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Fast Supervised Discrete Hashing
Gui, Jie, Liu, Tongliang, Sun, Zhenan, Tao, Dacheng, Tan, Tieniu
Learning-based hashing algorithms are ``hot topics" because they can greatly increase the scale at which existing methods operate. In this paper, we propose a new learning-based hashing method called ``fast supervised discrete hashing" (FSDH) based on ``supervised discrete hashing" (SDH). Regressing the training examples (or hash code) to the corresponding class labels is widely used in ordinary least squares regression. Rather than adopting this method, FSDH uses a very simple yet effective regression of the class labels of training examples to the corresponding hash code to accelerate the algorithm. To the best of our knowledge, this strategy has not previously been used for hashing. Traditional SDH decomposes the optimization into three sub-problems, with the most critical sub-problem - discrete optimization for binary hash codes - solved using iterative discrete cyclic coordinate descent (DCC), which is time-consuming. However, FSDH has a closed-form solution and only requires a single rather than iterative hash code-solving step, which is highly efficient. Furthermore, FSDH is usually faster than SDH for solving the projection matrix for least squares regression, making FSDH generally faster than SDH. For example, our results show that FSDH is about 12-times faster than SDH when the number of hashing bits is 128 on the CIFAR-10 data base, and FSDH is about 151-times faster than FastHash when the number of hashing bits is 64 on the MNIST data-base. Our experimental results show that FSDH is not only fast, but also outperforms other comparative methods.
Precision Matrix Estimation with Noisy and Missing Data
Fan, Roger, Jang, Byoungwook, Sun, Yuekai, Zhou, Shuheng
Estimating conditional dependence graphs and precision matrices are some of the most common problems in modern statistics and machine learning. When data are fully observed, penalized maximum likelihood-type estimators have become standard tools for estimating graphical models under sparsity conditions. Extensions of these methods to more complex settings where data are contaminated with additive or multiplicative noise have been developed in recent years. In these settings, however, the relative performance of different methods is not well understood and algorithmic gaps still exist. In particular, in high-dimensional settings these methods require using non-positive semidefinite matrices as inputs, presenting novel optimization challenges. We develop an alternating direction method of multipliers (ADMM) algorithm for these problems, providing a feasible algorithm to estimate precision matrices with indefinite input and potentially nonconvex penalties. We compare this method with existing alternative solutions and empirically characterize the tradeoffs between them. Finally, we use this method to explore the networks among US senators estimated from voting records data.
Spatio-Temporal Attention Pooling for Audio Scene Classification
Phan, Huy, Chén, Oliver Y., Pham, Lam, Koch, Philipp, De Vos, Maarten, McLoughlin, Ian, Mertins, Alfred
Acoustic scenes are rich and redundant in their content. In Given the rich content of acoustic scenes, they typically this work, we present a spatiotemporal attention pooling layer contain a lot of irrelevant and redundant information. This fact coupled with a convolutional recurrent neural network to learn naturally gives rise to the question of how to encourage a deep from patterns that are discriminative while suppressing those learning model to automatically discover and focus on discriminative that are irrelevant for acoustic scene classification. The convolutional patterns and suppress irrelevant ones from the acoustic layers in this network learn invariant features from scenes for better classification. We seek to address that question time-frequency input. The bidirectional recurrent layers are in this work using an attention mechanism [15]. To this end, we then able to encode the temporal dynamics of the resulting convolutional propose a spatiotemporal attention pooling layer in combination features. Afterwards, a two-dimensional attention with a convolutional recurrent neural network (CRNN), inspired mask is formed via the outer product of the spatial and temporal by their success in the audio event detection task [16, 17].
Split Batch Normalization: Improving Semi-Supervised Learning under Domain Shift
Zając, Michał, Żołna, Konrad, Jastrzębski, Stanisław
Recent work has shown that using unlabeled data in semi-supervised learning is not always beneficial and can even hurt generalization, especially when there is a class mismatch between the unlabeled and labeled examples. We investigate this phenomenon for image classification on the CIFAR-10 and the ImageNet datasets, and with many other forms of domain shifts applied (e.g. salt-and-pepper noise). Our main contribution is Split Batch Normalization (Split-BN), a technique to improve SSL when the additional unlabeled data comes from a shifted distribution. We achieve it by using separate batch normalization statistics for unlabeled examples. Due to its simplicity, we recommend it as a standard practice. Finally, we analyse how domain shift affects the SSL training process. In particular, we find that during training the statistics of hidden activations in late layers become markedly different between the unlabeled and the labeled examples.
Team QCRI-MIT at SemEval-2019 Task 4: Propaganda Analysis Meets Hyperpartisan News Detection
Saleh, Abdelrhman, Baly, Ramy, Barrón-Cedeño, Alberto, Martino, Giovanni Da San, Mohtarami, Mitra, Nakov, Preslav, Glass, James
In this paper, we describe our submission to SemEval-2019 Task 4 on Hyperpartisan News Detection. Our system relies on a variety of engineered features originally used to detect propaganda. This is based on the assumption that biased messages are propagandistic in the sense that they promote a particular political cause or viewpoint. We trained a logistic regression model with features ranging from simple bag-of-words to vocabulary richness and text readability features. Our system achieved 72.9% accuracy on the test data that is annotated manually and 60.8% on the test data that is annotated with distant supervision. Additional experiments showed that significant performance improvements can be achieved with better feature pre-processing.
