Europe
Data-driven discovery of PDEs in complex datasets
Many processes in science and engineering can be described by partial differential equations (PDEs). Traditionally, PDEs are derived by considering first principles of physics to derive the relations between the involved physical quantities of interest. A different approach is to measure the quantities of interest and use deep learning to reverse engineer the PDEs which are describing the physical process. In this paper we use machine learning, and deep learning in particular, to discover PDEs hidden in complex data sets from measurement data. We include examples of data from a known model problem, and real data from weather station measurements. We show how necessary transformations of the input data amounts to coordinate transformations in the discovered PDE, and we elaborate on feature and model selection. It is shown that the dynamics of a non-linear, second order PDE can be accurately described by an ordinary differential equation which is automatically discovered by our deep learning algorithm. Even more interestingly, we show that similar results apply in the context of more complex simulations of the Swedish temperature distribution.
Regularizing Matrix Factorization with User and Item Embeddings for Recommendation
Tran, Thanh, Lee, Kyumin, Liao, Yiming, Lee, Dongwon
Following recent successes in exploiting both latent factor and word embedding models in recommendation, we propose a novel Regularized Multi-Embedding (RME) based recommendation model that simultaneously encapsulates the following ideas via decomposition: (1) which items a user likes, (2) which two users co-like the same items, (3) which two items users often co-liked, and (4) which two items users often co-disliked. In experimental validation, the RME outperforms competing state-of-the-art models in both explicit and implicit feedback datasets, significantly improving Recall@5 by 5.9~7.0%, NDCG@20 by 4.3~5.6%, and MAP@10 by 7.9~8.9%. In addition, under the cold-start scenario for users with the lowest number of interactions, against the competing models, the RME outperforms NDCG@5 by 20.2% and 29.4% in MovieLens-10M and MovieLens-20M datasets, respectively. Our datasets and source code are available at: https://github.com/thanhdtran/RME.git.
Boosting Binary Optimization via Binary Classification: A Case Study of Job Shop Scheduling
Many optimization techniques evaluate solutions consecutively, where the next candidate for evaluation is determined by the results of previous evaluations. For example, these include iterative methods, "black box" optimization algorithms, simulated annealing, evolutionary algorithms and tabu search, to name a few. When solving an optimization problem, these algorithms evaluate a large number of solutions, which raises the following question: Is it possible to learn something about the optimum using these solutions? In this paper, we define this "learning" question in terms of a logistic regression model and explore its predictive accuracy computationally. The proposed model uses a collection of solutions to predict the components of the optimal solutions. To illustrate the utility of such predictions, we embed the logistic regression model into the tabu search algorithm for job shop scheduling problem. The resulting framework is simple to implement, yet provides a significant boost to the performance of the standard tabu search.
Gibson Env: Real-World Perception for Embodied Agents
Xia, Fei, Zamir, Amir, He, Zhi-Yang, Sax, Alexander, Malik, Jitendra, Savarese, Silvio
Developing visual perception models for active agents and sensorimotor control are cumbersome to be done in the physical world, as existing algorithms are too slow to efficiently learn in real-time and robots are fragile and costly. This has given rise to learning-in-simulation which consequently casts a question on whether the results transfer to real-world. In this paper, we are concerned with the problem of developing real-world perception for active agents, propose Gibson Virtual Environment for this purpose, and showcase sample perceptual tasks learned therein. Gibson is based on virtualizing real spaces, rather than using artificially designed ones, and currently includes over 1400 floor spaces from 572 full buildings. The main characteristics of Gibson are: I. being from the real-world and reflecting its semantic complexity, II. having an internal synthesis mechanism, "Goggles", enabling deploying the trained models in real-world without needing further domain adaptation, III. embodiment of agents and making them subject to constraints of physics and space.
The Price of Diversity in Assignment Problems
Benabbou, Nawal, Chakraborty, Mithun, Xuan, Vinh Ho, Sliwinski, Jakub, Zick, Yair
We introduce and analyze an extension to the matching problem on a weighted bipartite graph: Assignment with Type Constraints. The two parts of the graph are partitioned into subsets called types and blocks; we seek a matching with the largest sum of weights under the constraint that there is a pre-specified cap on the number of vertices matched in every type-block pair. Our primary motivation stems from the public housing program of Singapore, accounting for over 70\% of its residential real estate. To promote ethnic diversity within its housing projects, Singapore imposes ethnicity quotas: each new housing development comprises blocks of flats and each ethnicity-based group in the population must not own more than a certain percentage of flats in a block. Other domains using similar hard capacity constraints include matching prospective students to schools or medical residents to hospitals. Limiting agents' choices for ensuring diversity in this manner naturally entails some welfare loss. One of our goals is to study the trade-off between diversity and social welfare in such settings. We first show that, while the classic assignment program is polynomial-time computable, adding diversity constraints makes it computationally intractable; however, we identify a $\tfrac{1}{2}$-approximation algorithm, as well as reasonable assumptions on the weights that permit poly-time algorithms. Next, we provide two upper bounds on the {\em price of diversity} -- a measure of the loss in welfare incurred by imposing diversity constraints -- as functions of natural problem parameters. We conclude the paper with simulations based on publicly available data from two diversity-constrained allocation problems -- Singapore Public Housing and Chicago School Choice -- which shed light on how the constrained maximization as well as lottery-based variants perform in practice.
