Curious on how to use some basic machine learning in a web application - tensorflow

A co-worker and I had an idea to create a little web game where a user enters a chunk of data about themselves and then the application would write for them to sound like them in certain structures. (Trying to leave the idea a little vague.) We are both new to ML and thought this could be a fun first dive.
We have a decent bit of background with PHP, JavaScript (FE and Node), Ruby a little bit of other languages, and have had interest in learning Python for ML. Curious if you can run a cost efficient ML library for text well with a web app, being most servers lack GPUs?
Perhaps you have to pay for one of the cloud based systems, but wanted to find the best entry point for this idea without racking up too much cost. (So far I have been reading about running Pytorch or TensorFlow, but it sounds like you lose a lot of efficiency running with CPUs.)
Thank you!
(My other thought is doing it via an iOS app and trying Apple's ML setup.)

It sounds like you are looking for something like Tensorflow JS

Yes, before jumping into training something with Deep Learning; (this might even be un-necessary for your purpose) try to build a nice and simple baseline for this.
Before Deep Learning (just a few yrs ago) people did similar tasks using n-gram feature based language models. https://web.stanford.edu/~jurafsky/slp3/3.pdf
Essentially you try to predict the next few words probabilistically given a small context(of n-words; typically n is small like 5 or 6)
This should be a lot of fun to work out and will certainly do quite well with a small amount of data. Also such a model will run blazingly fast; so you don't have to worry about GPUs and compute .
To improve on these results with Deep Learning, you'll need to collect a ton of data first; and it will be work to get it to be fast on a web based platform

Related

How to learn to web scrape/Selenium?

I recently learned how to build ML models using sci-kit learn, tensorflow and keras and I applied my learnings to create a model to predict NBA games. My model ended up doing pretty well, so much so that I'd like to create a self-updating database that scrapes basketball-reference.com/leagues/ regularly to update game data so that anytime I want a prediction for an upcoming NBA game I can have the parameters ready without needing to do anything.
For this to work I need to know how to scrape basketball-reference.com/leagues/ and I thought I might try to use Selenium but it turned out to be more difficult than I realized. Most of my knowledge with programming/compsci is self-taught so I'm not sure where to turn or what to do to learn how to use Selenium.
Does anyone have any resources they may suggest or maybe some 'pre-requisites' that I should know before I try using Selenium?
I was thinking about checking out a course on Udemy!

IPA (International Phonetic Alphabet) Transcription with Tensorflow

I'm looking into designing a software platform that will aid linguists and anthropologists in their study of previously unstudied languages. Statistics show that around 1,000 languages exist that have never been studied by a person outside of their respective speaker groups.
My goal is to utilize TensorFlow to make a platform that will allow linguists to study and document these languages more efficiently, and to help them create written systems for the ones that don't have a written system already. One of their current methods of accomplishing such a task is three-fold: 1) Record a native speaker conversing in the language, 2) Listening to that recording and trying to transcribe it into the IPA, 3) From the phonetics, analyzing the phonemics and phonotactics of the language to eventually create a written system for the speaker.
My proposed platform would cut that research time down from a minimum of a year to a maximum of six months. Before I start, I have some questions...
What would be required to train TensorFlow to transcribe live audio into the IPA? Has this already been done? and if so, how would I utilize a previous solution for this project? Is a project like this even possible with TensorFlow? if not, what would you recommend using instead?
My apologies for the magnitude of this question. I don't have much experience in the realm of machine learning, as I am just beginning the research process for this project. Any help is appreciated!
I guess I will take a first shot at answering this. Since the question is pretty general, my answer will have to be pretty general as well.
What would be required. At the very least you would have to have a large dataset of pre-transcribed data. Ideally a large amount of spoken language audio mapped to characters in the phonetic alphabet, so the system could learn the sound of individual characters rather than whole transcribed words. If such a dataset doesn't exist, a less granular dataset could be used, mapping single words to their transcriptions. Then you would need a model, that is the actual neural network architecture implemented in code. And lastly you would need some computing resources. This is not something you can train casually, you would either have to buy some time in a cloud based machine learning framework (like Google Cloud ML) or build a fairly expensive machine to train at home.
Has this been done? I don't know. I don't think so. There have been published papers reporting various degrees of success at training systems to transcribe speech. Here is one, for example, http://deeplearning.stanford.edu/lexfree/lexfree.pdf It seems that since the alphabet you want to transcribe to is specifically designed to capture the way words sound rather than just write down the words you might have more success at training such a model.
Is it possible with TensorFlow. Yes, most likely. TensorFlow is well suited for implementing most modern deep learning architectures. Unless you end up designing some really weird and very original model for this purpose, TensorFlow should work just fine.
Edit: after some thought in part 1, you would have to use a dataset mapping spoken words to their transcriptions, since I expect that the same sound pronounced separately would be different from when the same sound is used in a word.
This has actually been done, albeit in PyTorch, by a group at CMU: https://github.com/xinjli/allosaurus

