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Automated detection of oral pre-cancerous tongue lesions using deep learning for early diagnosis of oral cavity cancer

arXiv.org Machine Learning

Discovering oral cavity cancer (OCC) at an early stage is an effective way to increase patient survival rate. However, current initial screening process is done manually and is expensive for the average individual, especially in developing countries worldwide. This problem is further compounded due to the lack of specialists in such areas. Automating the initial screening process using artificial intelligence (AI) to detect pre-cancerous lesions can prove to be an effective and inexpensive technique that would allow patients to be triaged accordingly to receive appropriate clinical management. In this study, we have applied and evaluated the efficacy of six deep convolutional neural network (DCNN) models using transfer learning, for identifying pre-cancerous tongue lesions directly using a small data set of clinically annotated photographic images to diagnose early signs of OCC. DCNN model based on Vgg19 architecture was able to differentiate between benign and pre-cancerous tongue lesions with a mean classification accuracy of 0.98, sensitivity 0.89 and specificity 0.97. Additionally, the ResNet50 DCNN model was able to distinguish between five types of tongue lesions i.e. hairy tongue, fissured tongue, geographic tongue, strawberry tongue and oral hairy leukoplakia with a mean classification accuracy of 0.97. Preliminary results using an (AI+Physician) ensemble model demonstrate that an automated initial screening process of tongue lesions using DCNNs can achieve near-human level classification performance for diagnosing early signs of OCC in patients.


On Efficient Multilevel Clustering via Wasserstein Distances

arXiv.org Machine Learning

We propose a novel approach to the problem of multilevel clustering, which aims to simultaneously partition data in each group and discover grouping patterns among groups in a potentially large hierarchically structured corpus of data. Our method involves a joint optimization formulation over several spaces of discrete probability measures, which are endowed with Wasserstein distance metrics. We propose several variants of this problem, which admit fast optimization algorithms, by exploiting the connection to the problem of finding Wasserstein barycenters. Consistency properties are established for the estimates of both local and global clusters. Finally, the experimental results with both synthetic and real data are presented to demonstrate the flexibility and scalability of the proposed approach.


DAOC: Stable Clustering of Large Networks

arXiv.org Machine Learning

--Clustering is a crucial component of many data mining systems involving the analysis and exploration of various data. Data diversity calls for clustering algorithms to be accurate while providing stable (i.e., deterministic and robust) results on arbitrary input networks. Moreover, modern systems often operate with large datasets, which implicitly constrains the complexity of the clustering algorithm. Existing clustering techniques are only partially stable, however, as they guarantee either determinism or robustness. T o address this issue, we introduce DAOC, a Deterministic and Agglomerative Overlapping Clustering algorithm. DAOC leverages a new technique called Overlap Decomposition to identify fine-grained clusters in a deterministic way capturing multiple optima. In addition, it leverages a novel consensus approach, Mutual Maximal Gain, to ensure robustness and further improve the stability of the results while still being capable of identifying micro-scale clusters. Our empirical results on both synthetic and real-world networks show that DAOC yields stable clusters while being on average 25% more accurate than state-of-the-art deterministic algorithms without requiring any tuning. Our approach has the ambition to greatly simplify and speed up data analysis tasks involving iterative processing (need for determinism) as well as data fluctuations (need for robustness) and to provide accurate and reproducible results. Clustering is a fundamental part of data mining with a wide applicability to statistical analysis and exploration of physical, social, biological and informational systems.


Generalized Resilience and Robust Statistics

arXiv.org Machine Learning

Robust statistics traditionally focuses on outliers, or perturbations in total variation distance. However, a dataset could be corrupted in many other ways, such as systematic measurement errors and missing covariates. We generalize the robust statistics approach to consider perturbations under any Wasserstein distance, and show that robust estimation is possible whenever a distribution's population statistics are robust under a certain family of friendly perturbations. This generalizes a property called resilience previously employed in the special case of mean estimation with outliers. We justify the generalized resilience property by showing that it holds under moment or hypercontractive conditions. Even in the total variation case, these subsume conditions in the literature for mean estimation, regression, and covariance estimation; the resulting analysis simplifies and sometimes improves these known results in both population limit and finite-sample rate. Our robust estimators are based on minimum distance (MD) functionals (Donoho and Liu, 1988), which project onto a set of distributions under a discrepancy related to the perturbation. We present two approaches for designing MD estimators with good finite-sample rates: weakening the discrepancy and expanding the set of distributions. We also present connections to Gao et al. (2019)'s recent analysis of generative adversarial networks for robust estimation.


