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Semi-Supervised Learning with Trees
Kemp, Charles, Griffiths, Thomas L., Stromsten, Sean, Tenenbaum, Joshua B.
We describe a nonparametric Bayesian approach to generalizing from few labeled examples, guided by a larger set of unlabeled objects and the assumption of a latent tree-structure to the domain. The tree (or a distribution over trees) may be inferred using the unlabeled data. A prior over concepts generated by a mutation process on the inferred tree(s) allows efficient computation of the optimal Bayesian classification function from the labeled examples. We test our approach on eight real-world datasets.
Robustness in Markov Decision Problems with Uncertain Transition Matrices
Nilim, Arnab, Ghaoui, Laurent El
Optimal solutions to Markov Decision Problems (MDPs) are very sensitive with respect to the state transition probabilities. In many practical problems, the estimation of those probabilities is far from accurate. Hence, estimation errors are limiting factors in applying MDPs to realworld problems. We propose an algorithm for solving finite-state and finite-action MDPs, where the solution is guaranteed to be robust with respect to estimation errors on the state transition probabilities. Our algorithm involves a statistically accurate yet numerically efficient representation of uncertainty, via Kullback-Leibler divergence bounds. The worst-case complexity of the robust algorithm is the same as the original Bellman recursion. Hence, robustness can be added at practically no extra computing cost.
One Microphone Blind Dereverberation Based on Quasi-periodicity of Speech Signals
Nakatani, Tomohiro, Miyoshi, Masato, Kinoshita, Keisuke
Speech dereverberation is desirable with a view to achieving, for example, robust speech recognition in the real world. However, it is still a challenging problem, especially when using a single microphone. Although blind equalization techniques have been exploited, they cannot deal with speech signals appropriately because their assumptions are not satisfied by speech signals. We propose a new dereverberation principle based on an inherent property of speech signals, namely quasi-periodicity. The present methods learn the dereverberation filter from a lot of speech data with no prior knowledge of the data, and can achieve high quality speech dereverberation especially when the reverberation time is long.
A Recurrent Model of Orientation Maps with Simple and Complex Cells
Merolla, Paul, Boahen, Kwabena A.
We describe a neuromorphic chip that utilizes transistor heterogeneity, introduced by the fabrication process, to generate orientation maps similar to those imaged in vivo. Our model consists of a recurrent network of excitatory and inhibitory cells in parallel with a push-pull stage. Similar to a previous model the recurrent network displays hotspots of activity that give rise to visual feature maps. Unlike previous work, however, the map for orientation does not depend on the sign of contrast.
Estimating Internal Variables and Paramters of a Learning Agent by a Particle Filter
Samejima, Kazuyuki, Doya, Kenji, Ueda, Yasumasa, Kimura, Minoru
When we model a higher order functions, such as learning and memory, we face a difficulty of comparing neural activities with hidden variables that depend on the history of sensory and motor signals and the dynamics of the network. Here, we propose novel method for estimating hidden variables of a learning agent, such as connection weights from sequences of observable variables. Bayesian estimation is a method to estimate the posterior probability of hidden variables from observable data sequence using a dynamic model of hidden and observable variables. In this paper, we apply particle filter for estimating internal parameters and metaparameters of a reinforcement learning model. We verified the effectiveness of the method using both artificial data and real animal behavioral data.
Information Bottleneck for Gaussian Variables
Chechik, Gal, Globerson, Amir, Tishby, Naftali, Weiss, Yair
The problem of extracting the relevant aspects of data was addressed through the information bottleneck (IB) method, by (soft) clustering one variable while preserving information about another - relevance - variable. An interesting question addressed in the current work is the extension of these ideas to obtain continuous representations that preserve relevant information, rather than discrete clusters. We give a formal definition of the general continuous IB problem and obtain an analytic solution for the optimal representation for the important case of multivariate Gaussian variables.
Perception of the Structure of the Physical World Using Unknown Multimodal Sensors and Effectors
Philipona, D., O', regan, J.k., Nadal, J.-p., Coenen, Olivier
Is there a way for an algorithm linked to an unknown body to infer by itself information about this body and the world it is in? Taking the case of space for example, is there a way for this algorithm to realize that its body is in a three dimensional world? Is it possible for this algorithm to discover how to move in a straight line? And more basically: do these questions make any sense at all given that the algorithm only has access to the very high-dimensional data consisting of its sensory inputs and motor outputs? We demonstrate in this article how these questions can be given a positive answer. We show that it is possible to make an algorithm that, by analyzing the law that links its motor outputs to its sensory inputs, discovers information about the structure of the world regardless of the devices constituting the body it is linked to. We present results from simulations demonstrating a way to issue motor orders resulting in "fundamental" movements of the body as regards the structure of the physical world.
No Unbiased Estimator of the Variance of K-Fold Cross-Validation
Bengio, Yoshua, Grandvalet, Yves
Most machine learning researchers perform quantitative experiments to estimate generalization error and compare algorithm performances. In order to draw statistically convincing conclusions, it is important to estimate the uncertainty of such estimates. This paper studies the estimation of uncertainty around the K-fold cross-validation estimator. The main theorem shows that there exists no universal unbiased estimator of the variance of K-fold cross-validation. An analysis based on the eigendecomposition of the covariance matrix of errors helps to better understand the nature of the problem and shows that naive estimators may grossly underestimate variance, as con£rmed by numerical experiments.
How to Combine Expert (and Novice) Advice when Actions Impact the Environment?
Farias, Daniela Pucci de, Megiddo, Nimrod
The so-called "experts algorithms" constitute a methodology for choosing actions repeatedly, when the rewards depend both on the choice of action and on the unknown current state of the environment. An experts algorithm has access to a set of strategies ("experts"), each of which may recommend which action to choose. The algorithm learns how to combine the recommendations of individual experts so that, in the long run, for any fixed sequence of states of the environment, it does as well as the best expert would have done relative to the same sequence. This methodology may not be suitable for situations where the evolution of states of the environment depends on past chosen actions, as is usually the case, for example, in a repeated nonzero-sum game. A new experts algorithm is presented and analyzed in the context of repeated games. It is shown that asymptotically, under certain conditions, it performs as well as the best available expert. This algorithm is quite different from previously proposed experts algorithms. It represents a shift from the paradigms of regret minimization and myopic optimization to consideration of the long-term effect of a player's actions on the opponent's actions or the environment. The importance of this shift is demonstrated by the fact that this algorithm is capable of inducing cooperation in the repeated Prisoner's Dilemma game, whereas previous experts algorithms converge to the suboptimal non-cooperative play.