Converting a deep learning model from GPU powered framework, such as Theano, to a common, easily handled one, such as Numpy

I have been playing around with building some deep learning models in Python and now I have a couple of outcomes I would like to be able to show friends and family.
Unfortunately(?), most of my friends and family aren't really up to the task of installing any of the advanced frameworks that are more or less necessary to have when creating these networks, so I can't just send them my scripts in the present state and hope to have them run.
But then again, I have already created the nets, and just using the finished product is considerably less demanding than making it. We don't need advanced graph compilers or GPU compute powers for the show and tell. We just need the ability to make a few matrix multiplications.
"Just" being a weasel word, regrettably. What I would like to do is convert the the whole model (connectivity,functions and parameters) to a model expressed in e.g. regular Numpy (which, though not part of standard library, is both much easier to install and easier to bundle reliably with a script)
I fail to find any ready solutions to do this. (I find it difficult to pick specific keywords on it for a search engine). But it seems to me that I can't be the first guy who wants to use a ready-made deep learning model on a lower-spec machine operated by people who aren't necessarily inclined to spend months learning how to set the parameters in an artificial neural network.
Are there established ways of transferring a model from e.g. Theano to Numpy?
I'm not necessarily requesting those specific libraries. The main point is I want to go from a GPU-capable framework in the creation phase to one that is trivial to install or bundle in the usage phase, to alleviate or eliminate the threshold the dependencies create for users without extensive technical experience.
An interesting option for you would be to deploy your project to heroku, like explained on this page:
https://github.com/sugyan/tensorflow-mnist

Can you program a pure GPU game?

