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On Numerical Estimation of Joint Probability Distribution from Lebesgue Integral Quadratures

arXiv.org Machine Learning

An important application of Lebesgue integral quadrature[1] is developed. Given two random processes, $f(x)$ and $g(x)$, two generalized eigenvalue problems can be formulated and solved. In addition to obtaining two Lebesgue quadratures (for $f$ and $g$) from two eigenproblems, the projections of $f$-- and $g$-- eigenvectors on each other allow to build a joint distribution estimator, the most general form of which is a density--matrix correlation. The examples of the density--matrix correlation can be the value--correlation $V_{f_i;g_j}$, similar to the regular correlation concept, and a new one, the probability--correlation $P_{f_i;g_j}$. The theory is implemented numerically; the software is available under the GPLv3 license.


Affect Estimation in 3D Space Using Multi-Task Active Learning for Regression

arXiv.org Machine Learning

Acquisition of labeled training samples for affective computing is usually costly and time-consuming, as affects are intrinsically subjective, subtle and uncertain, and hence multiple human assessors are needed to evaluate each affective sample. Particularly, for affect estimation in the 3D space of valence, arousal and dominance, each assessor has to perform the evaluations in three dimensions, which makes the labeling problem even more challenging. Many sophisticated machine learning approaches have been proposed to reduce the data labeling requirement in various other domains, but so far few have considered affective computing. This paper proposes two multi-task active learning for regression approaches, which select the most beneficial samples to label, by considering the three affect primitives simultaneously. Experimental results on the VAM corpus demonstrated that our optimal sample selection approaches can result in better estimation performance than random selection and several traditional single-task active learning approaches. Thus, they can help alleviate the data labeling problem in affective computing, i.e., better estimation performance can be obtained from fewer labeling queries.


(Sequential) Importance Sampling Bandits

arXiv.org Machine Learning

The multi-armed bandit (MAB) problem is a sequential allocation task where the goal is to learn a policy that maximizes long term payoff, where only the reward of the executed action is observed; i.e., sequential optimal decisions are made, while simultaneously learning how the world operates. In the stochastic setting, the reward for each action is generated from an unknown distribution. To decide the next optimal action to take, one must compute sufficient statistics of this unknown reward distribution, e.g. upper-confidence bounds (UCB), or expectations in Thompson sampling. Closed-form expressions for these statistics of interest are analytically intractable except for simple cases. We here propose to leverage Monte Carlo estimation and, in particular, the flexibility of (sequential) importance sampling (IS) to allow for accurate estimation of the statistics of interest within the MAB problem. IS methods estimate posterior densities or expectations in probabilistic models that are analytically intractable. We first show how IS can be combined with state-of-the-art MAB algorithms (Thompson sampling and Bayes-UCB) for classic (Bernoulli and contextual linear-Gaussian) bandit problems. Furthermore, we leverage the power of sequential IS to extend the applicability of these algorithms beyond the classic settings, and tackle additional useful cases. Specifically, we study the dynamic linear-Gaussian bandit, and both the static and dynamic logistic cases too. The flexibility of (sequential) importance sampling is shown to be fundamental for obtaining efficient estimates of the key sufficient statistics in these challenging scenarios.


Adversarial Geometry and Lighting using a Differentiable Renderer

arXiv.org Machine Learning

Many machine learning classifiers are vulnerable to adversarial attacks, inputs with perturbations designed to intentionally trigger misclassification. Modern adversarial methods either directly alter pixel colors, or "paint" colors onto a 3D shapes. We propose novel adversarial attacks that directly alter the geometry of 3D objects and/or manipulate the lighting in a virtual scene. We leverage a novel differentiable renderer that is efficient to evaluate and analytically differentiate. Our renderer generates images realistic enough for correct classification by common pre-trained models, and we use it to design physical adversarial examples that consistently fool these models. We conduct qualitative and quantitate experiments to validate our adversarial geometry and adversarial lighting attack capabilities.


Transfer Learning for Brain-Computer Interfaces: An Euclidean Space Data Alignment Approach

arXiv.org Machine Learning

Almost all EEG-based brain-computer interfaces (BCIs) need some labeled subject-specific data to calibrate a new subject, as neural responses are different across subjects to even the same stimulus. So, a major challenge in developing high-performance and user-friendly BCIs is to cope with such individual differences so that the calibration can be reduced or even completely eliminated. This paper focuses on the latter. More specifically, we consider an offline application scenario, in which we have unlabeled EEG trials from a new subject, and would like to accurately label them by leveraging auxiliary labeled EEG trials from other subjects in the same task. To accommodate the individual differences, we propose a novel unsupervised approach to align the EEG trials from different subjects in the Euclidean space to make them more consistent. It has three desirable properties: 1) the aligned trial lie in the Euclidean space, which can be used by any Euclidean space signal processing and machine learning approach; 2) it can be computed very efficiently; and, 3) it does not need any labeled trials from the new subject. Experiments on motor imagery and event-related potentials demonstrated the effectiveness and efficiency of our approach.