Value function estimation in Markov reward processes: Instance-dependent $\ell_\infty$-bounds for policy evaluation

arXiv.org Machine Learning

A variety of applications spanning science and engineering use Markov reward processes as models for real-world phenomena, including queueing systems, transportation networks, robotic exploration, game playing, and epidemiology. In some of these settings, the underlying parameters that govern the process are known to the modeller, but in others, these must be estimated from observed data. A salient example of the latter setting, which forms the main motivation for this paper, is the policy evaluation problem encountered in Markov decision processes (MDPs) and reinforcement learning [Ber95a; Ber95b; SB18]. Here an agent operates in an environment whose dynamics are unknown: at each step, it observes the current state of the environment, and takes an action that changes its state according to some stochastic transition function determined by the environment. The goal is to evaluate the utility of some policy--that is, a mapping from states to actions, where utility is measured using rewards that the agent receives from the environment. These rewards are usually assumed to be additive over time, and since the policy determines the action to be taken at each state, the reward obtained at any time is simply a function of the current state of the agent. Thus, this setting induces a Markov reward process (MRP) on the state space, in which both the underlying transitions and rewards are unknown to the agent. The agent only observes samples of state transitions and rewards. 1


Sample Efficient Policy Gradient Methods with Recursive Variance Reduction

arXiv.org Machine Learning

Improving the sample efficiency in reinforcement learning has been a long-standing research problem. In this work, we aim to reduce the sample complexity of existing policy gradient methods. We propose a novel policy gradient algorithm called SRVR-PG, which only requires $O(1/\epsilon^{3/2})$ episodes to find an $\epsilon$-approximate stationary point of the nonconcave performance function $J(\boldsymbol{\theta})$ (i.e., $\boldsymbol{\theta}$ such that $\|\nabla J(\boldsymbol{\theta})\|_2^2\leq\epsilon$). This sample complexity improves the best known result $O(1/\epsilon^{5/3})$ for policy gradient algorithms by a factor of $O(1/\epsilon^{1/6})$. In addition, we also propose a variant of SRVR-PG with parameter exploration, which explores the initial policy parameter from a prior probability distribution. We conduct numerical experiments on classic control problems in reinforcement learning to validate the performance of our proposed algorithms.


Fine-Tuning Language Models from Human Preferences

arXiv.org Machine Learning

Reward learning enables the application of reinforcement learning (RL) to tasks where reward is defined by human judgment, building a model of reward by asking humans questions. Most work on reward learning has used simulated environments, but complex information about values is often expressed in natural language, and we believe reward learning for language is a key to making RL practical and safe for real-world tasks. In this paper, we build on advances in generative pretraining of language models to apply reward learning to four natural language tasks: continuing text with positive sentiment or physically descriptive language, and summarization tasks on the TL;DR and CNN/Daily Mail datasets. For stylistic continuation we achieve good results with only 5,000 comparisons evaluated by humans. For summarization, models trained with 60,000 comparisons copy whole sentences from the input but skip irrelevant preamble; this leads to reasonable ROUGE scores and very good performance according to our human labelers, but may be exploiting the fact that labelers rely on simple heuristics.


No-Regret Learning in Unknown Games with Correlated Payoffs

arXiv.org Machine Learning

We consider the problem of learning to play a repeated multi-agent game with an unknown reward function. Single player online learning algorithms attain strong regret bounds when provided with full information feedback, which unfortunately is unavailable in many real-world scenarios. Bandit feedback alone, i.e., observing outcomes only for the selected action, yields substantially worse performance. In this paper, we consider a natural model where, besides a noisy measurement of the obtained reward, the player can also observe the opponents' actions. This feedback model, together with a regularity assumption on the reward function, allows us to exploit the correlations among different game outcomes by means of Gaussian processes (GPs). We propose a novel confidence-bound based bandit algorithm GP-MW, which utilizes the GP model for the reward function and runs a multiplicative weight (MW) method. We obtain novel kernel-dependent regret bounds that are comparable to the known bounds in the full information setting, while substantially improving upon the existing bandit results. We experimentally demonstrate the effectiveness of GP-MW in random matrix games, as well as real-world problems of traffic routing and movie recommendation. In our experiments, GP-MW consistently outperforms several baselines, while its performance is often comparable to methods that have access to full information feedback.


k-Relevance Vectors for Pattern Classification

arXiv.org Machine Learning

This study combines two different learning paradigms, k-nearest neighbor (k-NN) rule, as memory-based learning paradigm and relevance vector machines (RVM), as statistical learning paradigm. This combination is performed in kernel space and is called k-relevance vector (k-RV). The purpose is to improve the performance of k-NN rule. The proposed model significantly prunes irrelevant attributes. We also introduced a new parameter, responsible for early stopping of iterations in RVM. We show that the new parameter improves the classification accuracy of k-RV. Intensive experiments are conducted on several classification datasets from University of California Irvine (UCI) repository and two real datasets from computer vision domain. The performance of k-RV is highly competitive compared to a few state-of-the-arts in terms of classification accuracy.


Learning from Bandit Feedback: An Overview of the State-of-the-art

arXiv.org Machine Learning

In machine learning we often try to optimise a decision rule that would have worked well over a historical dataset; this is the so called empirical risk minimisation principle. In the context of learning from recommender system logs, applying this principle becomes a problem because we do not have available the reward of decisions we did not do. In order to handle this "bandit-feedback" setting, several Counterfactual Risk Minimisation (CRM) methods have been proposed in recent years, that attempt to estimate the performance of different policies on historical data. Through importance sampling and various variance reduction techniques, these methods allow more robust learning and inference than classical approaches. It is difficult to accurately estimate the performance of policies that frequently perform actions that were infrequently done in the past and a number of different types of estimators have been proposed. In this paper, we review several methods, based on different off-policy estimators, for learning from bandit feedback. We discuss key differences and commonalities among existing approaches, and compare their empirical performance on the RecoGym simulation environment. To the best of our knowledge, this work is the first comparison study for bandit algorithms in a recommender system setting.