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Geometric Matrix Completion with Recurrent Multi-Graph Neural Networks

Neural Information Processing Systems

Matrix completion models are among the most common formulations of recommender systems. Recent works have showed a boost of performance of these techniques when introducing the pairwise relationships between users/items in the form of graphs, and imposing smoothness priors on these graphs. However, such techniques do not fully exploit the local stationary structures on user/item graphs, and the number of parameters to learn is linear w.r.t. the number of users and items. We propose a novel approach to overcome these limitations by using geometric deep learning on graphs. Our matrix completion architecture combines a novel multi-graph convolutional neural network that can learn meaningful statistical graph-structured patterns from users and items, and a recurrent neural network that applies a learnable diffusion on the score matrix. Our neural network system is computationally attractive as it requires a constant number of parameters independent of the matrix size. We apply our method on several standard datasets, showing that it outperforms state-of-the-art matrix completion techniques.


Quantifying how much sensory information in a neural code is relevant for behavior

Neural Information Processing Systems

Determining how much of the sensory information carried by a neural code contributes to behavioral performance is key to understand sensory function and neural information flow. However, there are as yet no analytical tools to compute this information that lies at the intersection between sensory coding and behavioral readout. Here we develop a novel measure, termed the information-theoretic intersection information $\III(S;R;C)$, that quantifies how much of the sensory information carried by a neural response $R$ is used for behavior during perceptual discrimination tasks. Building on the Partial Information Decomposition framework, we define $\III(S;R;C)$ as the part of the mutual information between the stimulus $S$ and the response $R$ that also informs the consequent behavioral choice $C$. We compute $\III(S;R;C)$ in the analysis of two experimental cortical datasets, to show how this measure can be used to compare quantitatively the contributions of spike timing and spike rates to task performance, and to identify brain areas or neural populations that specifically transform sensory information into choice.


Sparse convolutional coding for neuronal assembly detection

Neural Information Processing Systems

Cell assemblies, originally proposed by Donald Hebb (1949), are subsets of neurons firing in a temporally coordinated way that gives rise to repeated motifs supposed to underly neural representations and information processing. Although Hebb's original proposal dates back many decades, the detection of assemblies and their role in coding is still an open and current research topic, partly because simultaneous recordings from large populations of neurons became feasible only relatively recently. Most current and easy-to-apply computational techniques focus on the identification of strictly synchronously spiking neurons. In this paper we propose a new algorithm, based on sparse convolutional coding, for detecting recurrent motifs of arbitrary structure up to a given length. Testing of our algorithm on synthetically generated datasets shows that it outperforms established methods and accurately identifies the temporal structure of embedded assemblies, even when these contain overlapping neurons or when strong background noise is present. Moreover, exploratory analysis of experimental datasets from hippocampal slices and cortical neuron cultures have provided promising results.


A multi-agent reinforcement learning model of common-pool resource appropriation

Neural Information Processing Systems

Humanity faces numerous problems of common-pool resource appropriation. This class of multi-agent social dilemma includes the problems of ensuring sustainable use of fresh water, common fisheries, grazing pastures, and irrigation systems. Abstract models of common-pool resource appropriation based on non-cooperative game theory predict that self-interested agents will generally fail to find socially positive equilibria---a phenomenon called the tragedy of the commons. However, in reality, human societies are sometimes able to discover and implement stable cooperative solutions. Decades of behavioral game theory research have sought to uncover aspects of human behavior that make this possible. Most of that work was based on laboratory experiments where participants only make a single choice: how much to appropriate. Recognizing the importance of spatial and temporal resource dynamics, a recent trend has been toward experiments in more complex real-time video game-like environments. However, standard methods of non-cooperative game theory can no longer be used to generate predictions for this case. Here we show that deep reinforcement learning can be used instead. To that end, we study the emergent behavior of groups of independently learning agents in a partially observed Markov game modeling common-pool resource appropriation. Our experiments highlight the importance of trial-and-error learning in common-pool resource appropriation and shed light on the relationship between exclusion, sustainability, and inequality.


