scaling factor, and make insightful connection to the Euler-Maruyama discretization scheme for approximating stochastic differential equations.
随机逼近(SA)和随机梯度下降(SGD)算法是现代机器学习算法的支柱。由于其快速收敛的特性,在实践中更倾向于采用恒定步长变量。然而,恒定步长SA算法不会收敛到最优解,而是具有平稳分布,通常无法解析表征。在本文中,我们研究了适当比例的平稳分布在常步长趋近于零的极限下的渐近行为。具体来说,我们考虑了以下三种设置:(1)具有光滑和强凸目标的SGD算法,(2)涉及Hurwitz矩阵的线性SA算法,(3)涉及压缩算子的非线性SA算法。当迭代被1/α缩放时,其中α是常数步长,我们证明了极限缩放平稳分布是一个隐式方程的解。在该方程的唯一性假设下(在某些情况下可以取消),我们进一步将极限分布表征为高斯分布,其协方差矩阵是一个合适的Lyapunov方程的唯一解。对于超出这些情况的SA算法,我们的数值实验表明,与中心极限定理类型的结果不同:(1)缩放因子不必是1/α,(2)极限分布不必是高斯分布。在数值研究的基础上,我们提出了一个确定合适比例因子的启发式公式,并将其与近似随机微分方程的Euler-Maruyama离散化格式进行了深刻的联系。
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引用次数: 8
Dynamic Regret Minimization for Control of Non-stationary Linear Dynamical Systems 非平稳线性动力系统控制的动态遗憾最小化
Yuwei Luo, Varun Gupta, M. Kolar
We consider the problem of controlling a Linear Quadratic Regulator (LQR) system over a finite horizon T with fixed and known cost matrices Q,R, but unknown and non-stationary dynamics A_t, B_t. The sequence of dynamics matrices can be arbitrary, but with a total variation, V_T, assumed to be o(T) and unknown to the controller. Under the assumption that a sequence of stabilizing, but potentially sub-optimal controllers is available for all t, we present an algorithm that achieves the optimal dynamic regret of O(V_T^2/5 T^3/5 ). With piecewise constant dynamics, our algorithm achieves the optimal regret of O(sqrtST ) where S is the number of switches. The crux of our algorithm is an adaptive non-stationarity detection strategy, which builds on an approach recently developed for contextual Multi-armed Bandit problems. We also argue that non-adaptive forgetting (e.g., restarting or using sliding window learning with a static window size) may not be regret optimal for the LQR problem, even when the window size is optimally tuned with the knowledge of $V_T$. The main technical challenge in the analysis of our algorithm is to prove that the ordinary least squares (OLS) estimator has a small bias when the parameter to be estimated is non-stationary. Our analysis also highlights that the key motif driving the regret is that the LQR problem is in spirit a bandit problem with linear feedback and locally quadratic cost. This motif is more universal than the LQR problem itself, and therefore we believe our results should find wider application.
研究一类线性二次型调节器(LQR)系统在有限视界T上的控制问题,该系统具有固定且已知的代价矩阵Q,R,但未知且非平稳的动态矩阵A_t, B_t。动力学矩阵的序列可以是任意的,但是总变化量V_T假设为0 (T),并且控制器未知。假设对所有t都有一个稳定但可能次优的控制器序列,我们提出了一个实现最优动态后悔0 (V_T^2/5 t ^3/5)的算法。通过分段恒动态,我们的算法实现了0 (sqrtST)的最优遗憾,其中S为开关数。该算法的关键是自适应非平稳检测策略,该策略基于最近开发的上下文多臂强盗问题的方法。我们还认为,非自适应遗忘(例如,重新启动或使用静态窗口大小的滑动窗口学习)对于LQR问题可能不是遗憾的最佳选择,即使窗口大小是根据V_T的知识进行最佳调整。在分析我们的算法时,主要的技术挑战是证明当待估计的参数是非平稳时,普通最小二乘(OLS)估计量具有较小的偏差。我们的分析还强调了驱动后悔的关键主题是LQR问题在精神上是一个具有线性反馈和局部二次代价的强盗问题。这个基序比LQR问题本身更普遍,因此我们相信我们的结果应该有更广泛的应用。
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引用次数: 8
Mean Field and Refined Mean Field Approximations for Heterogeneous Systems 异构系统的平均场和精细平均场近似
Sebastian Allmeier, Nicolas Gast
Mean field approximation is a powerful technique to study the performance of large stochastic systems represented as n interacting objects. Applications include load balancing models, epidemic spreading, cache replacement policies, or large-scale data centers. Mean field approximation is asymptotically exact for systems composed of n homogeneous objects under mild conditions. In this paper, we study what happens when objects are heterogeneous. This can represent servers with different speeds or contents with different popularities. We define an interaction model that allows obtaining asymptotic convergence results for stochastic systems with heterogeneous object behavior, and show that the error of the mean field approximation is of order $O(1/n)$. More importantly, we show how to adapt the refined mean field approximation, developed by Gast et al., and show that the error of this approximation is reduced to O(1/n^2). To illustrate the applicability of our result, we present two examples. The first addresses a list-based cache replacement model, RANDOM(m), which is an extension of the RANDOM policy. The second is a heterogeneous supermarket model. These examples show that the proposed approximations are computationally tractable and very accurate. They also show that for moderate system sizes (30) the refined mean field approximation tends to be more accurate than simulations for any reasonable simulation time.
