How to remove nodes from TensorFlow graph? - neural-network

I need to write a program where part of the TensorFlow nodes need to keep being there storing some global information(mainly variables and summaries) while the other part need to be changed/reorganized as program runs.
The way I do now is to reconstruct the whole graph in every iteration. But then, I have to store and load those information manually from/to checkpoint files or numpy arrays in every iteration, which makes my code really messy and error prone.
I wonder if there is a way to remove/modify part of my computation graph instead of reset the whole graph?

Changing the structure of TensorFlow graphs isn't really possible. Specifically, there isn't a clean way to remove nodes from a graph, so removing a subgraph and adding another isn't practical. (I've tried this, and it involves surgery on the internals. Ultimately, it's way more effort than it's worth, and you're asking for maintenance headaches.)
There are some workarounds.
Your reconstruction is one of them. You seem to have a pretty good handle on this method, so I won't harp on it, but for the benefit of anyone else who stumbles upon this, a very similar method is a filtered deep copy of the graph. That is, you iterate over the elements and add them in, predicated on some condition. This is most viable if the graph was given to you (i.e., you don't have the functions that built it in the first place) or if the changes are fairly minor. You still pay the price of rebuilding the graph, but sometimes loading and storing can be transparent. Given your scenario, though, this probably isn't a good match.
Another option is to recast the problem as a superset of all possible graphs you're trying to evaluate and rely on dataflow behavior. In other words, build a graph which includes every type of input you're feeding it and only ask for the outputs you need. Good signs this might work are: your network is parametric (perhaps you're just increasing/decreasing widths or layers), the changes are minor (maybe including/excluding inputs), and your operations can handle variable inputs (reductions across a dimension, for instance). In your case, if you have only a small, finite number of tree structures, this could work well. You'll probably just need to add some aggregation or renormalization for your global information.
A third option is to treat the networks as physically split. So instead of thinking of one network with mutable components, treat the boundaries between fixed and changing pieces are inputs and outputs of two separate networks. This does make some things harder: for instance, backprop across both is now ugly (which it sounds like might be a problem for you). But if you can avoid that, then two networks can work pretty well. It ends up feeling a lot like dealing with a separate pretraining phase, which you many already be comfortable with.
Most of these workarounds have a fairly narrow range of problems that they work for, so they might not help in your case. That said, you don't have to go all-or-nothing. If partially splitting the network or creating a supergraph for just some changes works, then it might be that you only have to worry about save/restore for a few cases, which may ease your troubles.
Hope this helps!

Related

Implementating spell drawing/casting mechanism in Luau (Roblox)

I am coding a spell-casting system where you draw a symbol with your wand (mouse), and it can recognize said symbol.
There are two methods I believe might work; neural networking and an "invisible grid system"
The problem with the neural networking system is that It would be (likely) suboptimal in Roblox Luau, and not be able to match the performance nor speed I wish for. (Although, I may just be lacking in neural networking knowledge. Please let me know whether I should continue to try implementing it this way)
For the invisible grid system, I thought of converting the drawing into 1s and 0s (1 = drawn, 0 = blank), then seeing if it is similar to one of the symbols. I create the symbols by making a dictionary like:
local Symbol = { -- "Answer Key" shape, looks like a tilted square
00100,
01010,
10001,
01010,
00100,
}
The problem is that user error will likely cause it to be inaccurate, like this "spell"'s blue boxes, showing user error/inaccuracy. I'm also sure that if I have multiple Symbols, comparing every value in every symbol will surely not be quick.
Do you know an algorithm that could help me do this? Or just some alternative way of doing this I am missing? Thank you for reading my post.
I'm sorry if the format on this is incorrect, this is my first stack-overflow post. I will gladly delete this post if it doesn't abide to one of the rules. ( Let me know if there are any tags I should add )
One possible approach to solving this problem is to use a template matching algorithm. In this approach, you would create a "template" for each symbol that you want to recognize, which would be a grid of 1s and 0s similar to what you described in your question. Then, when the user draws a symbol, you would convert their drawing into a grid of 1s and 0s in the same way.
Next, you would compare the user's drawing to each of the templates using a similarity metric, such as the sum of absolute differences (SAD) or normalized cross-correlation (NCC). The template with the lowest SAD or highest NCC value would be considered the "best match" for the user's drawing, and therefore the recognized symbol.
There are a few advantages to using this approach:
It is relatively simple to implement, compared to a neural network.
It is fast, since you only need to compare the user's drawing to a small number of templates.
It can tolerate some user error, since the templates can be designed to be tolerant of slight variations in the user's drawing.
There are also some potential disadvantages to consider:
It may not be as accurate as a neural network, especially for complex or highly variable symbols.
The templates must be carefully designed to be representative of the expected variations in the user's drawings, which can be time-consuming.
Overall, whether this approach is suitable for your use case will depend on the specific requirements of your spell-casting system, including the number and complexity of the symbols you want to recognize, the accuracy and speed you need, and the resources (e.g. time, compute power) that are available to you.

