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Interpretable Automated Machine Learning in Maana(TM) Knowledge Platform
Elkholy, Alexander, Yang, Fangkai, Gustafson, Steven
Machine learning is becoming an essential part of developing solutions for many industrial applications, but the lack of interpretability hinders wide industry adoption to rapidly build, test, deploy and validate machine learning models, in the sense that the insight of developing machine learning solutions are not structurally encoded, justified and transferred. In this paper we describe Maana Meta-learning Service, an interpretable and interactive automated machine learning service residing in Maana Knowledge Platform that performs machine-guided, user assisted pipeline search and hyper-parameter tuning and generates structured knowledge about decisions for pipeline profiling and selection. The service is shipped with Maana Knowledge Platform and is validated using benchmark dataset. Furthermore, its capability of deriving knowledge from pipeline search facilitates various inference tasks and transferring to similar data science projects.
Optimal Convergence Rate of Hamiltonian Monte Carlo for Strongly Logconcave Distributions
Chen, Zongchen, Vempala, Santosh S.
We study Hamiltonian Monte Carlo (HMC) for sampling from a strongly logconcave density proportional to $e^{-f}$ where $f:\mathbb{R}^d \to \mathbb{R}$ is $\mu$-strongly convex and $L$-smooth (the condition number is $\kappa = L/\mu$). We show that the relaxation time (inverse of the spectral gap) of ideal HMC is $O(\kappa)$, improving on the previous best bound of $O(\kappa^{1.5})$; we complement this with an example where the relaxation time is $\Omega(\kappa)$. When implemented using a nearly optimal ODE solver, HMC returns an $\varepsilon$-approximate point in $2$-Wasserstein distance using $\widetilde{O}((\kappa d)^{0.5} \varepsilon^{-1})$ gradient evaluations per step and $\widetilde{O}((\kappa d)^{1.5}\varepsilon^{-1})$ total time.
Is a Single Embedding Enough? Learning Node Representations that Capture Multiple Social Contexts
Epasto, Alessandro, Perozzi, Bryan
Recent interest in graph embedding methods has focused on learning a single representation for each node in the graph. But can nodes really be best described by a single vector representation? In this work, we propose a method for learning multiple representations of the nodes in a graph (e.g., the users of a social network). Based on a principled decomposition of the ego-network, each representation encodes the role of the node in a different local community in which the nodes participate. These representations allow for improved reconstruction of the nuanced relationships that occur in the graph -- a phenomenon that we illustrate through state-of-the-art results on link prediction tasks on a variety of graphs, reducing the error by up to $90\%$. In addition, we show that these embeddings allow for effective visual analysis of the learned community structure.
Improving and Understanding Variational Continual Learning
Swaroop, Siddharth, Nguyen, Cuong V., Bui, Thang D., Turner, Richard E.
In the continual learning setting, tasks are encountered sequentially. The goal is to learn whilst i) avoiding catastrophic forgetting, ii) efficiently using model capacity, and iii) employing forward and backward transfer learning. In this paper, we explore how the Variational Continual Learning (VCL) framework achieves these desiderata on two benchmarks in continual learning: split MNIST and permuted MNIST. We first report significantly improved results on what was already a competitive approach. The improvements are achieved by establishing a new best practice approach to mean-field variational Bayesian neural networks. We then look at the solutions in detail. This allows us to obtain an understanding of why VCL performs as it does, and we compare the solution to what an `ideal' continual learning solution might be.
Unsupervised Domain Adaptation using Graph Transduction Games
Vascon, Sebastiano, Aslan, Sinem, Torcinovich, Alessandro, van Laarhoven, Twan, Marchiori, Elena, Pelillo, Marcello
Unsupervised domain adaptation (UDA) amounts to assigning class labels to the unlabeled instances of a dataset from a target domain, using labeled instances of a dataset from a related source domain. In this paper, we propose to cast this problem in a game-theoretic setting as a non-cooperative game and introduce a fully automatized iterative algorithm for UDA based on graph transduction games (GTG). The main advantages of this approach are its principled foundation, guaranteed termination of the iterative algorithms to a Nash equilibrium (which corresponds to a consistent labeling condition) and soft labels quantifying the uncertainty of the label assignment process. We also investigate the beneficial effect of using pseudo-labels from linear classifiers to initialize the iterative process. The performance of the resulting methods is assessed on publicly available object recognition benchmark datasets involving both shallow and deep features. Results of experiments demonstrate the suitability of the proposed game-theoretic approach for solving UDA tasks.