I'm a CS master student, and next semester I will have to start working on my thesis. I've had trouble coming up with a thesis idea, but I decided it will be related to Computer Graphics as I'm passionate about game development and wish to work as a professional game programmer one day.
Unfortunately I'm kinda new to the field of 3D Computer Graphics, I took an undergraduate course on the subject and hope to take an advanced course next semester, and I'm already reading a variety of books and articles to learn more. Still, my supervisor thinks its better if I come up with a general thesis idea now and then spend time learning about it in preparation for doing my thesis proposal. My supervisor has supplied me with some good ideas but I'd rather do something more interesting on my own, which hopefully has to do with games and gives me more opportunities to learn more about the field. I don't care if it's already been done, for me the thesis is more of an opportunity to learn about things in depth and to do substantial work on my own.
I don't know much about GPU programming and I'm still learning about shaders and languages like CUDA. One idea I had is to program an entire game (or as much as possible) on the GPU, including all the game logic, AI, and tests. This is inspired by reading papers on GPGPU and questions like this one I don't know how feasible that is with my knowledge, and my supervisor doesn't know a lot about recent GPUs. I'm sure with time I will be able to answer this question on my own, but it'd be handy if I could know the answer in advance so I could also consider other ideas.
So, if you've got this far, my question: Using only shaders or something like CUDA, can you make a full, simple 3D game that exploits the raw power and parallelism of GPUs? Or am I missing some limitation or difference between GPUs and CPUs that will always make a large portion of my code bound to CPU? I've read about physics engines running on the GPU, so why not everything else?
DISCLAIMER: I've done a PhD, but have never supervised a student of my own, so take all of what I'm about to say with a grain of salt!
I think trying to force as much of a game as possible onto a GPU is a great way to start off your project, but eventually the point of your work should be: "There's this thing that's an important part of many games, but in it's present state doesn't fit well on a GPU: here is how I modified it so it would fit well".
For instance, fortran mentioned that AI algorithms are a problem because they tend to rely on recursion. True, but, this is not necessarily a deal-breaker: the art of converting recursive algorithms into an iterative form is looked upon favorably by the academic community, and would form a nice center-piece for your thesis.
However, as a masters student, you haven't got much time so you would really need to identify the kernel of interest very quickly. I would not bother trying to get the whole game to actually fit onto the GPU as part of the outcome of your masters: I would treat it as an exercise just to see which part won't fit, and then focus on that part alone.
But be careful with your choice of supervisor. If your supervisor doesn't have any relevant experience, you should pick someone else who does.
I'm still waiting for a Gameboy Emulator that runs entirely on the GPU, which is just fed the game ROM itself and current user input and results in a texture displaying the game - maybe a second texture for sound output :)
The main problem is that you can't access persistent storage, user input or audio output from a GPU. These parts have to be on the CPU, by definition (even though cards with HDMI have audio output, but I think you can't control it from the GPU). Apart from that, you can already push large parts of the game code into the GPU, but I think it's not enough for a 3D game, since someone has to feed the 3D data into the GPU and tell it which shaders should apply to which part. You can't really randomly access data on the GPU or run arbitrary code, someone has to do the setup.
Some time ago, you would just setup a texture with the source data, a render target for the result data, and a pixel shader that would do the transformation. Then you rendered a quad with the shader to the render target, which would perform the calculations, and then read the texture back (or use it for further rendering). Today, things have been made simpler by the fourth and fifth generation of shaders (Shader Model 4.0 and whatever is in DirectX 11), so you can have larger shaders and access memory more easily. But still they have to be setup from the outside, and I don't know how things are today regarding keeping data between frames. In worst case, the CPU has to read back from the GPU and push again to retain game data, which is always a slow thing to do. But if you can really get to a point where a single generic setup/rendering cycle would be sufficient for your game to run, you could say that the game runs on the GPU. The code would be quite different from normal game code, though. Most of the performance of GPUs comes from the fact that they execute the same program in hundreds or even thousands of parallel shading units, and you can't just write a shader that can draw an image to a certain position. A pixel shader always runs, by definition, on one pixel, and the other shaders can do things on arbitrary coordinates, but they don't deal with pixels. It won't be easy, I guess.
I'd suggest just trying out the points I said. The most important is retaining state between frames, in my opinion, because if you can't retain all data, all is impossible.
First, Im not a computer engineer so my assumptions cannot even be a grain of salt, maybe nano scale.
Artificial intelligence? No problem.There are countless neural network examples running in parallel in google. Example: http://www.heatonresearch.com/encog
Pathfinding? You just try some parallel pathfinding algorithms that are already on internet. Just one of them: https://graphics.tudelft.nl/Publications-new/2012/BB12a/BB12a.pdf
Drawing? Use interoperability of dx or gl with cuda or cl so drawing doesnt cross pci-e lane. Can even do raytracing at corners so no z-fighting anymore, even going pure raytraced screen is doable with mainstream gpu using a low depth limit.
Physics? The easiest part, just iterate a simple Euler or Verlet integration and frequently stability checks if order of error is big.
Map/terrain generation? You just need a Mersenne-twister and a triangulator.
Save game? Sure, you can compress the data parallelly before writing to a buffer. Then a scheduler writes that data piece by piece to HDD through DMA so no lag.
