Goto

Collaborating Authors

 Europe


TrueSkill Through Time: Revisiting the History of Chess

Neural Information Processing Systems

We extend the Bayesian skill rating system TrueSkill to infer entire time series of skills of players by smoothing through time instead of filtering. The skill of each participating player, say, every year is represented by a latent skill variable which is affected by the relevant game outcomes that year, and coupled with the skill variables of the previous and subsequent year. Inference in the resulting factor graph is carried out by approximate message passing (EP) along the time series of skills. As before the system tracks the uncertainty about player skills, explicitly models draws, can deal with any number of competing entities and can infer individual skills from team results. We extend the system to estimate player-specific draw margins. Basedon these models we present an analysis of the skill curves of important players in the history of chess over the past 150 years. Results include plots of players' lifetime skill development as well as the ability to compare the skills of different players across time. Our results indicate that a) the overall playing strength has increased over the past 150 years, and b) that modelling a player's ability to force a draw provides significantly better predictive power.


A Kernel Statistical Test of Independence

Neural Information Processing Systems

Although kernel measures of independence have been widely applied in machine learning (notably in kernel ICA), there is as yet no method to determine whether they have detected statistically significant dependence. We provide a novel test of the independence hypothesis for one particular kernel independence measure, the Hilbert-Schmidt independence criterion (HSIC).


Near-Maximum Entropy Models for Binary Neural Representations of Natural Images

Neural Information Processing Systems

Maximum entropy analysis of binary variables provides an elegant way for studying the role of pairwise correlations in neural populations. Unfortunately, these approaches suffer from their poor scalability to high dimensions. In sensory coding, however, high-dimensional data is ubiquitous. Here, we introduce a new approach using a near-maximum entropy model, that makes this type of analysis feasible for very high-dimensional data--the model parameters can be derived in closed form and sampling is easy. Therefore, our NearMaxEnt approach can serve as a tool for testing predictions from a pairwise maximum entropy model not only for low-dimensional marginals, but also for high dimensional measurements of more than thousand units. We demonstrate its usefulness by studying natural images with dichotomized pixel intensities. Our results indicate that the statistics of such higher-dimensional measurements exhibit additional structure that are not predicted by pairwise correlations, despite the fact that pairwise correlations explain the lower-dimensional marginal statistics surprisingly well up to the limit of dimensionality where estimation of the full joint distribution is feasible.


Emergence of Spontaneous Order Through Neighborhood Formation in Peer-to-Peer Recommender Systems

arXiv.org Artificial Intelligence

The advent of the Semantic Web necessitates paradigm shifts away from centralized client/server architectures towards decentralization and peer-to-peer computation, making the existence of central authorities superfluous and even impossible. At the same time, recommender systems are gaining considerable impact in e-commerce, providing people with recommendations that are personalized and tailored to their very needs. These recommender systems have traditionally been deployed with stark centralized scenarios in mind, operating in closed communities detached from their host network's outer perimeter. We aim at marrying these two worlds, i.e., decentralized peer-to-peer computing and recommender systems, in one agent-based framework. Our architecture features an epidemic-style protocol maintaining neighborhoods of like-minded peers in a robust, selforganizing fashion. In order to demonstrate our architecture's ability to retain scalability, robustness and to allow for convergence towards high-quality recommendations, we conduct offline experiments on top of the popular MovieLens dataset.


The Latent Relation Mapping Engine: Algorithm and Experiments

arXiv.org Artificial Intelligence

Many AI researchers and cognitive scientists have argued that analogy is the core of cognition. The most influential work on computational modeling of analogy-making is Structure Mapping Theory (SMT) and its implementation in the Structure Mapping Engine (SME). A limitation of SME is the requirement for complex hand-coded representations. We introduce the Latent Relation Mapping Engine (LRME), which combines ideas from SME and Latent Relational Analysis (LRA) in order to remove the requirement for hand-coded representations. LRME builds analogical mappings between lists of words, using a large corpus of raw text to automatically discover the semantic relations among the words. We evaluate LRME on a set of twenty analogical mapping problems, ten based on scientific analogies and ten based on common metaphors. LRME achieves human-level performance on the twenty problems. We compare LRME with a variety of alternative approaches and find that they are not able to reach the same level of performance.


Convergence of Min-Sum Message Passing for Quadratic Optimization

arXiv.org Artificial Intelligence

We establish the convergence of the min-sum message passing algorithm for minimization of a broad class of quadratic objective functions: those that admit a convex decomposition. Our results also apply to the equivalent problem of the convergence of Gaussian belief propagation.


The Latent Relation Mapping Engine: Algorithm and Experiments

Journal of Artificial Intelligence Research

Many AI researchers and cognitive scientists have argued that analogy is the core of cognition. The most influential work on computational modeling of analogy-making is Structure Mapping Theory (SMT) and its implementation in the Structure Mapping Engine (SME). A limitation of SME is the requirement for complex hand-coded representations. We introduce the Latent Relation Mapping Engine (LRME), which combines ideas from SME and Latent Relational Analysis (LRA) in order to remove the requirement for hand-coded representations. LRME builds analogical mappings between lists of words, using a large corpus of raw text to automatically discover the semantic relations among the words. We evaluate LRME on a set of twenty analogical mapping problems, ten based on scientific analogies and ten based on common metaphors. LRME achieves human-level performance on the twenty problems. We compare LRME with a variety of alternative approaches and find that they are not able to reach the same level of performance.


