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Subspace-Based Face Recognition in Analog VLSI

Neural Information Processing Systems

We describe an analog-VLSI neural network for face recognition based on subspace methods. The system uses a dimensionality-reduction network whose coefficients can be either programmed or learned on-chip to perform PCA, or programmed to perform LDA. A second network with userprogrammed coefficients performs classification with Manhattan distances. The system uses on-chip compensation techniques to reduce the effects of device mismatch. Using the ORL database with 12x12-pixel images, our circuit achieves up to 85% classification performance (98% of an equivalent software implementation).


A Bayesian LDA-based model for semi-supervised part-of-speech tagging

Neural Information Processing Systems

We present a novel Bayesian model for semi-supervised part-of-speech tagging. Our model extends the Latent Dirichlet Allocation model and incorporates the intuition that words' distributions over tags, p(t w), are sparse. In addition we introduce a model for determining the set of possible tags of a word which captures important dependencies in the ambiguity classes of words. Our model outperforms the best previously proposed model for this task on a standard dataset.


A Game-Theoretic Approach to Apprenticeship Learning

Neural Information Processing Systems

We study the problem of an apprentice learning to behave in an environment with an unknown reward function by observing the behavior of an expert. We follow on the work of Abbeel and Ng [1] who considered a framework in which the true reward function is assumed to be a linear combination of a set of known and observable features. We give a new algorithm that, like theirs, is guaranteed to learn a policy that is nearly as good as the expert's, given enough examples. However, unlike their algorithm, we show that ours may produce a policy that is substantially better than the expert's. Moreover, our algorithm is computationally faster, is easier to implement, and can be applied even in the absence of an expert. The method is based on a game-theoretic view of the problem, which leads naturally to a direct application of the multiplicative-weights algorithm of Freund and Schapire [2] for playing repeated matrix games. In addition to our formal presentation and analysis of the new algorithm, we sketch how the method can be applied when the transition function itself is unknown, and we provide an experimental demonstration of the algorithm on a toy video-game environment.


Multi-task Gaussian Process Prediction

Neural Information Processing Systems

In this paper we investigate multi-task learning in the context of Gaussian Processes (GP). We propose a model that learns a shared covariance function on input-dependent features and a "free-form" covariance matrix over tasks. This allows for good flexibility when modelling inter-task dependencies while avoiding the need for large amounts of data for training. We show that under the assumption of noise-free observations and a block design, predictions for a given task only depend on its target values and therefore a cancellation of inter-task transfer occurs. We evaluate the benefits of our model on two practical applications: a compiler performance prediction problem and an exam score prediction task. Additionally, we make use of GP approximations and properties of our model in order to provide scalability to large data sets.


Bayesian Inference for Spiking Neuron Models with a Sparsity Prior

Neural Information Processing Systems

Generalized linear models are the most commonly used tools to describe the stimulus selectivity of sensory neurons. Here we present a Bayesian treatment of such models. Using the expectation propagation algorithm, we are able to approximate the full posterior distribution over all weights. In addition, we use a Laplacian prior to favor sparse solutions. Therefore, stimulus features that do not critically influence neural activity will be assigned zero weights and thus be effectively excluded by the model.


Feature Selection Methods for Improving Protein Structure Prediction with Rosetta

Neural Information Processing Systems

Rosetta is one of the leading algorithms for protein structure prediction today. It is a Monte Carlo energy minimization method requiring many random restarts to find structures with low energy. In this paper we present a resampling technique for structure prediction of small alpha/beta proteins using Rosetta. From an initial round of Rosetta sampling, we learn properties of the energy landscape that guide a subsequent round of sampling toward lower-energy structures. Rather than attempt to fit the full energy landscape, we use feature selection methods--both L1-regularized linear regression and decision trees--to identify structural features that give rise to low energy. We then enrich these structural features in the second sampling round. Results are presented across a benchmark set of nine small alpha/beta proteins demonstrating that our methods seldom impair, and frequently improve, Rosetta's performance.


Exponential Family Predictive Representations of State

Neural Information Processing Systems

In order to represent state in controlled, partially observable, stochastic dynamical systems, some sort of sufficient statistic for history is necessary. Predictive representations of state (PSRs) capture state as statistics of the future. We introduce a new model of such systems called the "Exponential family PSR," which defines as state the time-varying parameters of an exponential family distribution which models n sequential observations in the future. This choice of state representation explicitly connects PSRs to state-of-the-art probabilistic modeling, which allows us to take advantage of current efforts in high-dimensional density estimation, and in particular, graphical models and maximum entropy models. We present a parameter learning algorithm based on maximum likelihood, and we show how a variety of current approximate inference methods apply. We evaluate the quality of our model with reinforcement learning by directly evaluating the control performance of the model.


Convex Learning with Invariances

Neural Information Processing Systems

Incorporating invariances into a learning algorithm is a common problem in machine learning. We provide a convex formulation which can deal with arbitrary loss functions and arbitrary losses. In addition, it is a drop-in replacement for most optimization algorithms for kernels, including solvers of the SVMStruct family. The advantage of our setting is that it relies on column generation instead of modifying the underlying optimization problem directly.


Regret Minimization in Games with Incomplete Information

Neural Information Processing Systems

Extensive games are a powerful model of multiagent decision-making scenarios with incomplete information. Finding a Nash equilibrium for very large instances of these games has received a great deal of recent attention. In this paper, we describe a new technique for solving large games based on regret minimization. In particular, we introduce the notion of counterfactual regret, which exploits the degree of incomplete information in an extensive game. We show how minimizing counterfactual regret minimizes overall regret, and therefore in self-play can be used to compute a Nash equilibrium. We demonstrate this technique in the domain of poker, showing we can solve abstractions of limit Texas Hold'em with as many as 10


TrueSkill Through Time: Revisiting the History of Chess

Neural Information Processing Systems

We extend the Bayesian skill rating system TrueSkill to infer entire time series of skills of players by smoothing through time instead of filtering. The skill of each participating player, say, every year is represented by a latent skill variable which is affected by the relevant game outcomes that year, and coupled with the skill variables of the previous and subsequent year. Inference in the resulting factor graph is carried out by approximate message passing (EP) along the time series of skills. As before the system tracks the uncertainty about player skills, explicitly models draws, can deal with any number of competing entities and can infer individual skills from team results. We extend the system to estimate player-specific draw margins. Based on these models we present an analysis of the skill curves of important players in the history of chess over the past 150 years. Results include plots of players' lifetime skill development as well as the ability to compare the skills of different players across time. Our results indicate that a) the overall playing strength has increased over the past 150 years, and b) that modelling a player's ability to force a draw provides significantly better predictive power.