Europe
Learning visual motion in recurrent neural networks
Pachitariu, Marius, Sahani, Maneesh
We present a dynamic nonlinear generative model for visual motion based on a latent representation of binary-gated Gaussian variables. Trained on sequences of images, the model learns to represent different movement directions in different variables. We use an online approximate-inference scheme that can be mapped to the dynamics of networks of neurons. Probed with drifting grating stimuli and moving bars of light, neurons in the model show patterns of responses analogous to those of direction-selective simple cells in primary visual cortex. Most model neurons also show speed tuning and respond equally well to a range of motion directions and speeds aligned to the constraint line of their respective preferred speed. We show how these computations are enabled by a specific pattern of recurrent connections learned by the model.
Optimal kernel choice for large-scale two-sample tests
Gretton, Arthur, Sejdinovic, Dino, Strathmann, Heiko, Balakrishnan, Sivaraman, Pontil, Massimiliano, Fukumizu, Kenji, Sriperumbudur, Bharath K.
Abstract Given samples from distributions $p$ and $q$, a two-sample test determines whether to reject the null hypothesis that $p=q$, based on the value of a test statistic measuring the distance between the samples. One choice of test statistic is the maximum mean discrepancy (MMD), which is a distance between embeddings of the probability distributions in a reproducing kernel Hilbert space. The kernel used in obtaining these embeddings is thus critical in ensuring the test has high power, and correctly distinguishes unlike distributions with high probability. A means of parameter selection for the two-sample test based on the MMD is proposed. For a given test level (an upper bound on the probability of making a Type I error), the kernel is chosen so as to maximize the test power, and minimize the probability of making a Type II error. The test statistic, test threshold, and optimization over the kernel parameters are obtained with cost linear in the sample size. These properties make the kernel selection and test procedures suited to data streams, where the observations cannot all be stored in memory. In experiments, the new kernel selection approach yields a more powerful test than earlier kernel selection heuristics.
ImageNet Classification with Deep Convolutional Neural Networks
Krizhevsky, Alex, Sutskever, Ilya, Hinton, Geoffrey E.
We trained a large, deep convolutional neural network to classify the 1.2 million high-resolution images in the ImageNet LSVRC-2010 contest into the 1000 different classes.On the test data, we achieved top-1 and top-5 error rates of 37.5% and 17.0% which is considerably better than the previous state-of-the-art. The neural network, which has 60 million parameters and 650,000 neurons, consists of five convolutional layers, some of which are followed by max-pooling layers, and three fully-connected layers with a final 1000-way softmax. To make training faster,we used non-saturating neurons and a very efficient GPU implementation ofthe convolution operation. To reduce overfitting in the fully-connected layers we employed a recently-developed regularization method called "dropout" that proved to be very effective. We also entered a variant of this model in the ILSVRC-2012 competition and achieved a winning top-5 test error rate of 15.3%, compared to 26.2% achieved by the second-best entry.
Inverse Reinforcement Learning through Structured Classification
Klein, Edouard, Geist, Matthieu, Piot, Bilal, Pietquin, Olivier
This paper adresses the inverse reinforcement learning (IRL) problem, that is inferring a reward for which a demonstrated expert behavior is optimal. We introduce a new algorithm, SCIRL, whose principle is to use the so-called feature expectation of the expert as the parameterization of the score function of a multi-class classifier. This approach produces a reward function for which the expert policy is provably near-optimal. Contrary to most of existing IRL algorithms, SCIRL does not require solving the direct RL problem. Moreover, with an appropriate heuristic, it can succeed with only trajectories sampled according to the expert behavior. This is illustrated on a car driving simulator.
Accuracy at the Top
Boyd, Stephen, Cortes, Corinna, Mohri, Mehryar, Radovanovic, Ana
We introduce a new notion of classification accuracy based on the top -quantile values of a scoring function, a relevant criterion in a number of problems arising forsearch engines. We define an algorithm optimizing a convex surrogate of the corresponding loss, and discuss its solution in terms of a set of convex optimization problems.We also present margin-based guarantees for this algorithm based on the top -quantile value of the scores of the functions in the hypothesis set. Finally, we report the results of several experiments in the bipartite setting evaluating the performance of our solution and comparing the results to several other algorithms seeking high precision at the top. In most examples, our solution achieves a better performance in precision at the top.
