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Applying Transfer Learning To Deep Learned Models For EEG Analysis

arXiv.org Machine Learning

The introduction of deep learning and transfer learning techniques in fields such as computer vision allowed a leap forward in the accuracy of image classification tasks. Currently there is only limited use of such techniques in neuroscience. The challenge of using deep learning methods to successfully train models in neuroscience, lies in the complexity of the information that is processed, the availability of data and the cost of producing sufficient high quality annotations. Inspired by its application in computer vision, we introduce transfer learning on electrophysiological data to enable training a model with limited amounts of data. Our method was tested on the dataset of the BCI competition IV 2a and compared to the top results that were obtained using traditional machine learning techniques. Using our DL model we outperform the top result of the competition by 33%. We also explore transferability of knowledge between trained models over different experiments, called inter-experimental transfer learning. This reduces the amount of required data even further and is especially useful when few subjects are available. This method is able to outperform the standard deep learning methods used in the BCI competition IV 2b approaches by 18%. In this project we propose a method that can produce reliable electroencephalography (EEG) signal classification, based on modest amounts of training data through the use of transfer learning.


Mixed-Variable Bayesian Optimization

arXiv.org Machine Learning

The optimization of expensive to evaluate, black-box, mixed-variable functions, i.e. functions that have continuous and discrete inputs, is a difficult and yet pervasive problem in science and engineering. In Bayesian optimization (BO), special cases of this problem that consider fully continuous or fully discrete domains have been widely studied. However, few methods exist for mixed-variable domains. In this paper, we introduce MiVaBo, a novel BO algorithm for the efficient optimization of mixed-variable functions that combines a linear surrogate model based on expressive feature representations with Thompson sampling. We propose two methods to optimize its acquisition function, a challenging problem for mixed-variable domains, and we show that MiVaBo can handle complex constraints over the discrete part of the domain that other methods cannot take into account. Moreover, we provide the first convergence analysis of a mixed-variable BO algorithm. Finally, we show that MiVaBo is significantly more sample efficient than state-of-the-art mixed-variable BO algorithms on hyperparameter tuning tasks.


Learning to Traverse Latent Spaces for Musical Score Inpainting

arXiv.org Machine Learning

Music Inpainting is the task of filling in missing or lost information in a piece of music. We investigate this task from an interactive music creation perspective. To this end, a novel deep learning-based approach for musical score inpainting is proposed. The designed model takes both past and future musical context into account and is capable of suggesting ways to connect them in a musically meaningful manner. To achieve this, we leverage the representational power of the latent space of a Variational Auto-Encoder and train a Recurrent Neural Network which learns to traverse this latent space conditioned on the past and future musical contexts. Consequently, the designed model is capable of generating several measures of music to connect two musical excerpts. The capabilities and performance of the model are showcased by comparison with competitive baselines using several objective and subjective evaluation methods. The results show that the model generates meaningful inpaintings and can be used in interactive music creation applications. Overall, the method demonstrates the merit of learning complex trajectories in the latent spaces of deep generative models.


WHAM!: Extending Speech Separation to Noisy Environments

arXiv.org Machine Learning

Recent progress in separating the speech signals from multiple overlapping speakers using a single audio channel has brought us closer to solving the cocktail party problem. However, most studies in this area use a constrained problem setup, comparing performance when speakers overlap almost completely, at artificially low sampling rates, and with no external background noise. In this paper, we strive to move the field towards more realistic and challenging scenarios. To that end, we created the WSJ0 Hipster Ambient Mixtures (WHAM!) dataset, consisting of two speaker mixtures from the wsj0-2mix dataset combined with real ambient noise samples. The samples were collected in coffee shops, restaurants, and bars in the San Francisco Bay Area, and are made publicly available. We benchmark various speech separation architectures and objective functions to evaluate their robustness to noise. While separation performance decreases as a result of noise, we still observe substantial gains relative to the noisy signals for most approaches.


Pareto Smoothed Importance Sampling

arXiv.org Machine Learning

Importance weighting is a general way to adjust Monte Carlo integration to account for draws from the wrong distribution, but the resulting estimate can be noisy when the importance ratios have a heavy right tail. This routinely occurs when there are aspects of the target distribution that are not well captured by the approximating distribution, in which case more stable estimates can be obtained by modifying extreme importance ratios. We present a new method for stabilizing importance weights using a generalized Pareto distribution fit to the upper tail of the distribution of the simulated importance ratios. The method, which empirically performs better than existing methods for stabilizing importance sampling estimates, includes stabilized effective sample size estimates, Monte Carlo error estimates and convergence diagnostics.


