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) β Ξ£α΅’ Aα΅’Β·exp(ββ(x,z)βcα΅’βΒ²/2Οα΅’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 Ο 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 Ο grows after an improving generation and
shrinks otherwise:
xβ ~ m + ΟΒ·N(0,I), m β mean(elites), Ο β ΟΒ·(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.