Computer Science and Engineering, University of California San Diego, San Diego, USA
Abstract:The huge demand for computation in artificial intelligence (AI) is driving unparalleled investments in new hardware and software systems for AI. This leads to an explosion in the number of specialized hardware devices, which are now part of the offerings of major cloud providers. Meanwhile, by hiding the low-level complexity through a tensor-based interface, tensor computation runtimes (TCRs) such as PyTorch allow data scientists to efficiently exploit the exciting capabilities offered by the new hardware. In this paper, we explore how databases can ride the wave of innovation happening in the AI space. Specifically, we present Tensor Query Processor (TQP): a SQL query processor leveraging the tensor interface of TCRs. TQP is able to efficiently run the full TPC-H benchmark by implementing novel algorithms for executing relational operators on the specialized tensor routines provided by TCRs. Meanwhile, TQP can target various hardware while only requiring a fraction of the usual development effort. Experiments show that TQP can improve query execution time by up to 20x over CPU-only systems, and up to 5x over specialized GPU solutions. Finally, TQP can accelerate queries mixing ML predictions and SQL end-to-end, and deliver up to 5x speedup over CPU baselines.
Abstract:Machine Learning (ML) adoption in the enterprise requires simpler and more efficient software infrastructure---the bespoke solutions typical in large web companies are simply untenable. Model scoring, the process of obtaining predictions from a trained model over new data, is a primary contributor to infrastructure complexity and cost as models are trained once but used many times. In this paper we propose HUMMINGBIRD, a novel approach to model scoring, which compiles featurization operators and traditional ML models (e.g., decision trees) into a small set of tensor operations. This approach inherently reduces infrastructure complexity and directly leverages existing investments in Neural Network compilers and runtimes to generate efficient computations for both CPU and hardware accelerators. Our performance results are intriguing: despite replacing imperative computations (e.g., tree traversals) with tensor computation abstractions, HUMMINGBIRD is competitive and often outperforms hand-crafted kernels on micro-benchmarks on both CPU and GPU, while enabling seamless end-to-end acceleration of ML pipelines. We have released HUMMINGBIRD as open source.
Abstract:This technical report records the experiments of applying multiple machine learning algorithms for predicting eating and food purchasing behaviors of free-living individuals. Data was collected with accelerometer, global positioning system (GPS), and body-worn cameras called SenseCam over a one week period in 81 individuals from a variety of ages and demographic backgrounds. These data were turned into minute-level features from sensors as well as engineered features that included time (e.g., time since last eating) and environmental context (e.g., distance to nearest grocery store). Algorithms include Logistic Regression, RBF-SVM, Random Forest, and Gradient Boosting. Our results show that the Gradient Boosting model has the highest mean accuracy score (0.7289) for predicting eating events before 0 to 4 minutes. For predicting food purchasing events, the RBF-SVM model (0.7395) outperforms others. For both prediction models, temporal and spatial features were important contributors to predicting eating and food purchasing events.
Abstract:Online social media and games are increasingly replacing offline social activities. Social media is now an indispensable mode of communication; online gaming is not only a genuine social activity but also a popular spectator sport. With support for anonymity and larger audiences, online interaction shrinks social and geographical barriers. Despite such benefits, social disparities such as gender inequality persist in online social media. In particular, online gaming communities have been criticized for persistent gender disparities and objectification. As gaming evolves into a social platform, persistence of gender disparity is a pressing question. Yet, there are few large-scale, systematic studies of gender inequality and objectification in social gaming platforms. Here we analyze more than one billion chat messages from Twitch, a social game-streaming platform, to study how the gender of streamers is associated with the nature of conversation. Using a combination of computational text analysis methods, we show that gendered conversation and objectification is prevalent in chats. Female streamers receive significantly more objectifying comments while male streamers receive more game-related comments. This difference is more pronounced for popular streamers. There also exists a large number of users who post only on female or male streams. Employing a neural vector-space embedding (paragraph vector) method, we analyze gendered chat messages and create prediction models that (i) identify the gender of streamers based on messages posted in the channel and (ii) identify the gender a viewer prefers to watch based on their chat messages. Our findings suggest that disparities in social game-streaming platforms is a nuanced phenomenon that involves the gender of streamers as well as those who produce gendered and game-related conversation.