平均场近似是研究n个相互作用对象表示的大型随机系统性能的一种强有力的技术。应用包括负载均衡模型、流行病传播、缓存替换策略或大型数据中心。在温和条件下,平均场近似对于由n个齐次物体组成的系统是渐近精确的。在本文中,我们研究了当对象是异构的情况下会发生什么。这可以表示具有不同速度的服务器或具有不同流行度的内容。我们定义了一个相互作用模型,使得具有异构对象行为的随机系统能够得到渐近收敛结果,并证明了平均场近似的误差为O(1/n)阶。更重要的是,我们展示了如何适应由Gast等人开发的精炼平均场近似,并表明该近似的误差减小到O(1/n^2)。为了说明我们的结果的适用性,我们给出两个例子。第一个处理基于列表的缓存替换模型RANDOM(m),它是RANDOM策略的扩展。二是异质超市模式。这些例子表明,所提出的近似是计算易于处理和非常准确的。他们还表明,对于中等规模的系统(30),在任何合理的模拟时间内,精炼的平均场近似往往比模拟更准确。
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引用次数: 8
One Proxy Device Is Enough for Hardware-Aware Neural Architecture Search 一个代理设备就足以实现硬件感知的神经结构搜索
Bingqian Lu, Jianyi Yang, Weiwen Jiang, Yiyu Shi, Shaolei Ren
Convolutional neural networks (CNNs) are used in numerous real-world applications such as vision-based autonomous driving and video content analysis. To run CNN inference on various target devices, hardware-aware neural architecture search (NAS) is crucial. A key requirement of efficient hardware-aware NAS is the fast evaluation of inference latencies in order to rank different architectures. While building a latency predictor for each target device has been commonly used in state of the art, this is a very time-consuming process, lacking scalability in the presence of extremely diverse devices. In this work, we address the scalability challenge by exploiting latency monotonicity --- the architecture latency rankings on different devices are often correlated. When strong latency monotonicity exists, we can re-use architectures searched for one proxy device on new target devices, without losing optimality. In the absence of strong latency monotonicity, we propose an efficient proxy adaptation technique to significantly boost the latency monotonicity. Finally, we validate our approach and conduct experiments with devices of different platforms on multiple mainstream search spaces, including MobileNet-V2, MobileNet-V3, NAS-Bench-201, ProxylessNAS and FBNet. Our results highlight that, by using just one proxy device, we can find almost the same Pareto-optimal architectures as the existing per-device NAS, while avoiding the prohibitive cost of building a latency predictor for each device.
卷积神经网络(cnn)被用于许多现实世界的应用,如基于视觉的自动驾驶和视频内容分析。为了在各种目标设备上运行CNN推理,硬件感知神经结构搜索(NAS)至关重要。高效的硬件感知NAS的一个关键要求是快速评估推理延迟,以便对不同的体系结构进行排序。虽然为每个目标设备构建一个延迟预测器是目前最常用的方法,但这是一个非常耗时的过程,而且在设备种类繁多的情况下缺乏可伸缩性。在这项工作中,我们通过利用延迟单调性来解决可扩展性挑战——不同设备上的架构延迟排名通常是相关的。当存在强延迟单调性时,我们可以在新的目标设备上重用搜索一个代理设备的架构,而不会失去最优性。在缺乏强延迟单调性的情况下,我们提出了一种有效的代理自适应技术来显著提高延迟单调性。最后,我们验证了我们的方法,并在多个主流搜索空间(包括MobileNet-V2、MobileNet-V3、NAS-Bench-201、ProxylessNAS和FBNet)上使用不同平台的设备进行了实验。我们的结果强调,通过只使用一个代理设备,我们可以找到与现有的每设备NAS几乎相同的pareto最优架构,同时避免了为每个设备构建延迟预测器的高昂成本。
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引用次数: 12
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Proceedings of the ACM on Measurement and Analysis of Computing Systems
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