Playing Go without Game Tree Search Using Convolutional Neural Networks

arXiv.org Artificial Intelligence

The game of Go has a long history in East Asian countries, but the field of Computer Go has yet to catch up to humans until the past couple of years. While the rules of Go are simple, the strategy and combinatorics of the game are immensely complex. Even within the past couple of years, new programs that rely on neural networks to evaluate board positions still explore many orders of magnitude more board positions per second than a professional can. We attempt to mimic human intuition in the game by creating a convolutional neural policy network which, without any sort of tree search, should play the game at or above the level of most humans. We introduce three structures and training methods that aim to create a strong Go player: non-rectangular convolutions, which will better learn the shapes on the board, supervised learning, training on a data set of 53,000 professional games, and reinforcement learning, training on games played between different versions of the network. Our network has already surpassed the skill level of intermediate amateurs simply using supervised learning. Further training and implementation of non-rectangular convolutions and reinforcement learning will likely increase this skill level much further.


Rule Applicability on RDF Triplestore Schemas

arXiv.org Artificial Intelligence

Rule-based systems play a critical role in health and safety, where policies created by experts are usually formalised as rules. When dealing with increasingly large and dynamic sources of data, as in the case of Internet of Things (IoT) applications, it becomes important not only to efficiently apply rules, but also to reason about their applicability on datasets confined by a certain schema. In this paper we define the notion of a triplestore schema which models a set of RDF graphs. Given a set of rules and such a schema as input we propose a method to determine rule applicability and produce output schemas. Output schemas model the graphs that would be obtained by running the rules on the graph models of the input schema. We present two approaches: one based on computing a canonical (critical) instance of the schema, and a novel approach based on query rewriting. We provide theoretical, complexity and evaluation results that show the superior efficiency of our rewriting approach.


Evolving the Hearthstone Meta

arXiv.org Artificial Intelligence

Balancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task. The target of making strategies diverse and customizable results in a delicate intricate system. Tuning over 2000 cards to generate the desired outcome without disrupting the existing environment becomes a laborious challenge. In this paper, we discuss the impacts that changes to existing cards can have on strategy in Hearthstone. By analyzing the win rate on match-ups across different decks, being played by different strategies, we propose to compare their performance before and after changes are made to improve or worsen different cards. Then, using an evolutionary algorithm, we search for a combination of changes to the card attributes that cause the decks to approach equal, 50% win rates. We then expand our evolutionary algorithm to a multi-objective solution to search for this result, while making the minimum amount of changes, and as a consequence disruption, to the existing cards. Lastly, we propose and evaluate metrics to serve as heuristics with which to decide which cards to target with balance changes.


E-Sports Talent Scouting Based on Multimodal Twitch Stream Data

arXiv.org Artificial Intelligence

We propose and investigate feasibility of a novel task that consists in finding e-sports talent using multimodal Twitch chat and video stream data. In that, we focus on predicting the ranks of Counter-Strike: Global Offensive (CS:GO) gamers who broadcast their games on Twitch. During January 2019-April 2019, we have built two Twitch stream collections: One for 425 publicly ranked CS:GO gamers and one for 9,928 unranked CS:GO gamers. We extract neural features from video, audio and text chat data and estimate modality-specific probabilities for a gamer to be top-ranked during the data collection time-frame. A hierarchical Bayesian model is then used to pool the evidence across modalities and generate estimates of intrinsic skill for each gamer. Our modeling is validated through correlating the intrinsic skill predictions with May 2019 ranks of the publicly profiled gamers.


Analysis of the Synergy between Modularity and Autonomy in an Artificial Intelligence Based Fleet Competition

arXiv.org Artificial Intelligence

A novel approach is provided for evaluating the benefits and burdens from vehicle modularity in fleets/units through the analysis of a game theoretical model of the competition between autonomous vehicle fleets in an attacker-defender game. We present an approach to obtain the heuristic operational strategies through fitting a decision tree on high-fidelity simulation results of an intelligent agent-based model. A multi-stage game theoretical model is also created for decision making considering military resources and impacts of past decisions. Nash equilibria of the operational strategy are revealed, and their characteristics are explored. The benefits of fleet modularity are also analyzed by comparing the results of the decision making process under diverse operational situations.