Loading 3D engine…

πŸŽ›οΈ Hyperparameter Search

Grid
Random
Bayesian
CMA-ES
Best loss
β€”
Evaluations
0
Iterations
0
How it works
The terrain is a synthetic loss surface with one deep global minimum and a few shallow decoys, plus a wavy ruggedness term you control: L(x,z) = Ξ»(xΒ²+zΒ²) βˆ’ Ξ£α΅’ Aα΅’Β·exp(βˆ’β€–(x,z)βˆ’cα΅’β€–Β²/2Οƒα΅’Β²) + rΒ·noise(x,z) Valleys (green) are good hyperparameter combinations, peaks (red) are bad ones. Four simplified search strategies race across it:
  • Grid β€” sweeps a fixed lattice of points left-to-right, systematic but blind to where the landscape actually dips.
  • Random β€” every point is an independent uniform draw; no memory of past results.
  • Bayesian β€” candidates cluster near the best point found so far, with search radius Οƒ shrinking as iterations pass and a small chance of a fully random probe β€” the same explore/exploit trade-off a Gaussian-process acquisition function makes, without the full posterior model.
  • CMA-ES β€” a population sampled from a Gaussian around a running mean; the better half becomes the new mean, and the step size Οƒ grows after an improving generation and shrinks otherwise: xβ‚œ ~ m + σ·N(0,I), m ← mean(elites), Οƒ ← σ·(improved ? 1.08 : 0.92)
Real pipelines add population-based training (agents periodically copy and perturb the best performer's hyperparameters mid-training) and use the Neural Tangent Kernel to reason about how a network's training dynamics change as hyperparameters do β€” both build on the same explore/exploit idea shown here.
Best-so-far marker
Search agents
Loss: good β†’ bad
Drag to orbit Β· Scroll to zoom Β· Switch algorithms to compare convergence