integrate Modelica variable without influencing state selection

I want to integrate a Modelica variable over time, just for convenience in plotting and post-processing. The variable I want to integrate over time is the power of a compressor so that I get the total energy. The first idea would be to add these lines:
Modelica.Units.SI.Power P_comp;
Modelica.Units.SI.Energy E_comp;
equation
P_comp = der(E_comp);
Is that the recommended way, or are there (better?) alternatives? Is it expected to influence the selection of dynamic states?
Assuming that those two lines are the only ones using E_comp that should work.
Basically E_comp will be part of its own separate state-selection block and changes there shouldn't influence anything else.
However, state selection consists of a number of algorithms and heuristics so it is difficult to formally guarantee that any change does not influence it.
I could imagine some strange possibilities that would break this, but I don't think anyone has implemented them - and I don't see a use-case for them (except to mess up cases like this).
And if you instead of integrating want to differentiate a signal it is a lot messier.

Should I use Object Oriented Programming in MATLAB?

I have an issue, where I need to handle a lot of figures in matlab and the code is starting to get messy. Different kinds of plot objects are added to the code in different stages and some have legends and some does not. The problem is that there is no NULL legends. As soon as an object is created, so is a legend. However, until the legend(handles,...) is called they are not shown. This means that if things are plotted and some, need a legend entry and some not, a lot of handles needs to be passed around.
Now, the file is starting to be quite long, about 1500 lines, with some globals that spans over many functions in the file and so. To prevent the "Do not use globals" comments to pour in, yes I know globals are normally unnecessary, but the code was like that when I laid my hands on it. However, now the code is getting more and more messy and I think about using Object Oriented Programming (OOP) to handle figures.
The idea is to have the custom figure objects handling themselves and thus make more readable code, split up in smaller blocks. The idea is to have a design like
class Figure
private:
MainFrame;
SubFrame;
Lines;
Legends;
Title;
X-Label;
Y-Label;
Methods:
To be defined, for example formatting plotting, edit title,…
The complete design is not really thought through completely, but the point of this questions is really about using OOP in matlab. What I have seen so far it os not really used were much. Are there a reason for this? Could anyone give pros and cons to OOP in matlab? Is OOP recommended or not in matlab?
I have added the information about my issue since I understand that OOP is more needed for large complex issues, so an answer would preferably take the drawbacks in comparison with the complexity of the problem into account. (For example, do never use OOP in matlab, do it only when you have complex problems, do it whenever you like,...)
Okay the question is about OOP in Matlab - but is it not OOP in Matlab in your organisation?
By that I mean to think who is going to use/develop and maintain the code going forward.
Background: I have used OOP for my own toolbox (because its complex/large enough to warrant it - and I develop/maintain it) - however in consultancy jobs for the majority of my clients I create functions (which in some instances call my toolbox) - because when the job is finished they get the source code and the majority are (much) more comfortable working with functions rather than classes.
In summary - I decide on whether to use OOP on the job specifics and the situation where the code will be used (developed & maintained) in the future.
So back to your topic - I would consider where you think the code is going to go and who will develop/maintain it. Will they be comfortable with classes - or will they be more comfortable with functions?
FYI: Last year I was talking to Mathworks and they said that they run multiple "Intro to Matlab" courses per week - but only 1 "Matlab Classes" per quarter!! That gives you an indication on the level of Matlab class use in industry.