Starting Movement Detection of Cyclists Using Smart Devices

arXiv.org Artificial Intelligence

Abstract--In near future, vulnerable road users (VRUs) such as cyclists and pedestrians will be equipped with smart devices and wearables which are capable to communicate with intelligent vehicles and other traffic participants. Road users are then able to cooperate on different levels, such as in cooperative intention detection for advanced VRU protection. Smart devices can be used to detect intentions, e.g., an occluded cyclist intending to cross the road, to warn vehicles of VRUs, and prevent potential collisions. This article presents a human activity recognition approach to detect the starting movement of cyclists wearing smart devices. We propose a novel two-stage feature selection procedure using a score specialized for robust starting detection reducing the false positive detections and leading to understandable and interpretable features. The detection is modelled as a classification problem and realized by means of a machine learning classifier. We introduce an auxiliary class, that models starting movements and allows to integrate early movement indicators, i.e., body part movements indicating future behaviour. In this way we improve the robustness and reduce the detection time of the classifier. Our empirical studies with real-world data originating from experiments which involve 49 test subjects and consists of 84 starting motions show that we are able to detect the starting movements early. Investigations concerning the device wearing location show that for devices worn in the trouser pocket the detector has less false detections and detects starting movements faster on average. We found that we can further improve the results when we train distinct classifiers for different wearing locations. In our work, we envision future mixed traffic scenarios where automated cars, trucks, sensor-equipped infrastructure, and other road users equipped with smart devices or other wearables are interconnected by means of ad hoc networks. This allows the traffic participants to cooperate, i.e., determine and maintain local models of the surrounding traffic situations. Vulnerable road users (VRUs) will still play an important role in future urban traffic.


On the Effect of Task-to-Worker Assignment in Distributed Computing Systems with Stragglers

arXiv.org Artificial Intelligence

Abstract-- We study the expected completion time of some recently proposed algorithms for distributed computing which redundantly assign computing tasks to multiple machines in order to tolerate a certain number of machine failures. We analytically show that not only the amount of redundancy but also the task-to-machine assignments affect the latency in a distributed system. We study systems with a fixed number of computing tasks that are split in possibly overlapping batches, and independent exponentially distributed machine service times. We show that, for such systems, the uniform replication of non-overlapping (disjoint) batches of computing tasks achieves the minimum expected computing time. Distributed computing has gained great attention in the time of big data [1]. By enabling parallel task execution, distributed computing systems can bring considerable speed ups to e.g. However, implementing computing algorithms in a distributed system introduces new challenges that have to be addressed in order to benefit from paralleziation.


Exponential improvements for quantum-accessible reinforcement learning

arXiv.org Artificial Intelligence

Quantum computers can offer dramatic improvements over classical devices for data analysis tasks such as prediction and classification. However, less is known about the advantages that quantum computers may bring in the setting of reinforcement learning, where learning is achieved via interaction with a task environment. Here, we consider a special case of reinforcement learning, where the task environment allows quantum access. In addition, we impose certain "naturalness" conditions on the task environment, which rule out the kinds of oracle problems that are studied in quantum query complexity (and for which quantum speedups are well-known). Within this framework of quantum-accessible reinforcement learning environments, we demonstrate that quantum agents can achieve exponential improvements in learning efficiency, surpassing previous results that showed only quadratic improvements. A key step in the proof is to construct task environments that encode well-known oracle problems, such as Simon's problem and Recursive Fourier Sampling, while satisfying the above "naturalness" conditions for reinforcement learning. Our results suggest that quantum agents may perform well in certain game-playing scenarios, where the game has recursive structure, and the agent can learn by playing against itself.


Neural and Synaptic Array Transceiver: A Brain-Inspired Computing Framework for Embedded Learning

arXiv.org Artificial Intelligence

Embedded, continual learning for autonomous and adaptive behavior is a key application of neuromorphic hardware. However, neuromorphic implementations of embedded learning at large scales that are both flexible and efficient have been hindered by a lack of a suitable algorithmic framework. As a result, the most neuromorphic hardware is trained off-line on large clusters of dedicated processors or GPUs and transferred post hoc to the device. We address this by introducing the neural and synaptic array transceiver (NSAT), a neuromorphic computational framework facilitating flexible and efficient embedded learning by matching algorithmic requirements and neural and synaptic dynamics. NSAT supports event-driven supervised, unsupervised and reinforcement learning algorithms including deep learning. We demonstrate the NSAT in a wide range of tasks, including the simulation of Mihalas-Niebur neuron, dynamic neural fields, event-driven random back-propagation for event-based deep learning, event-based contrastive divergence for unsupervised learning, and voltage-based learning rules for sequence learning. We anticipate that this contribution will establish the foundation for a new generation of devices enabling adaptive mobile systems, wearable devices, and robots with data-driven autonomy.


Speeding Up Distributed Gradient Descent by Utilizing Non-persistent Stragglers

arXiv.org Machine Learning

Abstract--Distributed gradient descent (DGD) is an efficient way of implementing gradient descent (GD), especially for large data sets, by dividing the computation tasks into smaller sub-tasks and assigning to different computing servers (CSs) to be executed in parallel. In standard parallel execution, per-iteration waiting time is limited by the execution time of the straggling servers. Coded DGD techniques have been introduced recently, which can tolerate straggling servers via assigning redundant computation tasks to the CSs. In most of the existing DGD schemes, either with coded computation or coded communication, the non-straggling CSs transmit one message per iteration once they complete all their assigned computation tasks. However, although the straggling servers cannot complete all their assigned tasks, they are often able to complete a certain portion of them. In this paper, we allow multiple transmissions from each CS at each iteration in order to make sure a maximum number of completed computations can be reported to the aggregating server (AS), including the straggling servers. We numerically show that the average completion time per iteration can be reduced significantly by slightly increasing the communication load per server . Index Terms --Distributed gradient descent, coded computation, coded gradient, polynomial codes, maximum-distance separable codes.