Europe
A Growing Neural Gas Network Learns Topologies
An incremental network model is introduced which is able to learn the important topological relations in a given set of input vectors by means of a simple Hebb-like learning rule. In contrast to previous approaches like the "neural gas" method of Martinetz and Schulten (1991, 1994), this model has no parameters which change over time and is able to continue learning, adding units and connections, until a performance criterion has been met. Applications of the model include vector quantization, clustering, and interpolation.
SIMPLIFYING NEURAL NETS BY DISCOVERING FLAT MINIMA
Hochreiter, Sepp, Schmidhuber, Jรผrgen
We present a new algorithm for finding low complexity networks with high generalization capability. The algorithm searches for large connected regions of so-called ''fiat'' minima of the error function. Inthe weight-space environment of a "flat" minimum, the error remains approximately constant. Using an MDL-based argument, flatminima can be shown to correspond to low expected overfitting. Although our algorithm requires the computation of second order derivatives, it has backprop's order of complexity.
Extracting Rules from Artificial Neural Networks with Distributed Representations
Although artificial neural networks have been applied in a variety of real-world scenarios with remarkable success, they have often been criticized for exhibiting a low degree of human comprehensibility. Techniques that compile compact sets of symbolic rules out of artificial neural networks offer a promising perspective to overcome this obvious deficiency of neural network representations. This paper presents an approach to the extraction of if-then rules from artificial neural networks.Its key mechanism is validity interval analysis, which is a generic tool for extracting symbolic knowledge by propagating rule-like knowledge through Backpropagation-style neural networks. Empirical studies in a robot arm domain illustrate theappropriateness of the proposed method for extracting rules from networks with real-valued and distributed representations.
Multidimensional Scaling and Data Clustering
Hofmann, Thomas, Buhmann, Joachim
Visualizing and structuring pairwise dissimilarity data are difficult combinatorial optimization problemsknown as multidimensional scaling or pairwise data clustering. Algorithms for embedding dissimilarity data set in a Euclidian space, for clustering these data and for actively selecting data to support the clustering process are discussed in the maximum entropy framework. Active data selection provides a strategy to discover structure in a data set efficiently with partially unknown data. 1 Introduction Grouping experimental data into compact clusters arises as a data analysis problem in psychology, linguistics,genetics and other experimental sciences. The data which are supposed to be clustered are either given by an explicit coordinate representation (central clustering) or, in the non-metric case, they are characterized by dissimilarity values for pairs of data points (pairwise clustering). In this paper we study algorithms (i) for embedding non-metric data in a D-dimensional Euclidian space, (ii) for simultaneous clustering and embedding of non-metric data, and (iii) for active data selection to determine a particular cluster structure with minimal number of data queries. All algorithms are derived from the maximum entropy principle (Hertz et al., 1991) which guarantees robust statistics (Tikochinsky et al., 1984).
Bayesian Query Construction for Neural Network Models
Paass, Gerhard, Kindermann, Jรถrg
If data collection is costly, there is much to be gained by actively selecting particularlyinformative data points in a sequential way. In a Bayesian decision-theoretic framework we develop a query selection criterionwhich explicitly takes into account the intended use of the model predictions. By Markov Chain Monte Carlo methods the necessary quantities can be approximated to a desired precision. Asthe number of data points grows, the model complexity is modified by a Bayesian model selection strategy. The properties oftwo versions of the criterion ate demonstrated in numerical experiments.
Combining Estimators Using Non-Constant Weighting Functions
Tresp, Volker, Taniguchi, Michiaki
Volker Tresp*and Michiaki Taniguchi Siemens AG, Central Research Otto-Hahn-Ring 6 81730 Miinchen, Germany Abstract This paper discusses the linearly weighted combination of estimators inwhich the weighting functions are dependent on the input. We show that the weighting functions can be derived either by evaluating the input dependent variance of each estimator or by estimating how likely it is that a given estimator has seen data in the region of the input space close to the input pattern. The latter solutionis closely related to the mixture of experts approach and we show how learning rules for the mixture of experts can be derived from the theory about learning with missing features. The presented approaches are modular since the weighting functions can easily be modified (no retraining) if more estimators are added. Furthermore,it is easy to incorporate estimators which were not derived from data such as expert systems or algorithms. 1 Introduction Instead of modeling the global dependency between input x E D and output y E using a single estimator, it is often very useful to decompose a complex mapping -'\.t the time of the research for this paper, a visiting researcher at the Center for Biological and Computational Learning, MIT.
Finding Structure in Reinforcement Learning
Thrun, Sebastian, Schwartz, Anton
Reinforcement learning addresses the problem of learning to select actions in order to maximize one's performance in unknown environments. To scale reinforcement learning to complex real-world tasks, such as typically studied in AI, one must ultimately be able to discover the structure in the world, in order to abstract away the myriad of details and to operate in more tractable problem spaces. This paper presents the SKILLS algorithm. SKILLS discovers skills, which are partially defined action policies that arise in the context of multiple, related tasks.
Instance-Based State Identification for Reinforcement Learning
This paper presents instance-based state identification, an approach to reinforcement learning and hidden state that builds disambiguating amountsof short-term memory online, and also learns with an order of magnitude fewer training steps than several previous approaches. Inspiredby a key similarity between learning with hidden state and learning in continuous geometrical spaces, this approach uses instance-based (or "memory-based") learning, a method that has worked well in continuous spaces. 1 BACKGROUND AND RELATED WORK When a robot's next course of action depends on information that is hidden from the sensors because of problems such as occlusion, restricted range, bounded field of view and limited attention, the robot suffers from hidden state. More formally, we say a reinforcement learning agent suffers from the hidden state problem if the agent's state representation is non-Markovian with respect to actions and utility. The hidden state problem arises as a case of perceptual aliasing: the mapping between statesof the world and sensations of the agent is not one-to-one [Whitehead, 1992]. If the agent's perceptual system produces the same outputs for two world states in which different actions are required, and if the agent's state representation consists only of its percepts, then the agent will fail to choose correct actions.
Advantage Updating Applied to a Differential Game
Harmon, Mance E., III, Leemon C. Baird, Klopf, A. Harry
An application of reinforcement learning to a linear-quadratic, differential game is presented. The reinforcement learning system uses a recently developed algorithm, the residual gradient form of advantage updating. The game is a Markov Decision Process (MDP) with continuous time, states, and actions, linear dynamics, and a quadratic cost function. The game consists of two players, a missile and a plane; the missile pursues the plane and the plane evades the missile. The reinforcement learning algorithm for optimal control is modified for differential games in order to find the minimax point, rather than the maximum. Simulation results are compared to the optimal solution, demonstrating that the simulated reinforcement learning system converges to the optimal answer. The performance of both the residual gradient and non-residual gradient forms of advantage updating and Q-learning are compared. The results show that advantage updating converges faster than Q-learning in all simulations.