Graph/tree representation and recursion

I'm currently writing an optimization algorithm in MATLAB, at which I completely suck, therefore I could really use your help. I'm really struggling to find a good way of representing a graph (or well more like a tree with several roots) which would look more or less like this:
alt text http://img100.imageshack.us/img100/3232/graphe.png
Basically 11/12/13 are our roots (stage 0), 2x is stage1, 3x stage2 and 4x stage3. As you can see nodes from stageX are only connected to several nodes from stage(X+1) (so they don't have to be connected to all of them).
Important: each node has to hold several values (at least 3-4), one will be it's number and at least two other variables (which will be used to optimize the decisions).
I do have a simple representation using matrices but it's really hard to maintain, so I was wondering is there a good way to do it?
Second question: when I'm done with that representation I need to calculate how good each route (from roots to the end) is (like let's say I need to compare is 11-21-31-41 the best or is 11-21-31-42 better) to do that I will be using the variables that each node holds. But the values will have to be calculated recursively, let's say we start at 11 but to calcultate how good 11-21-31-41 is we first need to go to 41, do some calculations, go to 31, do some calculations, go to 21 do some calculations and then we can calculate 11 using all the previous calculations. Same with 11-21-31-42 (we start with 42 then 31->21->11). I need to check all the possible routes that way. And here's the question, how to do it? Maybe a BFS/DFS? But I'm not quite sure how to store all the results.
Those are some lengthy questions, but I hope I'm not asking you for doing my homework (as I got all the algorithms, it's just that I'm not really good at matlab and my teacher wouldn't let me to do it in java).
Granted, it may not be the most efficient solution, but if you have access to Matlab 2008+, you can define a node class to represent your graph.
The Matlab documentation has a nice example on linked lists, which you can use as a template.
Basically, a node would have a property 'linksTo', which points to the index of the node it links to, and a method to calculate the cost of each of the links (possibly with some additional property that describe each link). Then, all you need is a function that moves down each link, and brings the cost(s) with it when it moves back up.

