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Multi-Player Bandits: A Trekking Approach

arXiv.org Machine Learning

Abstract--We study stochastic multi-armed bandits with many players. The players do not know the number of players, cannot communicate with each other and if multiple players select a common arm they collide and none of them receive any reward. We consider the static scenario, where the number of players remains fixed, and the dynamic scenario, where the players enter and leave at any time. We provide algorithms based on a novel'trekking approach' that guarantees constant regret for the static case and sub-linear regret for the dynamic case with high probability. The trekking approach eliminates the need to estimate the number of players resulting in fewer collisions and improved regret performance compared to the state-of-theart algorithms. We also develop an epoch-less algorithm that eliminates any requirement of time synchronization across the players provided each player can detect the presence of other players on an arm. We validate our theoretical guarantees using simulation based and real test-bed based experiments. Multi-player multi-armed bandits (MPMAB) is a variant of the stochastic multi-armed bandits [1]-[3] where multiple players aim to maximize sum of their rewards playing the same set of arms. In this setting, the players do not communicate with each other and may not know number of other players in the game. If two or more players select the same arm simultaneously, they experience'collision' and none of them receive any reward. Our goal in this work is to develop distributed algorithms that aim to achieve high total rewards while keeping the number of collisions as low as possible. The study of MPMAB is mainly motivated from the ad-hoc cognitive radio networks (CRN) where multiple users transmit on a common set of channels (unlicensed spectrum) without any communication among them [4], [5]. Due to the ad hoc nature of such networks, a central controller, or a common control channels for coordination, may not be available and all channel selection decisions have to be done in a decentralized fashion [4]-[6]. Such models are being envisioned for futuristic ultra-dense wireless communication networks that can offer very high peak rates [7]. The quality of the channels are unknown to the users and their goal is to maximize number of successful transmissions (or sum rate/ throughput) in the network.


Powerful, transferable representations for molecules through intelligent task selection in deep multitask networks

arXiv.org Machine Learning

Chemical representations derived from deep learning are emerging as a powerful tool in areas such as drug discovery and materials innovation. Currently, this methodology has three major limitations - the cost of representation generation, risk of inherited bias, and the requirement for large amounts of data. We propose the use of multi-task learning in tandem with transfer learning to address these limitations directly. In order to avoid introducing unknown bias into multi-task learning through the task selection itself, we calculate task similarity through pairwise task affinity, and use this measure to programmatically select tasks. We test this methodology on several real-world data sets to demonstrate its potential for execution in complex and low-data environments. Finally, we utilise the task similarity to further probe the expressiveness of the learned representation through a comparison to a commonly used cheminformatics fingerprint, and show that the deep representation is able to capture more expressive task-based information.


Study and Observation of the Variations of Accuracies for Handwritten Digits Recognition with Various Hidden Layers and Epochs using Convolutional Neural Network

arXiv.org Machine Learning

Abstract-- Nowadays, deep learning can be employed to a wide ranges of fields including medicine, engineering, etc. In deep learning, Convolutional Neural Network (CNN) is extensively used in the pattern and sequence recognition, video analysis, natural language processing, spam detection, topic categorization, regression analysis, speech recognition, image classification, object detection, segmentation, face recognition, robotics, and control. The benefits associated with its near human level accuracies in large applications lead to the growing acceptance of CNN in recent years. The primary contribution of this paper is to analyze the impact of the pattern of the hidden layers of a CNN over the overall performance of the network. To demonstrate this influence, we applied neural network with different layers on the Modified National Institute of Standards and Technology (MNIST) dataset. Also, is to observe the variations of accuracies of the network for various numbers of hidden layers and epochs and to make comparison and contrast among them. The system is trained utilizing stochastic gradient and backpropagation algorithm and tested with feedforward algorithm.


Extracting Universal Representations of Cognition across Brain-Imaging Studies

arXiv.org Machine Learning

The size of publicly available data in cognitive neuro-imaging has increased a lot in recent years, thanks to strong research and community efforts. Exploiting this wealth of data demands new methods to turn the heterogeneous cognitive information held in different task-fMRI studies into common-universal-cognitive models. In this paper, we pool data from large fMRI repositories to predict psychological conditions from statistical brain maps across different studies and subjects. We leverage advances in deep learning, intermediate representations and multi-task learning to learn universal interpretable low-dimensional representations of brain images, usable for predicting psychological stimuli in all input studies. The method improves decoding performance for 80% of studies, by permitting cognitive information to flow from every study to the others: it notably gives a strong performance boost when decoding studies of small size. The trained low-dimensional representation-task-optimized networks-is interpretable as a set of basis cognitive dimensions relevant to meaningful categories of cognitive stimuli. Our approach opens new ways of extracting information from brain maps, overcoming the low power of typical fMRI studies.


Curriculum goal masking for continuous deep reinforcement learning

arXiv.org Machine Learning

Deep reinforcement learning has recently gained a focus on problems where policy or value functions are independent of goals. Evidence exists that the sampling of goals has a strong effect on the learning performance, but there is a lack of general mechanisms that focus on optimizing the goal sampling process. In this work, we present a simple and general goal masking method that also allows us to estimate a goal's difficulty level and thus realize a curriculum learning approach for deep RL. Our results indicate that focusing on goals with a medium difficulty level is appropriate for deep deterministic policy gradient (DDPG) methods, while an "aim for the stars and reach the moon-strategy", where hard goals are sampled much more often than simple goals, leads to the best learning performance in cases where DDPG is combined with for hindsight experience replay (HER). We demonstrate that the approach significantly outperforms standard goal sampling for different robotic object manipulation problems.