Deep Ordinal Reinforcement Learning
Zap, Alexander, Joppen, Tobias, Fรผrnkranz, Johannes
Reinforcement learning usually makes use of numerical rewards, which have nice properties but also come with drawbacks and difficulties. Using rewards on an ordinal scale (ordinal rewards) is an alternative to numerical rewards that has received more attention in recent years. In this paper, a general approach to adapting reinforcement learning problems to the use of ordinal rewards is presented and motivated. We show how to convert common reinforcement learning algorithms to an ordinal variation by the example of Q-learning and introduce Ordinal Deep Q-Networks, which adapt deep reinforcement learning to ordinal rewards. Additionally, we run evaluations on problems provided by the OpenAI Gym framework, showing that our ordinal variants exhibit a performance that is comparable to the numerical variations for a number of problems. We also give first evidence that our ordinal variant is able to produce better results for problems with less engineered and simpler-to-design reward signals.
An embarrassingly simple approach to neural multiple instance classification
Asif, Amina, Minhas, Fayyaz ul Amir Afsar
Multiple Instance Learning (MIL) is a weak supervision learning paradigm that allows modeling of machine learning problems in which labels are available only for groups of examples called bags. A positive bag may contain one or more positive examples but it is not known which examples in the bag are positive. All examples in a negative bag belong to the negative class. Such problems arise frequently in fields of computer vision, medical image processing and bioinformatics. Many neural network based solutions have been proposed in the literature for MIL, however, almost all of them rely on introducing specialized blocks and connectivity in the architectures. In this paper, we present a novel and effective approach to Multiple Instance Learning in neural networks. Instead of making changes to the architectures, we propose a simple bag-level ranking loss function that allows Multiple Instance Classification in any neural architecture. We have demonstrated the effectiveness of our proposed method for popular MIL benchmark datasets. In addition, we have tested the performance of our method in convolutional neural networks used to model an MIL problem derived from the well-known MNIST dataset. Results have shown that despite being simpler, our proposed scheme is comparable or better than existing methods in the literature in practical scenarios. Python code files for all the experiments can be found at https://github.com/amina01/ESMIL.
Zero-Shot Audio Classification Based on Class Label Embeddings
This paper proposes a zero-shot learning approach for audio classification based on the textual information about class labels without any audio samples from target classes. We propose an audio classification system built on the bilinear model, which takes audio feature embeddings and semantic class label embeddings as input, and measures the compatibility between an audio feature embedding and a class label embedding. We use VGGish to extract audio feature embeddings from audio recordings. We treat textual labels as semantic side information of audio classes, and use Word2Vec to generate class label embeddings. Results on the ESC-50 dataset show that the proposed system can perform zero-shot audio classification with small training dataset. It can achieve accuracy (26 % on average) better than random guess (10 %) on each audio category. Particularly, it reaches up to 39.7 % for the category of natural audio classes.
Missing Data Imputation with Adversarially-trained Graph Convolutional Networks
Spinelli, Indro, Scardapane, Simone, Uncini, Aurelio
Missing data imputation (MDI) is a fundamental problem in many scientific disciplines. Popular methods for MDI use global statistics computed from the entire data set (e.g., the feature-wise medians), or build predictive models operating independently on every instance. In this paper we propose a more general framework for MDI, leveraging recent work in the field of graph neural networks (GNNs). We formulate the MDI task in terms of a graph denoising autoencoder, where each edge of the graph encodes the similarity between two patterns. A GNN encoder learns to build intermediate representations for each example by interleaving classical projection layers and locally combining information between neighbors, while another decoding GNN learns to reconstruct the full imputed data set from this intermediate embedding. In order to speed-up training and improve the performance, we use a combination of multiple losses, including an adversarial loss implemented with the Wasserstein metric and a gradient penalty. We also explore a few extensions to the basic architecture involving the use of residual connections between layers, and of global statistics computed from the data set to improve the accuracy. On a large experimental evaluation, we show that our method robustly outperforms state-of-the-art approaches for MDI, especially for large percentages of missing values.
Collaborative Evolutionary Reinforcement Learning
Khadka, Shauharda, Majumdar, Somdeb, Nassar, Tarek, Dwiel, Zach, Tumer, Evren, Miret, Santiago, Liu, Yinyin, Tumer, Kagan
Deep reinforcement learning algorithms have been successfully applied to a range of challenging control tasks. However, these methods typically struggle with achieving effective exploration and are extremely sensitive to the choice of hyperparameters. One reason is that most approaches use a noisy version of their operating policy to explore - thereby limiting the range of exploration. In this paper, we introduce Collaborative Evolutionary Reinforcement Learning (CERL), a scalable framework that comprises a portfolio of policies that simultaneously explore and exploit diverse regions of the solution space. A collection of learners - typically proven algorithms like TD3 - optimize over varying time-horizons leading to this diverse portfolio. All learners contribute to and use a shared replay buffer to achieve greater sample efficiency. Computational resources are dynamically distributed to favor the best learners as a form of online algorithm selection. Neuroevolution binds this entire process to generate a single emergent learner that exceeds the capabilities of any individual learner. Experiments in a range of continuous control benchmarks demonstrate that the emergent learner significantly outperforms its composite learners while remaining overall more sample-efficient - notably solving the Mujoco Humanoid benchmark where all of its composite learners (TD3) fail entirely in isolation.