Recursion? Write your own stack algorithm using main vram, not local memory so other kernels can run in wavefronts and GPU occupation is better.
Too much integer needed? You can cast to a float then do 50-100 calcs using all cores then cast the result back to integer.
Too much branching? Compute both cases if they are simple, so every core is in line and finish in sync. If not, then you can just put a branch predictor of yourself so the next time, it predicts better than the hardware(could it be?) with your own genuine algorithm.
Too much memory needed? You can add another GPU to system and open DMA channel or a CF/SLI for faster communication.
Hardest part in my opinion is the object oriented design since it is very weird and hardware dependent to build pseudo objects in gpu. Objects should be represented in host(cpu) memory but they must be separated over many arrays in gpu to be efficient. Example objects in host memory: orc1xy_orc2xy_orc3xy. Example objects in gpu memory: orc1_x__orc2_x__ ... orc1_y__orc2_y__ ...
The answer has already been chosen 6 years ago but for those interested to the actual question, Shadertoy, a live-coding WebGL platform, recently added the "multipass" feature allowing preservation of state.
Here's a live demo of the Bricks game running on Gpu.
I don't care if it's already been
done, for me the thesis is more of an
opportunity to learn about things in
depth and to do substantial work on my
own.
Then your idea of what a thesis is is completely wrong. A thesis must be an original research. --> edit: I was thinking about a PhD thesis, not a master thesis ^_^
About your question, the GPU's instruction sets and capabilities are very specific to vector floating point operations. The game logic usually does little floating point, and much logic (branches and decision trees).
If you take a look to the CUDA wikipedia page you will see:
It uses a recursion-free,
function-pointer-free subset of the C
language
So forget about implementing any AI algorithms there, that are essentially recursive (like A* for pathfinding). Maybe you could simulate the recursion with stacks, but if it's not allowed explicitly it should be for a reason. Not having function pointers also limits somewhat the ability to use dispatch tables for handling the different actions depending on state of the game (you could use again chained if-else constructions, but something smells bad there).
Those limitations in the language reflect that the underlying HW is mostly thought to do streaming processing tasks. Of course there are workarounds (stacks, chained if-else), and you could theoretically implement almost any algorithm there, but they will probably make the performance suck a lot.
The other point is about handling the IO, as already mentioned up there, this is a task for the main CPU (because it is the one that executes the OS).
It is viable to do a masters thesis on a subject and with tools that you are, when you begin, unfamiliar. However, its a big chance to take!
Of course a masters thesis should be fun. But ultimately, its imperative that you pass with distinction and that might mean tackling a difficult subject that you have already mastered.
Equally important is your supervisor. Its imperative that you tackle some problem they show an interest in - that they are themselves familiar with - so that they can become interested in helping you get a great grade.
You've had lots of hobby time for scratching itches, you'll have lots more hobby time in the future too no doubt. But master thesis time is not the time for hobbies unfortunately.
Whilst GPUs today have got some immense computational power, they are, regardless of things like CUDA and OpenCL limited to a restricted set of uses, whereas the CPU is more suited towards computing general things, with extensions like SSE to speed up specific common tasks. If I'm not mistaken, some GPUs have the inability to do a division of two floating point integers in hardware. Certainly things have improved greatly compared to 5 years ago.
It'd be impossible to develop a game to run entirely in a GPU - it would need the CPU at some stage to execute something, however making a GPU perform more than just the graphics (and physics even) of a game would certainly be interesting, with the catch that game developers for PC have the biggest issue of having to contend with a variety of machine specification, and thus have to restrict themselves to incorporating backwards compatibility, complicating things. The architecture of a system will be a crucial issue - for example the Playstation 3 has the ability to do multi gigabytes a second of throughput between the CPU and RAM, GPU and Video RAM, however the CPU accessing GPU memory peaks out just past 12MiB/s.
The approach you may be looking for is called "GPGPU" for "General Purpose GPU". Good starting points may be:
http://en.wikipedia.org/wiki/GPGPU
http://gpgpu.org/
Rumors about spectacular successes in this approach have been around for a few years now, but I suspect that this will become everyday practice in a few years (unless CPU architectures change a lot, and make it obsolete).
The key here is parallelism: if you have a problem where you need a large number of parallel processing units. Thus, maybe neural networks or genetic algorithms may be a good range of problems to attack with the power of a GPU. Maybe also looking for vulnerabilities in cryptographic hashes (cracking the DES on a GPU would make a nice thesis, I imagine :)). But problems requiring high-speed serial processing don't seem so much suited for the GPU. So emulating a GameBoy may be out of scope. (But emulating a cluster of low-power machines might be considered.)
I would think a project dealing with a game architecture that targets multiple core CPUs and GPUs would be interesting. I think this is still an area where a lot of work is being done. In order to take advantage of current and future computer hardware, new game architectures are going to be needed. I went to GDC 2008 and there were ome talks related to this. Gamebryo had an interesting approach where they create threads for processing computations. You can designate the number of cores you want to use so that if you don't starve out other libraries that might be multi-core. I imagine the computations could be targeted to GPUs as well.
Other approaches included targeting different systems for different cores so that computations could be done in parallel. For instance, the first split a talk suggested was to put the renderer on its own core and the rest of the game on another. There are other more complex techniques but it all basically boils down to how do you get the data around to the different cores.

