The Lottery Ticket Hypothesis: Finding Sparse, Trainable Neural Networks — part 6/6
Cleaned-text code points [79094, 91463). Bibliography omitted here; source.md includes it.
The Conv-2 network proved to be difficult to consistently train with dropout. The top right graph in Figure 36 contains wide error bars and low average accuracy for many learning rates, especially early in the lottery ticket experiments. This indicates that some or all of the training runs failed to learn; when they were averaged into the other results, they produced the aforementioned pattern in the graphs. At learning rate 0.0001, none of the three trials learned productively until pruned to more than 26.5%, at which point all three trials started learning. At learning rate 0.0002, some of the trials failed to learn productively until several rounds of iterative pruning had passed. At learning rate 0.0003, all three networks learned productively at every pruning level. At learning rate 0.0004, one network occasionally failed to learn. We selected learning rate 0.0003, which seemed to allow networks to learn productively most often while achieving among the highest initial accuracy.
It is interesting to note that networks that were unable to learn at a particular learning rate (for example, 0.0001) eventually began learning after several rounds of the lottery ticket experiment (that is, training, pruning, and resetting repeatedly). It is worth investigating whether this phenomenon was entirely due to pruning (that is, removing any random collection of weights would put the network in a configuration more amenable to learning) or whether training the network provided useful information for pruning, even if the network did not show improved accuracy.
For both the Conv-4 and Conv-6 architectures, a slightly slower learning rate (0.0002 as opposed to 0.0003) leads to the highest accuracy on the unpruned networks in addition to the highest sustained accuracy and fastest sustained learning as the networks are pruned during the lottery ticket experiment.
With dropout, the unpruned Conv-4 architecture reaches an average validation accuracy of 77.6%, a 2.7 percentage point improvement over the unpruned Conv-4 network trained without dropout and one percentage point lower than the highest average validation accuracy attained by a winning ticket. The dropout-trained winning tickets reach 82.6% average validation accuracy when pruned to 7.6%. Early-stopping times improve by up to 1.58x (when pruned to 7.6%), a smaller improvement than then 4.27x achieved by a winning ticket obtained without dropout.
With dropout, the unpruned Conv-6 architecture reaches an average validation accuracy of 81.3%, an improvement of 2.2 percentage points over the accuracy without dropout; this nearly matches the 81.5% average accuracy obtained by Conv-6 trained without dropout and pruned to 9.31%. The dropout-trained winning tickets further improve upon these numbers, reaching 84.8% average validation accuracy when pruned to 10.5%. Improvements in early-stopping times are less dramatic than without dropout: a 1.5x average improvement when the network is pruned to 15.1%.
At all learning rates we tested, the lottery ticket pattern generally holds for accuracy, with improvements as the networks are pruned. However, not all learning rates show the decreases in early-stopping times. To the contrary, none of the learning rates for Conv-2 show clear improvements in early-stopping times as seen in the other lottery ticket experiments. Likewise, the faster learning rates for Conv-4 and Conv-6 maintain the original early-stopping times until pruned to about 40%, at which point early-stopping times steadily increase.
### H.6 Pruning Convolutions vs. Pruning Fully-Connected Layers
Figure 37 shows the effect of pruning convolutions alone (green), fully-connected layers alone (orange) and pruning both (blue). The x-axis measures the number of parameters remaining to emphasize the relative contributions made by pruning convolutions and fully-connected layers to the overall network. In all three cases, pruning convolutions alone leads to higher test accuracy and faster learning; pruning fully-connected layers alone generally causes test accuracy to worsen and learning to slow. However, pruning convolutions alone has limited ability to reduce the overall parameter-count of the network, since fully-connected layers comprise 99%, 89%, and 35% of the parameters in Conv-2, Conv-4, and Conv-6.
## Appendix I Hyperparameter Exploration for VGG-19 and Resnet-18 on CIFAR10
This Appendix accompanies the VGG-19 and Resnet-18 experiments in Section 4 . It details the pruning scheme, training regimes, and hyperparameters that we use for these networks.
### I.1 Global Pruning
In our experiments with the Lenet and Conv-2/4/6 architectures, we separately prune a fraction of the parameters in each layer ( layer-wise pruning ). In our experiments with VGG-19 and Resnet-18, we instead prune globally ; that is, we prune all of the weights in convolutional layers collectively without regard for the specific layer from which any weight originated.
Figures 38 (VGG-19) and 39 (Resnet-18) compare the winning tickets found by global pruning (solid lines) and layer-wise pruning (dashed lines) for the hyperparameters from Section 4 . When training VGG-19 with learning rate 0.1 and warmup to iteration 10,000, we find winning tickets when P m ≥ 6.9 % P_{m}\geq 6.9\% for layer-wise pruning vs. P m ≥ 1.5 % P_{m}\geq 1.5\% for global pruning. For other hyperparameters, accuracy similarly drops off when sooner for layer-wise pruning than for global pruning. Global pruning also finds smaller winning tickets than layer-wise pruning for Resnet-18, but the difference is less extreme than for VGG-19.
