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Statistical analysis of coupled time series with Kernel Cross-Spectral Density operators.

Neural Information Processing Systems

Many applications require the analysis of complex interactions between time series. These interactions can be non-linear and involve vector valued as well as complex data structures such as graphs or strings. Here we provide a general framework for the statistical analysis of these interactions when random variables are sampled from stationary time-series of arbitrary objects. To achieve this goal we analyze the properties of the kernel cross-spectral density operator induced by positive definite kernels on arbitrary input domains. This framework enables us to develop an independence test between time series as well as a similarity measure to compare different types of coupling. The performance of our test is compared to the HSIC test using i.i.d. assumptions, showing improvement in terms of detection errors as well as the suitability of this approach for testing dependency in complex dynamical systems. Finally, we use this approach to characterize complex interactions in electrophysiological neural time series.


Robust Bloom Filters for Large MultiLabel Classification Tasks

Neural Information Processing Systems

This paper presents an approach to multilabel classification (MLC) with a large number of labels. Our approach is a reduction to binary classification in which label sets are represented by low dimensional binary vectors. This representation follows the principle of Bloom filters, a space-efficient data structure originally designed for approximate membership testing. We show that a naive application of Bloom filters in MLC is not robust to individual binary classifiers' errors. We then present an approach that exploits a specific feature of real-world datasets when the number of labels is large: many labels (almost) never appear together. Our approch is provably robust, has sublinear training and inference complexity with respect to the number of labels, and compares favorably to state-of-the-art algorithms on two large scale multilabel datasets.


What Are the Invariant Occlusive Components of Image Patches? A Probabilistic Generative Approach

Neural Information Processing Systems

We study optimal image encoding based on a generative approach with non-linear feature combinations and explicit position encoding. By far most approaches to unsupervised learning learning of visual features, such as sparse coding or ICA, account for translations by representing the same features at different positions. Some earlier models used a separate encoding of features and their positions to facilitate invariant data encoding and recognition. All probabilistic generative models with explicit position encoding have so far assumed a linear superposition of components to encode image patches. Here, we for the first time apply a model with non-linear feature superposition and explicit position encoding. By avoiding linear superpositions, the studied model represents a closer match to component occlusions which are ubiquitous in natural images. In order to account for occlusions, the non-linear model encodes patches qualitatively very different from linear models by using component representations separated into mask and feature parameters. We first investigated encodings learned by the model using artificial data with mutually occluding components. We find that the model extracts the components, and that it can correctly identify the occlusive components with the hidden variables of the model. On natural image patches, the model learns component masks and features for typical image components. By using reverse correlation, we estimate the receptive fields associated with the model's hidden units. We find many Gabor-like or globular receptive fields as well as fields sensitive to more complex structures. Our results show that probabilistic models that capture occlusions and invariances can be trained efficiently on image patches, and that the resulting encoding represents an alternative model for the neural encoding of images in the primary visual cortex.


Convergence of Monte Carlo Tree Search in Simultaneous Move Games

Neural Information Processing Systems

We study Monte Carlo tree search (MCTS) in zero-sum extensive-form games with perfect information and simultaneous moves. We present a general template ofMCTS algorithms for these games, which can be instantiated by various selection methods. We formally prove that if a selection method is ɛ-Hannan consistent ina matrix game and satisfies additional requirements on exploration, then the MCTS algorithm eventually converges to an approximate Nash equilibrium (NE) of the extensive-form game. We empirically evaluate this claim using regret matching and Exp3 as the selection methods on randomly generated games and empirically selected worst case games. We confirm the formal result and show that additional MCTS variants also converge to approximate NE on the evaluated games.


Summary Statistics for Partitionings and Feature Allocations

Neural Information Processing Systems

Infinite mixture models are commonly used for clustering. One can sample from the posterior of mixture assignments by Monte Carlo methods or find its maximum a posteriori solution by optimization. However, in some problems the posterior is diffuse and it is hard to interpret the sampled partitionings. In this paper, we introduce novel statistics based on block sizes for representing sample sets of partitionings and feature allocations. We develop an element-based definition of entropy to quantify segmentation among their elements. Then we propose a simple algorithm called entropy agglomeration (EA) to summarize and visualize this information. Experiments on various infinite mixture posteriors as well as a feature allocation dataset demonstrate that the proposed statistics are useful in practice.