Matrix-Algebra Design Decomposition

I am looking at refactoring some very complex code which is a subsystem of a project I have at work. Part of my examination of this code is that it is incredibly complex, and contains a lot of inputs, intermediate values and outputs depending on some core business logic.
I want to redesign this code to be easier to maintain as well as executing a hell of a lot faster, so to start off with I have been trying to look at each of the parameters and their dependencies on each other. This has lead to quite a large and tangled graph and I would like a mechanism for simplifying this graph.
A while back I came across a technique in a book about SOA design called "Matrix Design Decomposition" which uses a matrix of outputs and the dependencies they have on the inputs, applies some form of matrix algebra and can generate Business Process diagrams for those dependencies.
I know there is a web tool available at http://www.designdecomposition.com/ however it is limited in the number of input/output dependencies you can have. I have tried looking around for the algorithmic source for this tool (so I could attempt to implement it myself without the size limitation), however I have had no luck.
Does anybody know a similar technique that I could use? Currently I am even considering taking the dependency matrix and applying some Genetic Algorithms to see if evolution can come up with a simpler workflow...
Cheers,
Aidos
EDIT:
I will explain the motivation:
The original code was written for a system which computed all of the values (about 60) every time the user performed an operation (adding, removing or modifying certain properties of a item). This code was written over ten years ago and is definitely showing signs of age - others have added more complex calculations into the system and now we are getting completely unreasonable performance (up to 2 minutes before control is returned to the user). It has been decided to detach the calculations from the user actions and provide a button to "recalculate" the values.
My problem arises because there are so many calculations that are going on and they are based on the assumption that all of the required data will be available for their computation - now when I try to re-implement the calculations I keep encountering problems because I haven't got the result for a different calculation that this calculation relies on.
This is where I want to use the matrix-decomposition approach. The MD approach allows me to specify all of the inputs and outputs and gives me the "simplest" workflow that I can use for generating all of the outputs.
I can then use this "workflow" to know the precedence of the calculations I need to perform to get the same result without generating any exceptions. It also shows me which parts of the calculation system I can parallelise and where the fork and join points will be (I won't worry about that part just yet). At the moment all I have is an insanely large matrix with lots of dependencies showing in it, with no idea where to start.
I will elaborate from my comment a little more:
I don't want to use the solution from the EA process in the actual program. I want to take the dependency matrix and decompose it into modules that I will then code manually - this is purely a design aid - I am just interested in what the inputs/outputs for these modules will be. Basically a representation of the complex interdependencies between these calculations, as well as some idea of precedence.
Say I have A requires B and C. D requires A and E. F requires B, A and E, I want to effectively partition the problem space from a complex set of dependencies into a "workflow" that I can examine to get a better understanding. Once I have this understanding I can come up with a better design / implementation that is still human readable, so for the example I know I need to calculate A, then C, then D, then F.
--
I know this seems kind of strange, if you take a look at the website I linked to before the matrix based decomposition there should give you some understanding of what I am thinking of...
kquinn, If it's the piece of code I think he's referring to (I used to work there), it's already a black box solution that no human can understand as is. He's not looking to make it more complicated, less in fact. What he's trying to achieve is a whole heap of interlinked calculations.
What currently happens, is that whenever anything changes, it's an avalanche of events which cause a whole bunch of calculations to fire off, which in turn causes a whole bunch more events which continues on until finally it reaches a state of equilibrium.
What I assume he wants to do is find the dependencies for those outlying calculations and work in from there so they can be rewritten and find a way for the calculations from happening for the sake of it, rather than because they need to.
I can't offer much advice in regards to simplifying the graph, as unfortunately it's not something I have much experience in. That said, I would start looking for those outlying calculations which have no dependencies, and just traverse the graph from there. Start building up a new framework that includes the core business logic of each calculation in the simplest possible way, and refactor the crap out of it along the way.
If this is, as you say, "core business logic", then you really don't want to be screwing around with fancy decompositions and evolutionary algorithms that produce a "black box" solution that no one in the world understands or is capable of modifying. I would be very surprised if any of these techniques actually yielded any useful result; the human brain is still incomprehensibly more capable than any machine at untangling complicated relationships.
What you want to do is traditional refactoring: clean up the individual procedures, streamlining them and merging them where possible. Your goal is to make the code clear, so your successor doesn't have to go through the same process.
What language are you using?
Your problem should be pretty easy to model using Java Executors and Future<> tasks, but a similar framework is perhaps availabe on your chosen platform as well?
Also, if I understand this correctly, you want to generate a critical path for a large set of interdependent calculations -- is that something done dynamically, or do you "just" need a static analysis?
Regarding an algorithmic solution; pick up the closest copy of your numerical analysis textbook and refresh your memory on singular value decompositions and LU factorization; I'm guessing from the top off my head that this is what lies behind the tool you linked to.
EDIT: Since you're using Java, I'll give a brief outline of a suggestion proposal:
-> Use a threadpool executor to parallellize all calculations easily
-> Solve interdependencies with an object map of Future<> or FutureTask<>:s, i.e. if you variables are A, B and C, where A = B + C, do something like this:
static final Map<String, FutureTask<Integer>> mapping = ...
static final ThreadPoolExecutor threadpool = ...
FutureTask<Integer> a = new FutureTask<Integer>(new Callable<Integer>() {
public Integer call() {
Integer b = mapping.get("B").get();
Integer c = mapping.get("C").get();
return b + c;
}
}
);
FutureTask<Integer> b = new FutureTask<Integer>(...);
FutureTask<Integer> c = new FutureTask<Integer>(...);
map.put("A", a);
map.put("B", a);
map.put("C", a);
for ( FutureTask<Integer> task : map.values() )
threadpool.execute(task);
Now, if I'm not totally off (and I may very well be, it was a while since I worked in Java), you should be able to solve the apparent deadlock problem by tuning the thread pool size, or use a growing thread pool. (You still have to make sure that there are no interdependent tasks though, such as if A = B + C, and B = A + 1...)
If the black-box is linear you can discover all the coefficients by simply concatenating many vectors of input and many vectors of output.
you have input x[i] and output y[i], then you create a matrix Y whose columns are y[0], y[1], ... y[n], and a matrix X whose columns are x[0], x[1], ..., x[n]. There will be a transformation Y = T * X, then you may determine T = Y * inverse(X).
But since you said it is complex I bet it is not linear. Then if you still want a general framework you can use this a factor-graph
https://ieeexplore.ieee.org/document/910572
I would be curious if you can do this.
What I think is easier is to understand the code and rewrite it using the best practices.