Incremental embedding for temporal networks
Kajdanowicz, Tomasz, Tagowski, Kamil, Falkiewicz, Maciej, Bielak, Piotr, Kazienko, Przemysław, Chawla, Nitesh V.
Many vital tasks in network analysis involve prediction over edges and nodes. For instance in node classification, we aim at predicting most likely node's label. In a social network, this might be an interest or preference of the user, or in citation network, the research area the paper belongs to [7]. In link prediction, we intend to model the existence of a link between pair of nodes. Predicted links in social networks may denote real-life friends and in citation networks related but unmentioned references. It is recently recognized, that the majority of real-world networks are naturally dynamic. It means they evolve over time and nodes as well as links can appear or disappear. We know so far, that considering temporal information about the network allows their better understanding and modeling [9,16], especially for supervised machine learning tasks.
Learning Problem-agnostic Speech Representations from Multiple Self-supervised Tasks
Pascual, Santiago, Ravanelli, Mirco, Serrà, Joan, Bonafonte, Antonio, Bengio, Yoshua
Learning good representations without supervision is still an open issue in machine learning, and is particularly challenging for speech signals, which are often characterized by long sequences with a complex hierarchical structure. Some recent works, however, have shown that it is possible to derive useful speech representations by employing a self-supervised encoder-discriminator approach. This paper proposes an improved self-supervised method, where a single neural encoder is followed by multiple workers that jointly solve different self-supervised tasks. The needed consensus across different tasks naturally imposes meaningful constraints to the encoder, contributing to discover general representations and to minimize the risk of learning superficial ones. Experiments show that the proposed approach can learn transferable, robust, and problem-agnostic features that carry on relevant information from the speech signal, such as speaker identity, phonemes, and even higher-level features such as emotional cues. In addition, a number of design choices make the encoder easily exportable, facilitating its direct usage or adaptation to different problems.
Reinforcement Learning with Attention that Works: A Self-Supervised Approach
Manchin, Anthony, Abbasnejad, Ehsan, Hengel, Anton van den
Attention models have had a significant positive impact on deep learning across a range of tasks. However previous attempts at integrating attention with reinforcement learning have failed to produce significant improvements. We propose the first combination of self attention and reinforcement learning that is capable of producing significant improvements, including new state of the art results in the Arcade Learning Environment. Unlike the selective attention models used in previous attempts, which constrain the attention via preconceived notions of importance, our implementation utilises the Markovian properties inherent in the state input. Our method produces a faithful visualisation of the policy, focusing on the behaviour of the agent. Our experiments demonstrate that the trained policies use multiple simultaneous foci of attention, and are able to modulate attention over time to deal with situations of partial observability.
Monte Carlo Neural Fictitious Self-Play: Approach to Approximate Nash equilibrium of Imperfect-Information Games
Zhang, Li, Wang, Wei, Li, Shijian, Pan, Gang
Researchers on artificial intelligence have achieved human-level intelligence in large-scale perfect-information games, but it is still a challenge to achieve (nearly) optimal results (in other words, an approximate Nash Equilibrium) in large-scale imperfect-information games (i.e. war games, football coach or business strategies). Neural Fictitious Self Play (NFSP) is an effective algorithm for learning approximate Nash equilibrium of imperfect-information games from self-play without prior domain knowledge. However, it relies on Deep Q-Network, which is off-line and is hard to converge in online games with changing opponent strategy, so it can't approach approximate Nash equilibrium in games with large search scale and deep search depth. In this paper, we propose Monte Carlo Neural Fictitious Self Play (MC-NFSP), an algorithm combines Monte Carlo tree search with NFSP, which greatly improves the performance on large-scale zero-sum imperfect-information games. Experimentally, we demonstrate that the proposed Monte Carlo Neural Fictitious Self Play can converge to approximate Nash equilibrium in games with large-scale search depth while the Neural Fictitious Self Play can't. Furthermore, we develop Asynchronous Neural Fictitious Self Play (ANFSP). It use asynchronous and parallel architecture to collect game experience. In experiments, we show that parallel actor-learners have a further accelerated and stabilizing effect on training.
The Sea Exploration Problem: Data-driven Orienteering on a Continuous Surface
Pedroso, João Pedro, Kramer, Alpar Vajk, Zhang, Ke
This paper describes a problem arising in sea exploration, where the aim is to schedule the expedition of a ship for collecting information about the resources on the seafloor. The aim is to collect data by probing on a set of carefully chosen locations, so that the information available is optimally enriched. This problem has similarities with the orienteering problem, where the aim is to plan a time-limited trip for visiting a set of vertices, collecting a prize at each of them, in such a way that the total value collected is maximum. In our problem, the score at each vertex is associated with an estimation of the level of the resource on the given surface, which is done by regression using Gaussian processes. Hence, there is a correlation among scores on the selected vertices; this is a first difference with respect to the standard orienteering problem. The second difference is the location of each vertex, which in our problem is a freely chosen point on a given surface.