Europe
Learning Latent Tree Graphical Models
Choi, Myung Jin, Tan, Vincent Y. F., Anandkumar, Animashree, Willsky, Alan S.
We study the problem of learning a latent tree graphical model where samples are available only from a subset of variables. We propose two consistent and computationally efficient algorithms for learning minimal latent trees, that is, trees without any redundant hidden nodes. Unlike many existing methods, the observed nodes (or variables) are not constrained to be leaf nodes. Our first algorithm, recursive grouping, builds the latent tree recursively by identifying sibling groups using so-called information distances. One of the main contributions of this work is our second algorithm, which we refer to as CLGrouping. CLGrouping starts with a pre-processing procedure in which a tree over the observed variables is constructed. This global step groups the observed nodes that are likely to be close to each other in the true latent tree, thereby guiding subsequent recursive grouping (or equivalent procedures) on much smaller subsets of variables. This results in more accurate and efficient learning of latent trees. We also present regularized versions of our algorithms that learn latent tree approximations of arbitrary distributions. We compare the proposed algorithms to other methods by performing extensive numerical experiments on various latent tree graphical models such as hidden Markov models and star graphs. In addition, we demonstrate the applicability of our methods on real-world datasets by modeling the dependency structure of monthly stock returns in the S&P index and of the words in the 20 newsgroups dataset.
Multiplex Structures: Patterns of Complexity in Real-World Networks
Complex network theory aims to model and analyze complex systems that consist of multiple and interdependent components. Among all studies on complex networks, topological structure analysis is of the most fundamental importance, as it represents a natural route to understand the dynamics, as well as to synthesize or optimize the functions, of networks. A broad spectrum of network structural patterns have been respectively reported in the past decade, such as communities, multipartites, hubs, authorities, outliers, bow ties, and others. Here, we show that most individual real-world networks demonstrate multiplex structures. That is, a multitude of known or even unknown (hidden) patterns can simultaneously situate in the same network, and moreover they may be overlapped and nested with each other to collaboratively form a heterogeneous, nested or hierarchical organization, in which different connective phenomena can be observed at different granular levels. In addition, we show that the multiplex structures hidden in exploratory networks can be well defined as well as effectively recognized within an unified framework consisting of a set of proposed concepts, models, and algorithms. Our findings provide a strong evidence that most real-world complex systems are driven by a combination of heterogeneous mechanisms that may col-1 laboratively shape their ubiquitous multiplex structures as we observe currently. This work also contributes a mathematical tool for analyzing different sources of networks from a new perspective of unveiling multiplex structures, which will be beneficial to multiple disciplines including sociology, economics and computer science. 1 Introduction Complex network analysis provides a novel approach to examining how networked systems in nature are originated and evolving according to what basic principles, and moreover armed with such discovered principles, constructing efficient, robust as well as flexible man-made networked systems under different constraints.
Optimizing an Organized Modularity Measure for Topographic Graph Clustering: a Deterministic Annealing Approach
Rossi, Fabrice, Villa-Vialaneix, Nathalie
This paper proposes an organized generalization of Newman and Girvan's modularity measure for graph clustering. Optimized via a deterministic annealing scheme, this measure produces topologically ordered graph clusterings that lead to faithful and readable graph representations based on clustering induced graphs. Topographic graph clustering provides an alternative to more classical solutions in which a standard graph clustering method is applied to build a simpler graph that is then represented with a graph layout algorithm. A comparative study on four real world graphs ranging from 34 to 1 133 vertices shows the interest of the proposed approach with respect to classical solutions and to self-organizing maps for graphs.
A PAC-Bayesian Analysis of Graph Clustering and Pairwise Clustering
We formulate weighted graph clustering as a prediction problem: given a subset of edge weights we analyze the ability of graph clustering to predict the remaining edge weights. This formulation enables practical and theoretical comparison of different approaches to graph clustering as well as comparison of graph clustering with other possible ways to model the graph. We adapt the PAC-Bayesian analysis of co-clustering (Seldin and Tishby, 2008; Seldin, 2009) to derive a PAC-Bayesian generalization bound for graph clustering. The bound shows that graph clustering should optimize a trade-off between empirical data fit and the mutual information that clusters preserve on the graph nodes. A similar trade-off derived from information-theoretic considerations was already shown to produce state-of-the-art results in practice (Slonim et al., 2005; Yom-Tov and Slonim, 2009). This paper supports the empirical evidence by providing a better theoretical foundation, suggesting formal generalization guarantees, and offering a more accurate way to deal with finite sample issues. We derive a bound minimization algorithm and show that it provides good results in real-life problems and that the derived PAC-Bayesian bound is reasonably tight.
