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Daniel Wong

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

3 papers
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3

NeurIPS Conference 2020 Conference Paper

Transferable Graph Optimizers for ML Compilers

  • Yanqi Zhou
  • Sudip Roy
  • Amirali Abdolrashidi
  • Daniel Wong
  • Peter Ma
  • Qiumin Xu
  • Hanxiao Liu
  • Phitchaya Phothilimtha

Most compilers for machine learning (ML) frameworks need to solve many correlated optimization problems to generate efficient machine code. Current ML compilers rely on heuristics based algorithms to solve these optimization problems one at a time. However, this approach is not only hard to maintain but often leads to sub-optimal solutions especially for newer model architectures. Existing learning based approaches in the literature are sample inefficient, tackle a single optimization problem, and do not generalize to unseen graphs making them infeasible to be deployed in practice. To address these limitations, we propose an end-to-end, transferable deep reinforcement learning method for computational graph optimization (GO), based on a scalable sequential attention mechanism over an inductive graph neural network. GO generates decisions on the entire graph rather than on each individual node autoregressively, drastically speeding up the search compared to prior methods. Moreover, we propose recurrent attention layers to jointly optimize dependent graph optimization tasks and demonstrate 33%-60% speedup on three graph optimization tasks compared to TensorFlow default optimization. On a diverse set of representative graphs consisting of up to 80, 000 nodes, including Inception-v3, Transformer-XL, and WaveNet, GO achieves on average 21% improvement over human experts and 18% improvement over the prior state of the art with 15x faster convergence, on a device placement task evaluated in real systems.

YNIMG Journal 2019 Journal Article

Low-frequency cortical responses to natural speech reflect probabilistic phonotactics

  • Giovanni M. Di Liberto
  • Daniel Wong
  • Gerda Ana Melnik
  • Alain de Cheveigné

Humans comprehend speech despite the various challenges such as mispronunciation and noisy environments. Our auditory system is robust to these thanks to the integration of the sensory input with prior knowledge and expectations built on language-specific regularities. One such regularity regards the permissible phoneme sequences, which determine the likelihood that a word belongs to a given language (phonotactic probability; “blick” is more likely to be an English word than “bnick”). Previous research demonstrated that violations of these rules modulate brain-evoked responses. However, several fundamental questions remain unresolved, especially regarding the neural encoding and integration strategy of phonotactics in naturalistic conditions, when there are no (or few) violations. Here, we used linear modelling to assess the influence of phonotactic probabilities on the brain responses to narrative speech measured with non-invasive EEG. We found that the relationship between continuous speech and EEG responses is best described when the stimulus descriptor includes phonotactic probabilities. This indicates that low-frequency cortical signals (<9 Hz) reflect the integration of phonotactic information during natural speech perception, providing us with a measure of phonotactic processing at the individual subject-level. Furthermore, phonotactics-related signals showed the strongest speech-EEG interactions at latencies of 100–500 ms, supporting a pre-lexical role of phonotactic information.

AAAI Conference 2010 Conference Paper

Teaching Artificial Intelligence and Robotics Via Games

  • Daniel Wong
  • Ryan Zink
  • Sven Koenig

The Department of Computer Science at the University of Southern California recently created two new degree programs, namely a Bachelor’s Program in Computer Science (Games) and a Master’s Program in Computer Science (Game Development). In this paper, we discuss two projects that use games as motivator. First, the Computer Games in the Classroom Project develops stand-alone projects on standard artificial intelligence topics that use video-game technology to motivate the students but do not require the students to use game engines. Second, the Pinball Project develops the necessary hardware and software to enable students to learn concepts from robotics by developing games on actual pinball machines.