Europe
A Plug&Play P300 BCI Using Information Geometry
Barachant, Alexandre, Congedo, Marco
Abstract--This paper presents a new classification methods for Event Related Potentials (ERP) based on an Information geometry framework. Through a new estimation of covariance matrices, this work extend the use of Riemannian geometry, which was previously limited to SMR-based BCI, to the problem of classification of ERPs. As compared to the state-of-the-art, this new method increases performance, reduces the number of data needed for the calibration and features good generalisation across sessions and subjects. This method is illustrated on data recorded with the P300-based game brain invaders. Finally, an online and adaptive implementation is described, where the BCI is initialized with generic parameters derived from a database and continiously adapt to the individual, allowing the user to play the game without any calibration while keeping a high accuracy. So far we have conceived a Brain-Computer Interface (BCI) as a learning machine where the classifier is trained in a calibration phase preceding immediately the actual BCI use [1]. Depending on the BCI paradigm and on the efficiency of the classifier, the calibration phase may last from a few to several minutes. Regardless the duration, the very necessity of a calibration session reduces drastically the usability and appealing of a BCI. This is true both for clinically-oriented BCI, where the cognitive skills of patients are often limited and are wasted in the calibration phase, and for healthy users where the plug&play operation is nowadays considered as a minimum requirement for any consumer interfaces and devices. Besides the essential considerations from the user perspective, it appears evident that training the BCI at the beginning of each session and discarding the calibration data at the end is a very inefficient way to proceed. The problem we pose here is: can we design a "plug&play" BCI? Of course, such a goal does not imply that the BCI is not calibrated.
Arbitration and Stability in Cooperative Games with Overlapping Coalitions
Zick, Y., Markakis, E., Elkind, E.
Overlapping Coalition Formation (OCF) games, introduced by Chalkiadakis, Elkind, Markakis, Polukarov and Jennings in 2010, are cooperative games where players can simultaneously participate in several coalitions. Capturing the notion of stability in OCF games is a difficult task:deviating players may continue to contribute resources to joint projects with non-deviators, and the crucial question is what payoffs the deviators expect to receive from such projects. Chalkiadakis et al. introduce three stability concepts for OCF games---the conservative core, the refined core, and the optimistic core---that are based on different answers to this question. In this paper, we propose a unified framework for the study of stability in the OCF setting, which encompasses the stability concepts considered by Chalkiadakis et al. as well as a wide variety of alternative stability concepts. Our approach is based on the notion of arbitration functions, which determine the payoff obtained by the deviators, given their deviation and the current allocation of resources. We provide a characterization of stable outcomes under arbitration. We then conduct an in-depth study of four types of arbitration functions, which correspond to four notions of the core; these include the three notions of the core considered by Chalkiadakis et al. Our results complement those of Chalkiadakis et al. and answer questions left open by their work. In particular, we show that OCF games with the conservative arbitration function are essentially equivalent to non-OCF games, by relating the conservative core of an OCF game to the core of a non-overlapping cooperative game, and use this result to obtain a strictly weaker sufficient condition for conservative core non-emptiness than the one given by Chalkiadakis et al.
A sequential reduction method for inference in generalized linear mixed models
Generalized linear mixed models are a natural and widely used class of models, but one in which the likelihood often involves an integral of very high dimension. Because of this intractability, many alternative methods have been developed for inference in these models. One class of approaches involves replacing the likelihood with some approximation, for example using Laplace's method or importance sampling. However, these approximations can fail in cases where the structure of the model is sparse, in that only a small amount of information is available on each random effect, especially when the data are binary. If there are n random effects in total, the likelihood may always be written as an n-dimensional integral over these random effects. If there are a large number of random effects, then it will be computationally infeasible to obtain an accurate approximation to this n-dimensional integral by direct numerical integration.
A study of the fixed points and spurious solutions of the FastICA algorithm
The FastICA algorithm is one of the most popular iterative algorithms in the domain of linear independent component analysis. Despite its success, it is observed that FastICA occasionally yields outcomes that do not correspond to any true solutions (known as demixing vectors) of the ICA problem. These outcomes are commonly referred to as spurious solutions. Although FastICA is among the most extensively studied ICA algorithms, the occurrence of spurious solutions are not yet completely understood by the community. In this contribution, we aim at addressing this issue. In the first part of this work, we are interested in the relationship between demixing vectors, local optimizers of the contrast function and (attractive or unattractive) fixed points of FastICA algorithm. Characterizations of these sets are given, and an inclusion relationship is discovered. In the second part, we investigate the possible scenarios where spurious solutions occur. We show that when certain bimodal Gaussian mixtures distributions are involved, there may exist spurious solutions that are attractive fixed points of FastICA. In this case, popular nonlinearities such as "gauss" or "tanh" tend to yield spurious solutions, whereas only "kurtosis" may give reliable results. Some advices are given for the practical choice of nonlinearity function.
Definition and properties to assess multi-agent environments as social intelligence tests
Insa-Cabrera, Javier, Hernández-Orallo, José
Social intelligence in natural and artificial systems is usually measured by the evaluation of associated traits or tasks that are deemed to represent some facets of social behaviour. The amalgamation of these traits is then used to configure the intuitive notion of social intelligence. Instead, in this paper we start from a parametrised definition of social intelligence as the expected performance in a set of environments with several agents, and we assess and derive tests from it. This definition makes several dependencies explicit: (1) the definition depends on the choice (and weight) of environments and agents, (2) the definition may include both competitive and cooperative behaviours depending on how agents and rewards are arranged into teams, (3) the definition mostly depends on the abilities of other agents, and (4) the actual difference between social intelligence and general intelligence (or other abilities) depends on these choices. As a result, we address the problem of converting this definition into a more precise one where some fundamental properties ensuring social behaviour (such as action and reward dependency and anticipation on competitive/cooperative behaviours) are met as well as some other more instrumental properties (such as secernment, boundedness, symmetry, validity, reliability, efficiency), which are convenient to convert the definition into a practical test. From the definition and the formalised properties, we take a look at several representative multi-agent environments, tests and games to see whether they meet these properties.
LARSEN-ELM: Selective Ensemble of Extreme Learning Machines using LARS for Blended Data
Han, Bo, He, Bo, Nian, Rui, Ma, Mengmeng, Zhang, Shujing, Li, Minghui, Lendasse, Amaury
Extreme learning machine (ELM) as a neural network algorithm has shown its good performance, such as fast speed, simple structure etc, but also, weak robustness is an unavoidable defect in original ELM for blended data. We present a new machine learning framework called LARSEN-ELM for overcoming this problem. In our paper, we would like to show two key steps in LARSEN-ELM. In the first step, preprocessing, we select the input variables highly related to the output using least angle regression (LARS). In the second step, training, we employ Genetic Algorithm (GA) based selective ensemble and original ELM. In the experiments, we apply a sum of two sines and four datasets from UCI repository to verify the robustness of our approach. The experimental results show that compared with original ELM and other methods such as OP-ELM, GASEN-ELM and LSBoost, LARSEN-ELM significantly improve robustness performance while keeping a relatively high speed.