Jerry Ma

dblp:154/3363 · DBLP profile ↗
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6ranked-venue papers
3as first author
1since 2021 · last 2021
0000-0003-4853-0724ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 5 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Security and privacy · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
5 papers
Optimization for machine learning · 43% Reinforcement learning · 23% Generative modeling · 16%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Bioinformatics and computational biology · 100%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%
Network and information security
1 paper
Authentication and access control · 100%

Topics — the 15 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Optimization for machine learning
adaptive optimization
0.512021
On the Adequacy of Untuned Warmup for Adaptive Optimization · AAAI 2021
Machine learning › Optimization for machine learning › learning rate schedule
learning rate warmup
0.512021
On the Adequacy of Untuned Warmup for Adaptive Optimization · AAAI 2021
Machine learning › Generative modeling
energy-based model
0.412020
Energy-based models for atomic-resolution protein conformations · ICLR 2020
Bioinformatics and computational biology › structural bioinformatics
protein structure
0.412020
Energy-based models for atomic-resolution protein conformations · ICLR 2020
Machine learning › Reinforcement learning › deep reinforcement learning
alphazero
0.412019
ELF OpenGo: an analysis and open reimplementation of AlphaZero · ICML 2019
Machine learning › Reinforcement learning
deep reinforcement learning
0.412019
ELF OpenGo: an analysis and open reimplementation of AlphaZero · ICML 2019
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.412019
ELF OpenGo: an analysis and open reimplementation of AlphaZero · ICML 2019
Machine learning › Optimization for machine learning › gradient-based optimization
momentum methods
0.412019
Quasi-hyperbolic momentum and Adam for deep learning · ICLR (Poster) 2019
Machine learning › Optimization for machine learning
optimization
0.412019
Quasi-hyperbolic momentum and Adam for deep learning · ICLR (Poster) 2019
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play
0.412019
ELF OpenGo: an analysis and open reimplementation of AlphaZero · ICML 2019
Machine learning › Optimization for machine learning
stochastic optimization
0.412019
Quasi-hyperbolic momentum and Adam for deep learning · ICLR (Poster) 2019
Visual content generation and editing › 3d content generation
3d generative modeling
0.412019
Order-Aware Generative Modeling Using the 3D-Craft Dataset · ICCV 2019
Games and playful interaction
board games
0.412019
ELF OpenGo: an analysis and open reimplementation of AlphaZero · ICML 2019
Authentication and access control
password security
0.212014
A Study of Probabilistic Password Models · IEEE Symposium on Security and Privacy 2014
Authentication and access control › password security
password strength
0.212014
A Study of Probabilistic Password Models · IEEE Symposium on Security and Privacy 2014