Span error bound for weighted SVM with applications in hyperparameter selection

arXiv.org Machine Learning

Weighted SVM (or fuzzy SVM) is the most widely used SVM variant owning its effectiveness to the use of instance weights. Proper selection of the instance weights can lead to increased generalization performance. In this work, we extend the span error bound theory to weighted SVM and we introduce effective hyperparameter selection methods for the weighted SVM algorithm. The significance of the presented work is that enables the application of span bound and span-rule with weighted SVM. The span bound is an upper bound of the leave-one-out error that can be calculated using a single trained SVM model. This is important since leave-one-out error is an almost unbiased estimator of the test error. Similarly, the span-rule gives the actual value of the leave-one-out error. Thus, one can apply span bound and span-rule as computationally lightweight alternatives of leave-one-out procedure for hyperparameter selection. The main theoretical contributions are: (a) we prove the necessary and sufficient condition for the existence of the span of a support vector in weighted SVM; and (b) we prove the extension of span bound and span-rule to weighted SVM. We experimentally evaluate the span bound and the span-rule for hyperparameter selection and we compare them with other methods that are applicable to weighted SVM: the $K$-fold cross-validation and the ${\xi}-{\alpha}$ bound. Experiments on 14 benchmark data sets and data sets with importance scores for the training instances show that: (a) the condition for the existence of span in weighted SVM is satisfied almost always; (b) the span-rule is the most effective method for weighted SVM hyperparameter selection; (c) the span-rule is the best predictor of the test error in the mean square error sense; and (d) the span-rule is efficient and, for certain problems, it can be calculated faster than $K$-fold cross-validation.


Generalizing Across Multi-Objective Reward Functions in Deep Reinforcement Learning

arXiv.org Machine Learning

Many reinforcement-learning researchers treat the reward function as a part of the environment, meaning that the agent can only know the reward of a state if it encounters that state in a trial run. However, we argue that this is an unnecessary limitation and instead, the reward function should be provided to the learning algorithm. The advantage is that the algorithm can then use the reward function to check the reward for states that the agent hasn't even encountered yet. In addition, the algorithm can simultaneously learn policies for multiple reward functions. For each state, the algorithm would calculate the reward using each of the reward functions and add the rewards to its experience replay dataset. The Hindsight Experience Replay algorithm developed by Andrychowicz et al. (2017) does just this, and learns to generalize across a distribution of sparse, goal-based rewards. We extend this algorithm to linearly-weighted, multi-objective rewards and learn a single policy that can generalize across all linear combinations of the multi-objective reward. Whereas other multi-objective algorithms teach the Q-function to generalize across the reward weights, our algorithm enables the policy to generalize, and can thus be used with continuous actions.


Building Prior Knowledge: A Markov Based Pedestrian Prediction Model Using Urban Environmental Data

arXiv.org Machine Learning

Autonomous Vehicles navigating in urban areas have a need to understand and predict future pedestrian behavior for safer navigation. This high level of situational awareness requires observing pedestrian behavior and extrapolating their positions to know future positions. While some work has been done in this field using Hidden Markov Models (HMMs), one of the few observed drawbacks of the method is the need for informed priors for learning behavior. In this work, an extension to the Growing Hidden Markov Model (GHMM) method is proposed to solve some of these drawbacks. This is achieved by building on existing work using potential cost maps and the principle of Natural Vision. As a consequence, the proposed model is able to predict pedestrian positions more precisely over a longer horizon compared to the state of the art. The method is tested over "legal" and "illegal" behavior of pedestrians, having trained the model with sparse observations and partial trajectories. The method, with no training data, is compared against a trained state of the art model. It is observed that the proposed method is robust even in new, previously unseen areas.


DeepDrum: An Adaptive Conditional Neural Network

arXiv.org Machine Learning

Considering music as a sequence of events with multiple complex dependencies, the Long Short-Term Memory (LSTM) architecture has proven very efficient in learning and reproducing musical styles. However, the generation of rhythms requires additional information regarding musical structure and accompanying instruments. In this paper we present DeepDrum, an adaptive Neural Network capable of generating drum rhythms under constraints imposed by Feed-Forward (Conditional) Layers which contain musical parameters along with given instrumentation information (e.g. bass and guitar notes). Results on generated drum sequences are presented indicating that DeepDrum is effective in producing rhythms that resemble the learned style, while at the same time conforming to given constraints that were unknown during the training process.


Approximate message-passing for convex optimization with non-separable penalties

arXiv.org Machine Learning

We introduce an iterative optimization scheme for convex objectives consisting of a linear loss and a non-separable penalty, based on the expectation-consistent approximation and the vector approximate message-passing (VAMP) algorithm. Specifically, the penalties we approach are convex on a linear transformation of the variable to be determined, a notable example being total variation (TV). We describe the connection between message-passing algorithms -- typically used for approximate inference -- and proximal methods for optimization, and show that our scheme is, as VAMP, similar in nature to the Peaceman-Rachford splitting, with the important difference that stepsizes are set adaptively. Finally, we benchmark the performance of our VAMP-like iteration in problems where TV penalties are useful, namely classification in task fMRI and reconstruction in tomography, and show faster convergence than that of state-of-the-art approaches such as FISTA and ADMM in most settings.