Non-strongly-convex smooth stochastic approximation with convergence rate O(1/n)

Neural Information Processing Systems

We consider the stochastic approximation problem where a convex function has to be minimized, given only the knowledge of unbiased estimates of its gradients at certain points, a framework which includes machine learning methods based on the minimization of the empirical risk. We focus on problems without strong convexity, for which all previously known algorithms achieve a convergence rate for function values of $O(1/\sqrt{n})$. We consider and analyze two algorithms that achieve a rate of $O(1/n)$ for classical supervised learning problems. For least-squares regression, we show that averaged stochastic gradient descent with constant step-size achieves the desired rate. For logistic regression, this is achieved by a simple novel stochastic gradient algorithm that (a) constructs successive local quadratic approximations of the loss functions, while (b) preserving the same running time complexity as stochastic gradient descent. For these algorithms, we provide a non-asymptotic analysis of the generalization error (in expectation, and also in high probability for least-squares), and run extensive experiments showing that they often outperform existing approaches.


Linear decision rule as aspiration for simple decision heuristics

Neural Information Processing Systems

Many attempts to understand the success of simple decision heuristics have examined heuristics as an approximation to a linear decision rule. This research has identified three environmental structures that aid heuristics: dominance, cumulative dominance, and noncompensatoriness. Here, we further develop these ideas and examine their empirical relevance in 51 natural environments. We find that all three structures are prevalent, making it possible for some simple rules to reach the accuracy levels of the linear decision rule using less information.


Inferring neural population dynamics from multiple partial recordings of the same neural circuit

Neural Information Processing Systems

Simultaneous recordings of the activity of large neural populations are extremely valuable as they can be used to infer the dynamics and interactions of neurons in a local circuit, shedding light on the computations performed. It is now possible to measure the activity of hundreds of neurons using 2-photon calcium imaging. However, many computations are thought to involve circuits consisting of thousands of neurons, such as cortical barrels in rodent somatosensory cortex. Here we contribute a statistical method for stitching" together sequentially imaged sets of neurons into one model by phrasing the problem as fitting a latent dynamical system with missing observations. This method allows us to substantially expand the population-sizes for which population dynamics can be characterized---beyond the number of simultaneously imaged neurons. In particular, we demonstrate using recordings in mouse somatosensory cortex that this method makes it possible to predict noise correlations between non-simultaneously recorded neuron pairs."


Approximate Dynamic Programming Finally Performs Well in the Game of Tetris

Neural Information Processing Systems

Tetris is a popular video game that has been widely used as a benchmark for various optimization techniques including approximate dynamic programming (ADP) algorithms. A close look at the literature of this game shows that while ADP algorithms, that have been (almost) entirely based on approximating the value function (value function based), have performed poorly in Tetris, the methods that search directly in the space of policies by learning the policy parameters using an optimization black box, such as the cross entropy (CE) method, have achieved the best reported results. This makes us conjecture that Tetris is a game in which good policies are easier to represent, and thus, learn than their corresponding value functions. So, in order to obtain a good performance with ADP, we should use ADP algorithms that search in a policy space, instead of the more traditional ones that search in a value function space. In this paper, we put our conjecture to test by applying such an ADP algorithm, called classification-based modified policy iteration (CBMPI), to the game of Tetris. Our extensive experimental results show that for the first time an ADP algorithm, namely CBMPI, obtains the best results reported in the literature for Tetris in both small $10\times 10$ and large $10\times 20$ boards. Although the CBMPI's results are similar to those achieved by the CE method in the large board, CBMPI uses considerably fewer (almost 1/10) samples (call to the generative model of the game) than CE.


Top-Down Regularization of Deep Belief Networks

Neural Information Processing Systems

Designing a principled and effective algorithm for learning deep architectures is a challenging problem. The current approach involves two training phases: a fully unsupervised learning followed by a strongly discriminative optimization. We suggest a deep learning strategy that bridges the gap between the two phases, resulting in a three-phase learning procedure. We propose to implement the scheme using a method to regularize deep belief networks with top-down information. The network is constructed from building blocks of restricted Boltzmann machines learned by combining bottom-up and top-down sampled signals. A global optimization procedure that merges samples from a forward bottom-up pass and a top-down pass is used. Experiments on the MNIST dataset show improvements over the existing algorithms for deep belief networks. Object recognition results on the Caltech-101 dataset also yield competitive results.