In Section 4 , we discuss the rationale for the efficacy of global pruning on deeper networks. In summary, the layers in these deep networks have vastly different numbers of parameters (particularly severely so for VGG-19); if we prune layer-wise, we conjecture that layers with fewer parameters become bottlenecks on our ability to find smaller winning tickets.
Regardless of whether we use layer-wise or global pruning, the patterns from Section 4 hold: at learning rate 0.1, iterative pruning finds winning tickets for neither network; at learning rate 0.01, the lottery ticket pattern reemerges; and when training with warmup to a higher learning rate, iterative pruning finds winning tickets. Figures 40 (VGG-19) and 41 (Resnet-18) present the same data as Figures 7 (VGG-19) and 8 (Resnet-18) from Section 4 with layer-wise pruning rather than global pruning. The graphs follow the same trends as in Section 4 , but the smallest winning tickets are larger than those found by global pruning.
### I.2 VGG-19 Details
The VGG19 architecture was first designed by Simonyan & Zisserman (2014) for Imagenet. The version that we use here was adapted by Liu et al. (2019) for CIFAR10. The network is structured as described in Figure 2 : it has five groups of 3x3 convolutional layers, the first four of which are followed by max-pooling (stride 2) and the last of which is followed by average pooling. The network has one final dense layer connecting the result of the average-pooling to the output.
We largely follow the training procedure for resnet18 described in Appendix I : • We use the same train/test/validation split.
• We use the same data augmentation procedure.
• We use a batch size of 64.
• We use batch normalization.
• We use a weight decay of 0.0001.
• We use three stages of training at decreasing learning rates. We train for 160 epochs (112,480 iterations), decreasing the learning rate by a factor of ten after 80 and 120 epochs.
• We use Gaussian Glorot initialization.
We globally prune the convolutional layers of the network at a rate of 20% per iteration, and we do not prune the 5120 parameters in the output layer.
Liu et al. (2019) uses an initial pruning rate of 0.1. We train VGG19 with both this learning rate and a learning rate of 0.01.
### I.3 Resnet-18 Details
The Resnet-18 architecture was first introduced by He et al. (2016) . The architecture comprises 20 total layers as described in Figure 2 : a convolutional layer followed by nine pairs of convolutional layers (with residual connections around the pairs), average pooling, and a fully-connected output layer.
We follow the experimental design of He et al. (2016) : • We divide the training set into 45,000 training examples and 5,000 validation examples. We use the validation set to select hyperparameters in this appendix and the test set to evaluate in Section 4 .
• We augment training data using random flips and random four pixel pads and crops.
• We use a batch size of 128.
• We use batch normalization.
• We use weight decay of 0.0001.
• We train using SGD with momentum (0.9).
• We use three stages of training at decreasing learning rates. Our stages last for 20,000, 5,000, and 5,000 iterations each, shorter than the 32,000, 16,000, and 16,000 used in He et al. (2016) . Since each of our iterative pruning experiments requires training the network 15-30 times consecutively, we select this abbreviated training schedule to make it possible to explore a wider range of hyperparameters.
• We use Gaussian Glorot initialization.
We globally prune convolutions at a rate of 20% per iteration. We do not prune the 2560 parameters used to downsample residual connections or the 640 parameters in the fully-connected output layer, as they comprise such a small portion of the overall network.
### I.4 Learning Rate
In Section 4 , we observe that iterative pruning is unable to find winning tickets for VGG-19 and Resnet-18 at the typical, high learning rate used to train the network (0.1) but it is able to do so at a lower learning rate (0.01). Figures 42 and 43 explore several other learning rates. In general, iterative pruning cannot find winning tickets at any rate above 0.01 for either network; for higher learning rates, the pruned networks with the original initialization perform no better than when randomly reinitialized.
### I.5 Warmup Iteration
In Section 4 , we describe how adding linear warmup to the initial learning rate makes it possible to find winning tickets for VGG-19 and Resnet-18 at higher learning rates (and, thereby, winning tickets that reach higher accuracy). In Figures 44 and 45 , we explore the number of iterations k k over which warmup should occur.
For VGG-19, we were able to find values of k k for which iterative pruning could identify winning tickets when the network was trained at the original learning rate (0.1). For Resnet-18, warmup made it possible to increase the learning rate from 0.01 to 0.03, but no further. When exploring values of k k , we therefore us learning rate 0.1 for VGG-19 and 0.03 for Resnet-18.
In general, the greater the value of k k , the higher the accuracy of the eventual winning tickets.
##### Resnet-18.
For values of k k below 5000, accuracy improves rapidly as k k increases. This relationship reaches a point of diminishing returns above k = 5000 k=5000 . For the experiments in Section 4 , we select k = 20000 k=20000 , which achieves the highest validation accuracy.
##### VGG-19.
For values of k k below 5000, accuracy improves rapidly as k k increases. This relationship reaches a point of diminishing returns above k = 5000 k=5000 . For the experiments in Section 4 , we select k = 10000 k=10000 , as there is little benefit to larger values of k k .
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