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Data-driven preference learning methods for value-driven multiple criteria sorting with interacting criteria
Liu, Jiapeng, Kadzinski, Milosz, Liao, Xiuwu, Mao, Xiaoxin
The learning of predictive models for data-driven decision support has been a prevalent topic in many fields. However, construction of models that would capture interactions among input variables is a challenging task. In this paper, we present a new preference learning approach for multiple criteria sorting with potentially interacting criteria. It employs an additive piecewise-linear value function as the basic preference model, which is augmented with components for handling the interactions. To construct such a model from a given set of assignment examples concerning reference alternatives, we develop a convex quadratic programming model. Since its complexity does not depend on the number of training samples, the proposed approach is capable for dealing with data-intensive tasks. To improve the generalization of the constructed model on new instances and to overcome the problem of over-fitting, we employ the regularization techniques. We also propose a few novel methods for classifying non-reference alternatives in order to enhance the applicability of our approach to different datasets. The practical usefulness of the proposed method is demonstrated on a problem of parametric evaluation of research units, whereas its predictive performance is studied on several monotone learning datasets. The experimental results indicate that our approach compares favourably with the classical UTADIS method and the Choquet integral-based sorting model.
Discovering Hidden Structure in High Dimensional Human Behavioral Data via Tensor Factorization
Hosseinmardi, Homa, Kao, Hsien-Te, Lerman, Kristina, Ferrara, Emilio
In recent years, the rapid growth in technology has increased the opportunity for longitudinal human behavioral studies. Rich multimodal data, from wearables like Fitbit, online social networks, mobile phones etc. can be collected in natural environments. Uncovering the underlying low-dimensional structure of noisy multi-way data in an unsupervised setting is a challenging problem. Tensor factorization has been successful in extracting the interconnected low-dimensional descriptions of multi-way data. In this paper, we apply non-negative tensor factorization on a real-word wearable sensor data, StudentLife, to find latent temporal factors and group of similar individuals. Meta data is available for the semester schedule, as well as the individuals' performance and personality. We demonstrate that non-negative tensor factorization can successfully discover clusters of individuals who exhibit higher academic performance, as well as those who frequently engage in leisure activities. The recovered latent temporal patterns associated with these groups are validated against ground truth data to demonstrate the accuracy of our framework.
Learning to Prove Theorems via Interacting with Proof Assistants
Humans prove theorems by relying on substantial high-level reasoning and problem-specific insights. Proof assistants offer a formalism that resembles human mathematical reasoning, representing theorems in higher-order logic and proofs as high-level tactics. However, human experts have to construct proofs manually by entering tactics into the proof assistant. In this paper, we study the problem of using machine learning to automate the interaction with proof assistants. We construct CoqGym, a large-scale dataset and learning environment containing 71K human-written proofs from 123 projects developed with the Coq proof assistant. We develop ASTactic, a deep learning-based model that generates tactics as programs in the form of abstract syntax trees (ASTs). Experiments show that ASTactic trained on CoqGym can generate effective tactics and can be used to prove new theorems not previously provable by automated methods. Code is available at https://github.com/princeton-vl/CoqGym.
The Machine Learning Bazaar: Harnessing the ML Ecosystem for Effective System Development
Smith, Micah J., Sala, Carles, Kanter, James Max, Veeramachaneni, Kalyan
As machine learning is applied more and more widely, data scientists often struggle to find or create end-to-end machine learning systems for specific tasks. The proliferation of libraries and frameworks and the complexity of the tasks have led to the emergence of "pipeline jungles" -- brittle, ad hoc ML systems. To address these problems, we introduce the Machine Learning Bazaar, a new approach to developing machine learning and AutoML software systems. First, we introduce ML primitives, a unified API and specification for data processing and ML components from different software libraries. Next, we compose primitives into usable ML programs, abstracting away glue code, data flow, and data storage. We further pair these programs with a hierarchy of search strategies -- Bayesian optimization and bandit learning. Finally, we create and describe a general-purpose, multi-task, end-to-end AutoML system that provides solutions to a variety of ML problem types (classification, regression, anomaly detection, graph matching, etc.) and data modalities (image, text, graph, tabular, relational, etc.). We both evaluate our approach on a curated collection of 431 real-world ML tasks and search millions of pipelines, and also demonstrate real-world use cases and case studies.