Proximal Newton-type methods for convex optimization
Lee, Jason D., Sun, Yuekai, Saunders, Michael
R is a convex but not necessarily differentiable function whose proximal mapping can be evaluated efficiently.We derive a generalization of Newton-type methods to handle such convex but nonsmooth objective functions. We prove such methods are globally convergentand achieve superlinear rates of convergence in the vicinity of an optimal solution. We also demonstrate the performance of these methods using problems of relevance in machine learning and statistics.
3D Social Saliency from Head-mounted Cameras
Park, Hyun S., Jain, Eakta, Sheikh, Yaser
A gaze concurrence is a point in 3D where the gaze directions of two or more people intersect. It is a strong indicator of social saliency because the attention of the participating group is focused on that point. In scenes occupied by large groups of people, multiple concurrences may occur and transition over time. In this paper, we present a method to construct a 3D social saliency field and locate multiplegaze concurrences that occur in a social scene from videos taken by head-mounted cameras. We model the gaze as a cone-shaped distribution emanating fromthe center of the eyes, capturing the variation of eye-in-head motion. We calibrate the parameters of this distribution by exploiting the fixed relationship between the primary gaze ray and the head-mounted camera pose. The resulting gazemodel enables us to build a social saliency field in 3D. We estimate the number and 3D locations of the gaze concurrences via provably convergent modeseeking inthe social saliency field. Our algorithm is applied to reconstruct multiple gaze concurrences in several real world scenes and evaluated quantitatively against motion-captured ground truth.
On the (Non-)existence of Convex, Calibrated Surrogate Losses for Ranking
Calauzènes, Clément, Usunier, Nicolas, Gallinari, Patrick
We study surrogate losses for learning to rank, in a framework where the rankings are induced by scores and the task is to learn the scoring function. We focus on the calibration of surrogate losses with respect to a ranking evaluation metric, where the calibration is equivalent to the guarantee that near-optimal values of the surrogate riskimply near-optimal values of the risk defined by the evaluation metric. We prove that if a surrogate loss is a convex function of the scores, then it is not calibrated with respect to two evaluation metrics widely used for search engine evaluation, namely the Average Precision and the Expected Reciprocal Rank. We also show that such convex surrogate losses cannot be calibrated with respect to the Pairwise Disagreement, an evaluation metric used when learning from pairwise preferences.Our results cast lights on the intrinsic difficulty of some ranking problems, as well as on the limitations of learning-to-rank algorithms based on the minimization of a convex surrogate risk.
Dynamic Pruning of Factor Graphs for Maximum Marginal Prediction
We study the problem of maximum marginal prediction (MMP) in probabilistic graphical models, a task that occurs, for example, as the Bayes optimal decision rule under a Hamming loss. MMP is typically performed as a two-stage procedure: oneestimates each variable's marginal probability and then forms a prediction from the states of maximal probability. In this work we propose a simple yet effective technique for accelerating MMP when inference is sampling-based: instead of the above two-stage procedure we directly estimate the posterior probability of each decision variable. This allows us to identify the point of time when we are sufficiently certain about any individual decision. Whenever this is the case, we dynamically prune the variables we are confident about from the underlying factor graph. Consequently, at any time only samples of variables whose decision is still uncertain need to be created. Experiments in two prototypical scenarios, multi-label classification and image inpainting, show that adaptive sampling can drastically accelerate MMP without sacrificing prediction accuracy.
Playing with Cases: Rendering Expressive Music with Case-Based Reasoning
Mántaras, Ramon López de (Spanish National Research Council (CSIC))
This paper surveys significant research on the problem of rendering expressive music by means of AI techniques with an emphasis on Case-Based Reasoning. Following a brief overview discussing why we prefer listening to expressive music instead of lifeless synthesized music, we examine a representative selection of well-known approaches to expressive computer music performance with an emphasis on AI-related approaches. In the main part of the paper we focus on the existing CBR approaches to the problem of synthesizing expressive music, and particularly on TempoExpress, a case-based reasoning system developed at our Institute, for applying musically acceptable tempo transformations to monophonic audio recordings of musical performances. Finally we briefly describe an ongoing extension of our previous work consisting on complementing audio information with information of the gestures of the musician. Music is played through our bodies, therefore capturing the gesture of the performer is a fundamental aspect that has to be taken into account in future expressive music renderings. This paper is based on the “2011 Robert S. Engelmore Memorial Lecture” given by the first author at AAAI/IAAI 2011.