Europe
CP-nets: A Tool for Representing and Reasoning withConditional Ceteris Paribus Preference Statements
Boutilier, C., Brafman, R. I., Domshlak, C., Hoos, H. H., Poole, D.
Information about user preferences plays a key role in automated decision making. In many domains it is desirable to assess such preferences in a qualitative rather than quantitative way. In this paper, we propose a qualitative graphical representation of preferences that reflects conditional dependence and independence of preference statements under a ceteris paribus (all else being equal) interpretation. Such a representation is often compact and arguably quite natural in many circumstances. We provide a formal semantics for this model, and describe how the structure of the network can be exploited in several inference tasks, such as determining whether one outcome dominates (is preferred to) another, ordering a set outcomes according to the preference relation, and constructing the best outcome subject to available evidence.
K-Implementation
This paper discusses an interested party who wishes to influence the behavior of agents in a game (multi-agent interaction), which is not under his control. The interested party cannot design a new game, cannot enforce agents' behavior, cannot enforce payments by the agents, and cannot prohibit strategies available to the agents. However, he can influence the outcome of the game by committing to non-negative monetary transfers for the different strategy profiles that may be selected by the agents. The interested party assumes that agents are rational in the commonly agreed sense that they do not use dominated strategies. Hence, a certain subset of outcomes is implemented in a given game if by adding non-negative payments, rational players will necessarily produce an outcome in this subset. Obviously, by making sufficiently big payments one can implement any desirable outcome. The question is what is the cost of implementation? In this paper we introduce the notion of k-implementation of a desired set of strategy profiles, where k stands for the amount of payment that need to be actually made in order to implement desirable outcomes. A major point in k-implementation is that monetary offers need not necessarily materialize when following desired behaviors. We define and study k-implementation in the contexts of games with complete and incomplete information. In the latter case we mainly focus on the VCG games. Our setting is later extended to deal with mixed strategies using correlation devices. Together, the paper introduces and studies the implementation of desirable outcomes by a reliable party who cannot modify game rules (i.e. provide protocols), complementing previous work in mechanism design, while making it more applicable to many realistic CS settings.
Effective Dimensions of Hierarchical Latent Class Models
Hierarchical latent class (HLC) models are tree-structured Bayesian networks where leaf nodes are observed while internal nodes are latent. There are no theoretically well justified model selection criteria for HLC models in particular and Bayesian networks with latent nodes in general. Nonetheless, empirical studies suggest that the BIC score is a reasonable criterion to use in practice for learning HLC models. Empirical studies also suggest that sometimes model selection can be improved if standard model dimension is replaced with effective model dimension in the penalty term of the BIC score. Effective dimensions are difficult to compute. In this paper, we prove a theorem that relates the effective dimension of an HLC model to the effective dimensions of a number of latent class models. The theorem makes it computationally feasible to compute the effective dimensions of large HLC models. The theorem can also be used to compute the effective dimensions of general tree models.
Price Prediction in a Trading Agent Competition
Wellman, M. P., Reeves, D. M., Lochner, K. M., Vorobeychik, Y.
The 2002 Trading Agent Competition (TAC) presented a challenging market game in the domain of travel shopping. One of the pivotal issues in this domain is uncertainty about hotel prices, which have a significant influence on the relative cost of alternative trip schedules. Thus, virtually all participants employ some method for predicting hotel prices. We survey approaches employed in the tournament, finding that agents apply an interesting diversity of techniques, taking into account differing sources of evidence bearing on prices. Based on data provided by entrants on their agents' actual predictions in the TAC-02 finals and semifinals, we analyze the relative efficacy of these approaches. The results show that taking into account game-specific information about flight prices is a major distinguishing factor. Machine learning methods effectively induce the relationship between flight and hotel prices from game data, and a purely analytical approach based on competitive equilibrium analysis achieves equal accuracy with no historical data. Employing a new measure of prediction quality, we relate absolute accuracy to bottom-line performance in the game.
Kernel-Based Extraction of Slow Features: Complex Cells Learn Disparity and Translation Invariance from Natural Images
Bray, Alistair, Martinez, Dominique
In Slow Feature Analysis (SFA [1]), it has been demonstrated that high-order invariant properties can be extracted by projecting inputs into a nonlinear space and computing the slowest changing features in this space; this has been proposed as a simple general model for learning nonlinear invariances in the visual system. However, this method is highly constrained by the curse of dimensionality which limits it to simple theoretical simulations. This paper demonstrates that by using a different but closely-related objective function for extracting slowly varying features ([2, 3]), and then exploiting the kernel trick, this curse can be avoided. Using this new method we show that both the complex cell properties of translation invariance and disparity coding can be learnt simultaneously from natural images when complex cells are driven by simple cells also learnt from the image. The notion of maximising an objective function based upon the temporal predictability of output has been progressively applied in modelling the development of invariances in the visual system.
A Statistical Mechanics Approach to Approximate Analytical Bootstrap Averages
Malzahn, Dörthe, Opper, Manfred
We apply the replica method of Statistical Physics combined with a variational methodto the approximate analytical computation of bootstrap averages for estimating the generalization error. We demonstrate our approach onregression with Gaussian processes and compare our results with averages obtained by Monte-Carlo sampling.
Adaptive Nonlinear System Identification with Echo State Networks
Echo state networks (ESN) are a novel approach to recurrent neural network training. An ESN consists of a large, fixed, recurrent "reservoir" network, from which the desired output is obtained by training suitable output connection weights. Determination of optimal output weights becomes a linear, uniquely solvable task of MSE minimization. This article reviews the basic ideas and describes an online adaptation scheme based on the RLS algorithm known from adaptive linear systems. As an example, a 10th order NARMA system is adaptively identified.
Optimality of Reinforcement Learning Algorithms with Linear Function Approximation
There are several reinforcement learning algorithms that yield approximate solutions for the problem of policy evaluation when the value function is represented with a linear function approximator. In this paper we show that each of the solutions is optimal with respect to a specific objective function.
An Asynchronous Hidden Markov Model for Audio-Visual Speech Recognition
They are very well suited to handle discrete of continuous sequences of varying sizes. Moreover, an efficient training algorithm (EM) is available, as well as an efficient decoding algorithm (Viterbi), which provides the optimal sequence of states (and the corresponding sequence of high level events) associated with a given sequence of low-level data. On the other hand, multimodal information processing is currently a very challenging framework of applications including multimodal person authentication, multimodal speech recognition, multimodal event analyzers, etc. In that framework, the same sequence of events is represented not only by a single sequence of data but by a series of sequences of data, each of them coming eventually from a different modality: video streams with various viewpoints, audio stream(s), etc. One such task, which will be presented in this paper, is multimodal speech recognition using both a microphone and a camera recording a speaker simultaneously while he (she) speaks.