Semi-Supervised Learning with Scarce Annotations
Rebuffi, Sylvestre-Alvise, Ehrhardt, Sebastien, Han, Kai, Vedaldi, Andrea, Zisserman, Andrew
While semi-supervised learning (SSL) algorithms provide an efficient way to make use of both labelled and unlabelled data, they generally struggle when the number of annotated samples is very small. In this work, we consider the problem of SSL multi-class classification with very few labelled instances. We introduce two key ideas. The first is a simple but effective one: we leverage the power of transfer learning among different tasks and self-supervision to initialize a good representation of the data without making use of any label. The second idea is a new algorithm for SSL that can exploit well such a pre-trained representation. The algorithm works by alternating two phases, one fitting the labelled points and one fitting the unlabelled ones, with carefully-controlled information flow between them. The benefits are greatly reducing overfitting of the labelled data and avoiding issue with balancing labelled and unlabelled losses during training. We show empirically that this method can successfully train competitive models with as few as 10 labelled data points per class. More in general, we show that the idea of bootstrapping features using self-supervised learning always improves SSL on standard benchmarks. We show that our algorithm works increasingly well compared to other methods when refining from other tasks or datasets.
Survival Function Matching for Calibrated Time-to-Event Predictions
Chapfuwa, Paidamoyo, Tao, Chenyang, Carin, Lawrence, Henao, Ricardo
Models for predicting the time of a future event are crucial for risk assessment, across a diverse range of applications. Existing time-to-event (survival) models have focused primarily on preserving pairwise ordering of estimated event times, or relative risk. Model calibration is relatively under explored, despite its critical importance in time-to-event applications. We present a survival function estimator for probabilistic predictions in time-to-event models, based on a neural network model for draws from the distribution of event times, without explicit assumptions on the form of the distribution. This is done like in adversarial learning, but we achieve learning without a discriminator or adversarial objective. The proposed estimator can be used in practice as a means of estimating and comparing conditional survival distributions, while accounting for the predictive uncertainty of probabilistic models. Extensive experiments show that the proposed model outperforms existing approaches, trained both with and without adversarial learning, in terms of both calibration and concentration of time-to-event distributions.
Robustness Against Outliers For Deep Neural Networks By Gradient Conjugate Priors
Gurevich, Pavel, Stuke, Hannes
We analyze a new robust method for the reconstruction of probability distributions of observed data in the presence of output outliers. It is based on a so-called gradient conjugate prior (GCP) network which outputs the parameters of a prior. By rigorously studying the dynamics of the GCP learning process, we derive an explicit formula for correcting the obtained variance of the marginal distribution and removing the bias caused by outliers in the training set. Assuming a Gaussian (input-dependent) ground truth distribution contaminated with a proportion $\varepsilon$ of outliers, we show that the fitted mean is in a $c e^{-1/\varepsilon}$-neighborhood of the ground truth mean and the corrected variance is in a $b\varepsilon$-neighborhood of the ground truth variance, whereas the uncorrected variance of the marginal distribution can even be infinite. We explicitly find $b$ as a function of the output of the GCP network, without a priori knowledge of the outliers (possibly input-dependent) distribution. Experiments with synthetic and real-world data sets indicate that the GCP network fitted with a standard optimizer outperforms other robust methods for regression.