Methods — techniques the papers use, named apart from their topics

adam · 0.9energy-based model · 0.9monte carlo tree search · 0.8imitation learning · 0.8deep neural network · 0.8linear warmup · 0.5RAdam · 0.5voxel CNN · 0.4quasi-hyperbolic momentum · 0.4VoxelCNN · 0.4statistical language modeling · 0.2probabilistic context-free grammar · 0.2markov model · 0.2
YearPublicationVenuePosition
2021 On the Adequacy of Untuned Warmup for Adaptive Optimization
abstract
Adaptive optimization algorithms such as Adam (Kingma and Ba, 2014) are widely used in deep learning. The stability of such algorithms is often improved with a warmup schedule for the learning rate. Motivated by the difficulty of choosing and tuning warmup schedules, recent work proposes automatic variance rectification of Adam's adaptive learning rate, claiming that this rectified approach ("RAdam") surpasses the vanilla Adam algorithm and reduces the need for expensive tuning of Adam with warmup. In this work, we refute this analysis and provide an alternative explanation for the necessity of warmup based on the magnitude of the update term, which is of greater relevance to training stability. We then provide some "rule-of-thumb" warmup schedules, and we demonstrate that simple untuned warmup of Adam performs more-or-less identically to RAdam in typical practical settings. We conclude by suggesting that practitioners stick to linear warmup with Adam, with a sensible default being linear warmup over 2 / (1 - β₂) training iterations.
Jerry Ma, Denis Yarats
AAAI1
2020 Energy-based models for atomic-resolution protein conformations
Yilun Du, Joshua Meier, Jerry Ma, Rob Fergus, Alexander Rives
ICLR3
2019 Order-Aware Generative Modeling Using the 3D-Craft Dataset
abstract
Research on 2D and 3D generative models typically focuses on the final artifact being created, e.g., an image or a 3D structure. Unlike 2D image generation, the generation of 3D objects in the real world is commonly constrained by the process and order in which the object is constructed. For instance, gravity needs to be taken into account when building a block tower. In this paper, we explore the prediction of ordered actions to construct 3D objects. Instead of predicting actions based on physical constraints, we propose learning through observing human actions. To enable large-scale data collection, we use the Minecraft1 environment. We introduce 3D-Craft, a new dataset of 2,500 Minecraft houses each built by human players sequentially from scratch. To learn from these human action sequences, we propose an order-aware 3D generative model called VoxelCNN. In contrast to other 3D generative models which either have no explicit order (e.g. holistic generation with 3DGAN [35]), or follow a simple heuristic order (e.g. raster-scan), VoxelCNN is trained to imitate human building order with spatial awareness. We also transferred the order to other dataset such as ShapeNet[10]. The 3D-Craft dataset, models, and benchmark system will be made publicly available, which may inspire new directions for future research exploration. https://github.com/facebookresearch/VoxelCNN.
Zhuoyuan Chen, Kavya Srinet, Charles R. Qi, Haoqi Fan 0001, Jerry Ma, C. Lawrence Zitnick, Demi Guo, Tong Xiao 0003, Saining Xie, Xinlei Chen, Arthur Szlam, Shubham Tulsiani, Haonan Yu, Jonathan Gray
ICCV5
2019 Quasi-hyperbolic momentum and Adam for deep learning
Jerry Ma, Denis Yarats
ICLR (Poster)1
2019 ELF OpenGo: an analysis and open reimplementation of AlphaZero
abstract
The AlphaGo, AlphaGo Zero, and AlphaZero series of algorithms are remarkable demonstrations of deep reinforcement learning’s capabilities, achieving superhuman performance in the complex game of Go with progressively increasing autonomy. However, many obstacles remain in the understanding of and usability of these promising approaches by the research community. Toward elucidating unresolved mysteries and facilitating future research, we propose ELF OpenGo, an open-source reimplementation of the AlphaZero algorithm. ELF OpenGo is the first open-source Go AI to convincingly demonstrate superhuman performance with a perfect (20:0) record against global top professionals. We apply ELF OpenGo to conduct extensive ablation studies, and to identify and analyze numerous interesting phenomena in both the model training and in the gameplay inference procedures. Our code, models, selfplay datasets, and auxiliary data are publicly available.
Yuandong Tian, Jerry Ma, Qucheng Gong, Shubho Sengupta, Zhuoyuan Chen, James Pinkerton, C. Lawrence Zitnick
ICML2
2014 A Study of Probabilistic Password Models
abstract
A probabilistic password model assigns a probability value to each string. Such models are useful for research into understanding what makes users choose more (or less) secure passwords, and for constructing password strength meters and password cracking utilities. Guess number graphs generated from password models are a widely used method in password research. In this paper, we show that probability-threshold graphs have important advantages over guess-number graphs. They are much faster to compute, and at the same time provide information beyond what is feasible in guess-number graphs. We also observe that research in password modeling can benefit from the extensive literature in statistical language modeling. We conduct a systematic evaluation of a large number of probabilistic password models, including Markov models using different normalization and smoothing methods, and found that, among other things, Markov models, when done correctly, perform significantly better than the Probabilistic Context-Free Grammar model proposed in Weir et al., which has been used as the state-of-the-art password model in recent research.
Jerry Ma, Weining Yang, Ninghui Li 0001
IEEE Symposium on Security and Privacy1