Ideas for a distributed processing project?

I am looking for a project idea in distributed processing on Unix based systems. I wish to use only the C programming language. I have to finish the project in 4 months and it's a part of my course work. Can someone help me with an idea?
Cryptography problems
Distributed Ray Tracer
Chess AI (really, AI for any game)
Large Prime Number Search
Web crawler or other search mechanism
Generic Problem Solver (push out problem definition on the fly, followed by problem data).
Note on the last one:
An example would be if you have a gaming website with lots of board games that you were coming out with all the time. You don't want to have to install new clients on all your servers every time you write a new AI for a board game, so you have a program which you can send new AIs to and then after that you can just send the game data and the pushed AI will be used to solve the problem. This is best used for problems which can be broken into smaller chunks.
It is hard to answer without knowing anything about performance, the scale of the project, what you are trying to accomplish, etc. For example, is it one task or multiple tasks? Is the project just totally open?
4 months is pretty short, but maybe some kind of physics problem or math problem. Sorting or some kind of database work might be dull but beneficial.
Check out mapreduce for ideas! I was really motivated by this work, personally.
We used distributed processing here at work, but it's such a broad field..
Yeah.
Why not write a distributed compiler. You may then present an interface for people to compile things on the fly, and it will be passed to your distribute compilenet. Java is probably well-suited, and you'll get to do fun things, like be very mindful of security and so on.
The BOINC project is always looking for help and is very interesting:
http://boinc.berkeley.edu/
If you want to leave your mark and change the way we search the web,
look into B-Trees.
B-Trees and offspring/variants are the working horse of the internet.
Google uses them extensively to index the web.
Database indexes/indices are B-Tree offspring/variants.
Every LAMP system uses a database and indexes/indices.
Also, they are used extensively in distributed VLDB (Very Large DataBases)
Perhaps you can improve existing distributed databases (Cassandra and HBase)
These are lofty goals, but for me, this would leave a lasting mark
in the way Web data is processed, indexed and stored.
Write a distributed, fault tolerant, redundant network B+Tree or B*Tree.
Read Drozdek's book Data Structures and Algorithms in C++.
It's a good survey of B-Trees.
Read about skip trees
http://www.cs.huji.ac.il/~ittaia/papers/AAY-OPODIS05.pdf
Read about Efficient B-tree Based Indexing for Cloud Data Processing
http://www.comp.nus.edu.sg/~ooibc/vldb10-cgindex.pdf
Google search "Network B+Tree"
https://www.google.com/search?rlz=1C1CHKZ_enUS431US431&sourceid=chrome&ie=UTF-8&q=Network+B%2BTree