A novel graph-based model for hybrid recommendations in cold-start scenarios
Bernardis, Cesare, Dacrema, Maurizio Ferrari, Cremonesi, Paolo
Cold-start is a very common and still open problem in the Recommender Systems literature. Since cold start items do not have any interaction, collaborative algorithms are not applicable. One of the main strategies is to use pure or hybrid content-based approaches, which usually yield to lower recommendation quality than collaborative ones. Some techniques to optimize performance of this type of approaches have been studied in recent past. One of them is called feature weighting, which assigns to every feature a real value, called weight, that estimates its importance. Statistical techniques for feature weighting commonly used in Information Retrieval, like TF-IDF, have been adapted for Recommender Systems, but they often do not provide sufficient quality improvements. More recent approaches, FBSM and LFW, estimate weights by leveraging collaborative information via machine learning, in order to learn the importance of a feature based on other users opinions. This type of models have shown promising results compared to classic statistical analyzes cited previously. We propose a novel graph, feature-based machine learning model to face the cold-start item scenario, learning the relevance of features from probabilities of item-based collaborative filtering algorithms.
Open Source Dataset and Machine Learning Techniques for Automatic Recognition of Historical Graffiti
Gordienko, Nikita, Gang, Peng, Gordienko, Yuri, Zeng, Wei, Alienin, Oleg, Rokovyi, Oleksandr, Stirenko, Sergii
Machine learning techniques are presented for automatic recognition of the historical letters (XI-XVIII centuries) carved on the stoned walls of St.Sophia cathedral in Kyiv (Ukraine). A new image dataset of these carved Glagolitic and Cyrillic letters (CGCL) was assembled and pre-processed for recognition and prediction by machine learning methods. The dataset consists of more than 4000 images for 34 types of letters. The explanatory data analysis of CGCL and notMNIST datasets shown that the carved letters can hardly be differentiated by dimensionality reduction methods, for example, by t-distributed stochastic neighbor embedding (tSNE) due to the worse letter representation by stone carving in comparison to hand writing. The multinomial logistic regression (MLR) and a 2D convolutional neural network (CNN) models were applied. The MLR model demonstrated the area under curve (AUC) values for receiver operating characteristic (ROC) are not lower than 0.92 and 0.60 for notMNIST and CGCL, respectively. The CNN model gave AUC values close to 0.99 for both notMNIST and CGCL (despite the much smaller size and quality of CGCL in comparison to notMNIST) under condition of the high lossy data augmentation. CGCL dataset was published to be available for the data science community as an open source resource.
Bayesian Classifier for Route Prediction with Markov Chains
Epperlein, Jonathan P., Monteil, Julien, Liu, Mingming, Gu, Yingqi, Zhuk, Sergiy, Shorten, Robert
In the presented framework, known journey patterns are modelled as stochastic processes, emitting the road segments visited during the journey, and the ongoing journey is predicted by updating the posterior probability of each journey pattern given the road segments visited so far. In this contribution, we use Markov chains as models for the journey patterns, and consider the prediction as final, once one of the posterior probabilities crosses a predefined threshold. Despite the simplicity of both, examples run on a synthetic dataset demonstrate high accuracy of the made predictions.
Bottom-Up Abstractive Summarization
Gehrmann, Sebastian, Deng, Yuntian, Rush, Alexander M.
Neural network-based methods for abstractive summarization produce outputs that are more fluent than other techniques, but which can be poor at content selection. This work proposes a simple technique for addressing this issue: use a data-efficient content selector to over-determine phrases in a source document that should be part of the summary. We use this selector as a bottom-up attention step to constrain the model to likely phrases. We show that this approach improves the ability to compress text, while still generating fluent summaries. This two-step process is both simpler and higher performing than other end-to-end content selection models, leading to significant improvements on ROUGE for both the CNN-DM and NYT corpus. Furthermore, the content selector can be trained with as little as 1,000 sentences, making it easy to transfer a trained summarizer to a new domain.
Using a Game Engine to Simulate Critical Incidents and Data Collection by Autonomous Drones
Smyth, David L., Glavin, Frank G., Madden, Michael G.
Abstract--Using a game engine, we have developed a virtual environment which models important aspects of critical incident scenarios. We focused on modelling phenomena relating to the identification and gathering of key forensic evidence, in order to develop and test a system which can handle chemical, biological, radiological/nuclear or explosive (CBRNe) events autonomously. This allows us to build and validate AIbased technologies, which can be trained and tested in our custom virtual environment before being deployed in real-world scenarios. We have used our virtual scenario to rapidly prototype a system which can use simulated Remote Aerial Vehicles (RAVs) to gather images from the environment for the purpose of mapping. Our environment provides us with an effective medium through which we can develop and test various AI methodologies for critical incident scene assessment, in a safe and controlled manner.