Finding Still Lifes with Memetic/Exact Hybrid Algorithms

arXiv.org Artificial Intelligence

The maximum density still life problem (MDSLP) is a hard constraint optimization problem based on Conway's game of life. It is a prime example of weighted constrained optimization problem that has been recently tackled in the constraint-programming community. Bucket elimination (BE) is a complete technique commonly used to solve this kind of constraint satisfaction problem. When the memory required to apply BE is too high, a heuristic method based on it (denominated mini-buckets) can be used to calculate bounds for the optimal solution. Nevertheless, the curse of dimensionality makes these techniques unpractical for large size problems. In response to this situation, we present a memetic algorithm for the MDSLP in which BE is used as a mechanism for recombining solutions, providing the best possible child from the parental set. Subsequently, a multi-level model in which this exact/metaheuristic hybrid is further hybridized with branch-and-bound techniques and mini-buckets is studied. Extensive experimental results analyze the performance of these models and multi-parent recombination. The resulting algorithm consistently finds optimal patterns for up to date solved instances in less time than current approaches. Moreover, it is shown that this proposal provides new best known solutions for very large instances.


Learning to Reach Agreement in a Continuous Ultimatum Game

Journal of Artificial Intelligence Research

It is well-known that acting in an individually rational manner, according to the principles of classical game theory, may lead to sub-optimal solutions in a class of problems named social dilemmas. In contrast, humans generally do not have much difficulty with social dilemmas, as they are able to balance personal benefit and group benefit. As agents in multi-agent systems are regularly confronted with social dilemmas, for instance in tasks such as resource allocation, these agents may benefit from the inclusion of mechanisms thought to facilitate human fairness. Although many of such mechanisms have already been implemented in a multi-agent systems context, their application is usually limited to rather abstract social dilemmas with a discrete set of available strategies (usually two). Given that many real-world examples of social dilemmas are actually continuous in nature, we extend this previous work to more general dilemmas, in which agents operate in a continuous strategy space. The social dilemma under study here is the well-known Ultimatum Game, in which an optimal solution is achieved if agents agree on a common strategy. We investigate whether a scale-free interaction network facilitates agents to reach agreement, especially in the presence of fixed-strategy agents that represent a desired (e.g. human) outcome. Moreover, we study the influence of rewiring in the interaction network. The agents are equipped with continuous-action learning automata and play a large number of random pairwise games in order to establish a common strategy. From our experiments, we may conclude that results obtained in discrete-strategy games can be generalized to continuous-strategy games to a certain extent: a scale-free interaction network structure allows agents to achieve agreement on a common strategy, and rewiring in the interaction network greatly enhances the agents' ability to reach agreement. However, it also becomes clear that some alternative mechanisms, such as reputation and volunteering, have many subtleties involved and do not have convincing beneficial effects in the continuous case.


A Multiagent Reinforcement Learning Algorithm with Non-linear Dynamics

Journal of Artificial Intelligence Research

Several multiagent reinforcement learning (MARL) algorithms have been proposed to optimize agents' decisions. Due to the complexity of the problem, the majority of the previously developed MARL algorithms assumed agents either had some knowledge of the underlying game (such as Nash equilibria) and/or observed other agents actions and the rewards they received. We introduce a new MARL algorithm called the Weighted Policy Learner (WPL), which allows agents to reach a Nash Equilibrium (NE) in benchmark 2-player-2-action games with minimum knowledge. Using WPL, the only feedback an agent needs is its own local reward (the agent does not observe other agents actions or rewards). Furthermore, WPL does not assume that agents know the underlying game or the corresponding Nash Equilibrium a priori. We experimentally show that our algorithm converges in benchmark two-player-two-action games. We also show that our algorithm converges in the challenging Shapley's game where previous MARL algorithms failed to converge without knowing the underlying game or the NE. Furthermore, we show that WPL outperforms the state-of-the-art algorithms in a more realistic setting of 100 agents interacting and learning concurrently. An important aspect of understanding the behavior of a MARL algorithm is analyzing the dynamics of the algorithm: how the policies of multiple learning agents evolve over time as agents interact with one another. Such an analysis not only verifies whether agents using a given MARL algorithm will eventually converge, but also reveals the behavior of the MARL algorithm prior to convergence. We analyze our algorithm in two-player-two-action games and show that symbolically proving WPL's convergence is difficult, because of the non-linear nature of WPL's dynamics, unlike previous MARL algorithms that had either linear or piece-wise-linear dynamics. Instead, we numerically solve WPL's dynamics differential equations and compare the solution to the dynamics of previous MARL algorithms.