Neural system identification for large populations separating โ€œwhatโ€ and โ€œwhereโ€

Neural Information Processing Systems

Neuroscientists classify neurons into different types that perform similar computations at different locations in the visual field. Traditional methods for neural system identification do not capitalize on this separation of โ€œwhatโ€ and โ€œwhereโ€. Learning deep convolutional feature spaces that are shared among many neurons provides an exciting path forward, but the architectural design needs to account for data limitations: While new experimental techniques enable recordings from thousands of neurons, experimental time is limited so that one can sample only a small fraction of each neuron's response space. Here, we show that a major bottleneck for fitting convolutional neural networks (CNNs) to neural data is the estimation of the individual receptive field locations โ€“ a problem that has been scratched only at the surface thus far. We propose a CNN architecture with a sparse readout layer factorizing the spatial (where) and feature (what) dimensions. Our network scales well to thousands of neurons and short recordings and can be trained end-to-end. We evaluate this architecture on ground-truth data to explore the challenges and limitations of CNN-based system identification. Moreover, we show that our network model outperforms current state-of-the art system identification models of mouse primary visual cortex.


Dynamic-Depth Context Tree Weighting

Neural Information Processing Systems

Reinforcement learning (RL) in partially observable settings is challenging because the agentโ€™s observations are not Markov. Recently proposed methods can learn variable-order Markov models of the underlying process but have steep memory requirements and are sensitive to aliasing between observation histories due to sensor noise. This paper proposes dynamic-depth context tree weighting (D2-CTW), a model-learning method that addresses these limitations. D2-CTW dynamically expands a suffix tree while ensuring that the size of the model, but not its depth, remains bounded. We show that D2-CTW approximately matches the performance of state-of-the-art alternatives at stochastic time-series prediction while using at least an order of magnitude less memory. We also apply D2-CTW to model-based RL, showing that, on tasks that require memory of past observations, D2-CTW can learn without prior knowledge of a good state representation, or even the length of history upon which such a representation should depend.


Streaming Sparse Gaussian Process Approximations

Neural Information Processing Systems

Sparse pseudo-point approximations for Gaussian process (GP) models provide a suite of methods that support deployment of GPs in the large data regime and enable analytic intractabilities to be sidestepped. However, the field lacks a principled method to handle streaming data in which both the posterior distribution over function values and the hyperparameter estimates are updated in an online fashion. The small number of existing approaches either use suboptimal hand-crafted heuristics for hyperparameter learning, or suffer from catastrophic forgetting or slow updating when new data arrive. This paper develops a new principled framework for deploying Gaussian process probabilistic models in the streaming setting, providing methods for learning hyperparameters and optimising pseudo-input locations. The proposed framework is assessed using synthetic and real-world datasets.


Bayesian Compression for Deep Learning

Neural Information Processing Systems

Compression and computational efficiency in deep learning have become a problem of great significance. In this work, we argue that the most principled and effective way to attack this problem is by adopting a Bayesian point of view, where through sparsity inducing priors we prune large parts of the network. We introduce two novelties in this paper: 1) we use hierarchical priors to prune nodes instead of individual weights, and 2) we use the posterior uncertainties to determine the optimal fixed point precision to encode the weights. Both factors significantly contribute to achieving the state of the art in terms of compression rates, while still staying competitive with methods designed to optimize for speed or energy efficiency.


Is the Bellman residual a bad proxy?

Neural Information Processing Systems

This paper aims at theoretically and empirically comparing two standard optimization criteria for Reinforcement Learning: i) maximization of the mean value and ii) minimization of the Bellman residual. For that purpose, we place ourselves in the framework of policy search algorithms, that are usually designed to maximize the mean value, and derive a method that minimizes the residual $\|T_* v_\pi - v_\pi\|_{1,\nu}$ over policies. A theoretical analysis shows how good this proxy is to policy optimization, and notably that it is better than its value-based counterpart. We also propose experiments on randomly generated generic Markov decision processes, specifically designed for studying the influence of the involved concentrability coefficient. They show that the Bellman residual is generally a bad proxy to policy optimization and that directly maximizing the mean value is much better, despite the current lack of deep theoretical analysis. This might seem obvious, as directly addressing the problem of interest is usually better, but given the prevalence of (projected) Bellman residual minimization in value-based reinforcement learning, we believe that this question is worth to be considered.


Rotting Bandits

Neural Information Processing Systems

The Multi-Armed Bandits (MAB) framework highlights the trade-off between acquiring new knowledge (Exploration) and leveraging available knowledge (Exploitation). In the classical MAB problem, a decision maker must choose an arm at each time step, upon which she receives a reward. The decision maker's objective is to maximize her cumulative expected reward over the time horizon. The MAB problem has been studied extensively, specifically under the assumption of the arms' rewards distributions being stationary, or quasi-stationary, over time. We consider a variant of the MAB framework, which we termed Rotting Bandits, where each arm's expected reward decays as a function of the number of times it has been pulled. We are motivated by many real-world scenarios such as online advertising, content recommendation, crowdsourcing, and more. We present algorithms, accompanied by simulations, and derive theoretical guarantees.