Automatable Evaluation Method Oriented toward Behaviour Believability for Video Games
Tencรฉ, Fabien, Buche, Cรฉdric
Classic evaluation methods of believable agents are time-consuming because they involve many human to judge agents. They are well suited to validate work on new believable behaviours models. However, during the implementation, numerous experiments can help to improve agents' believability. We propose a method which aim at assessing how much an agent's behaviour looks like humans' behaviours. By representing behaviours with vectors, we can store data computed for humans and then evaluate as many agents as needed without further need of humans. We present a test experiment which shows that even a simple evaluation following our method can reveal differences between quite believable agents and humans. This method seems promising although, as shown in our experiment, results' analysis can be difficult.
The Challenge of Believability in Video Games: Definitions, Agents Models and Imitation Learning
Tencรฉ, Fabien, Buche, Cรฉdric, De Loor, Pierre, Marc, Olivier
ABSTRACT In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, "giving the feeling of being controlled by a player", and outline the problem of its evaluation. We present several models for agents in games which can produce believable behaviours, both from industry and research. For high level of believability, learning and especially imitation learning seems to be the way to go. We make a quick overview of different approaches to make video games' agents learn from players. To conclude we propose a two-step method to develop new models for believable agents. First we must find the criteria for believability for our application and define an evaluation method. Then the model and the learning algorithm can be designed. INTRODUCTION Nowadays, more and more consoles and video games are designed to make the player feel like he/she is in the game. To define how well this goal is achieved, two criteria have been defined in academic research: immersion and presence. According to Slater, immersion is an objective criterion which depends on the hardware and software(Slater et al. 1995). It includes criteria based on virtual sensory information's types, variety, richness, direction and in which extend they override real ones. For example, force feedback and motion sensing controllers, surround sound and high dynamic range rendering can improve the immersion. Presence, also known as telepresence (Steuer 1992), is a more subjective criterion.
Progress in Computer-Assisted Inductive Theorem Proving by Human-Orientedness and Descente Infinie?
In this short position paper we briefly review the development history of automated inductive theorem proving and computer-assisted mathematical induction. We think that the current low expectations on progress in this field result from a faulty narrow-scope historical projection. Our main motivation is to explain--on an abstract but hopefully sufficiently descriptive level--why we believe that future progress in the field is to result from human-orientedness and descente infinie.
Mixed Cumulative Distribution Networks
Silva, Ricardo, Blundell, Charles, Teh, Yee Whye
Directed acyclic graphs (DAGs) are a popular framework to express multivariate probability distributions. Acyclic directed mixed graphs (ADMGs) are generalizations of DAGs that can succinctly capture much richer sets of conditional independencies, and are especially useful in modeling the effects of latent variables implicitly. Unfortunately there are currently no good parameterizations of general ADMGs. In this paper, we apply recent work on cumulative distribution networks and copulas to propose one one general construction for ADMG models. We consider a simple parameter estimation approach, and report some encouraging experimental results.
Not only a lack of right definitions: Arguments for a shift in information-processing paradigm
Machine Consciousness and Machine Intelligence are not simply new buzzwords that occupy our imagination. Over the last decades, we witness an unprecedented rise in attempts to create machines with human-like features and capabilities. However, despite widespread sympathy and abundant funding, progress in these enterprises is far from being satisfactory. The reasons for this are twofold: First, the notions of cognition and intelligence (usually borrowed from human behavior studies) are notoriously blurred and ill-defined, and second, the basic concepts underpinning the whole discourse are by themselves either undefined or defined very vaguely. That leads to improper and inadequate research goals determination, which I will illustrate with some examples drawn from recent documents issued by DARPA and the European Commission. On the other hand, I would like to propose some remedies that, I hope, would improve the current state-of-the-art disgrace.
Network Flow Algorithms for Structured Sparsity
Mairal, Julien, Jenatton, Rodolphe, Obozinski, Guillaume, Bach, Francis
We consider a class of learning problems that involve a structured sparsity-inducing norm defined as the sum of $\ell_\infty$-norms over groups of variables. Whereas a lot of effort has been put in developing fast optimization methods when the groups are disjoint or embedded in a specific hierarchical structure, we address here the case of general overlapping groups. To this end, we show that the corresponding optimization problem is related to network flow optimization. More precisely, the proximal problem associated with the norm we consider is dual to a quadratic min-cost flow problem. We propose an efficient procedure which computes its solution exactly in polynomial time. Our algorithm scales up to millions of variables, and opens up a whole new range of applications for structured sparse models. We present several experiments on image and video data, demonstrating the applicability and scalability of our approach for various problems.