Things You May Not Know About Adversarial Example: A Black-box Adversarial Image Attack
Duan, Yuchao, Zhao, Zhe, Bu, Lei, Song, Fu
Numerous methods for crafting adversarial examples were proposed recently with high success rate. Most existing works normalize images into a continuous, real vector, domain firstly, and then craft adversarial examples in this domain. However, "adversarial" examples may become benign after de-normalizing them back into the discrete integer domain, known as the discretization problem. The discretization problem was mentioned in some work, but was underestimated and has received relatively little attention. In this work, we conduct the first comprehensive study of the discretization problem. We theoretically analyze 34 representative methods and empirically study 20 representative open source tools for crafting adversarial images. Our study reveals that almost all existing works suffer from the discretization problem and it is far more serious than originally thought. For instance, most black-box methods downgrade to white-box ones and methods having higher success rates drop down to lower high success rates, e.g., from 100% to 10%. This suggests that the discretization problem should be taken into account when crafting adversarial examples. As a first step towards addressing this problem, we propose a black-box method which reduces the adversarial example searching problem to a derivative-free optimization problem. Our method is able to craft `real' adversarial images by derivative-free search on the discrete integer domain. Experimental results show that our method achieves significantly higher success rate in terms of adversarial examples in the discrete integer domain than most other methods, no matter white-box or black-box. Moreover, our method is able to handle models that is non-differentiable and we successfully break the winner of NIPS 17 competition on defense with 95% success rate.
Time to Die: Death Prediction in Dota 2 using Deep Learning
Katona, Adam, Spick, Ryan, Hodge, Victoria, Demediuk, Simon, Block, Florian, Drachen, Anders, Walker, James Alfred
Esports have become major international sports with hundreds of millions of spectators. Esports games generate massive amounts of telemetry data. Using these to predict the outcome of esports matches has received considerable attention, but micro-predictions, which seek to predict events inside a match, is as yet unknown territory. Micro-predictions are however of perennial interest across esports commentators and audience, because they provide the ability to observe events that might otherwise be missed: esports games are highly complex with fast-moving action where the balance of a game can change in the span of seconds, and where events can happen in multiple areas of the playing field at the same time. Such events can happen rapidly, and it is easy for commentators and viewers alike to miss an event and only observe the following impact of events. In Dota 2, a player hero being killed by the opposing team is a key event of interest to commentators and audience. We present a deep learning network with shared weights which provides accurate death predictions within a five-second window. The network is trained on a vast selection of Dota 2 gameplay features and professional/semi-professional level match dataset. Even though death events are rare within a game (1\% of the data), the model achieves 0.377 precision with 0.725 recall on test data when prompted to predict which of any of the 10 players of either team will die within 5 seconds. An example of the system applied to a Dota 2 match is presented. This model enables real-time micro-predictions of kills in Dota 2, one of the most played esports titles in the world, giving commentators and viewers time to move their attention to these key events.
Textured Neural Avatars
Shysheya, Aliaksandra, Zakharov, Egor, Aliev, Kara-Ali, Bashirov, Renat, Burkov, Egor, Iskakov, Karim, Ivakhnenko, Aleksei, Malkov, Yury, Pasechnik, Igor, Ulyanov, Dmitry, Vakhitov, Alexander, Lempitsky, Victor
We present a system for learning full-body neural avatars, i.e. deep networks that produce full-body renderings of a person for varying body pose and camera position. Our system takes the middle path between the classical graphics pipeline and the recent deep learning approaches that generate images of humans using image-to-image translation. In particular, our system estimates an explicit two-dimensional texture map of the model surface. At the same time, it abstains from explicit shape modeling in 3D. Instead, at test time, the system uses a fully-convolutional network to directly map the configuration of body feature points w.r.t. the camera to the 2D texture coordinates of individual pixels in the image frame. We show that such a system is capable of learning to generate realistic renderings while being trained on videos annotated with 3D poses and foreground masks. We also demonstrate that maintaining an explicit texture representation helps our system to achieve better generalization compared to systems that use direct image-to-image translation.