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Classifying Single Trial EEG: Towards Brain Computer Interfacing

Neural Information Processing Systems

Driven by the progress in the field of single-trial analysis of EEG, there is a growing interest in brain computer interfaces (BCIs), i.e., systems that enable human subjects to control a computer only by means of their brain signals. In a pseudo-online simulation our BCI detects upcoming finger movements in a natural keyboard typing condition and predicts their laterality. Thiscan be done on average 100-230 ms before the respective key is actually pressed, i.e., long before the onset of EMG. Our approach is appealing for its short response time and high classification accuracy ( 96%) in a binary decision where no human training is involved. We compare discriminative classifiers like Support Vector Machines (SVMs) and different variants of Fisher Discriminant that possess favorable regularization propertiesfor dealing with high noise cases (inter-trial variablity).


Speech Recognition using SVMs

Neural Information Processing Systems

An important issue in applying SVMs to speech recognition is the ability to classify variable length sequences. This paper presents extensions to a standard scheme for handling this variable length data, the Fisher score. A more useful mapping is introduced based on the likelihood-ratio. The score-space defined by this mapping avoids some limitations of the Fisher score. Class-conditional generative modelsare directly incorporated into the definition of the score-space.


Adaptive Sparseness Using Jeffreys Prior

Neural Information Processing Systems

In this paper we introduce a new sparseness inducing prior which does not involve any (hyper)parameters thatneed to be adjusted or estimated. Although other applications are possible, we focus here on supervised learning problems: regression and classification. Experiments withseveral publicly available benchmark data sets show that the proposed approach yields state-of-the-art performance. In particular, our method outperforms support vector machines and performs competitively with the best alternative techniques, both in terms of error rates and sparseness, although it involves no tuning or adjusting of sparsenesscontrolling hyper-parameters.


Learning a Gaussian Process Prior for Automatically Generating Music Playlists

Neural Information Processing Systems

This paper presents AutoDJ: a system for automatically generating music playlistsbased on one or more seed songs selected by a user. AutoDJ uses Gaussian Process Regression to learn a user preference function over songs. This function takes music metadata as inputs. This paper further introduces Kernel Meta-Training, which is a method of learning a Gaussian Process kernel from a distribution of functions that generates the learned function. For playlist generation, AutoDJ learns a kernel from a large set of albums. This learned kernel is shown to be more effective at predicting users' playlists than a reasonable hand-designed kernel.



Learning from Infinite Data in Finite Time

Neural Information Processing Systems

We propose the following general method for scaling learning algorithms to arbitrarily large data sets. We apply this method to the EM algorithm for mixtures of Gaussians. Preliminary experiments on a series of large data sets provide evidence of the potential of this approach. On the other hand, they require large computational resources to learn from. While in the past the factor limiting the quality of learnable models was typically the quantity of data available, in many domains today data is superabundant, and the bottleneck is t he time required to process it.



Multi Dimensional ICA to Separate Correlated Sources

Neural Information Processing Systems

There are two linear transformations to be considered, one operating inside thechannels (0) and one operating between the different channels (W). The two transformations are estimated in two adjacent leA steps. There are mainly two advantages, that can be taken from the first transformation: (i) By arranging independence among the columns of the transformed patches, the average transinformation betweendifferent channels is decreased.


Latent Dirichlet Allocation

Neural Information Processing Systems

We propose a generative model for text and other collections of discrete datathat generalizes or improves on several previous models including naive Bayes/unigram, mixture of unigrams [6], and Hofmann's aspectmodel, also known as probabilistic latent semantic indexing (pLSI) [3]. In the context of text modeling, our model posits that each document is generated as a mixture of topics, where the continuous-valued mixture proportions are distributed as a latent Dirichlet random variable. Inference and learning are carried out efficiently via variational algorithms. We present empirical resultson applications of this model to problems in text modeling, collaborative filtering, and text classification. 1 Introduction Recent years have seen the development and successful application of several latent factor models for discrete data. One notable example, Hofmann's pLSI/aspect model [3], has received the attention of many researchers, and applications have emerged in text modeling [3], collaborative filtering [7], and link analysis [1]. In the context of text modeling, pLSI is a "bag-of-words" model in that it ignores the ordering of the words in a document.


An Efficient, Exact Algorithm for Solving Tree-Structured Graphical Games

Neural Information Processing Systems

The algorithm is the first to compute equilibria both efficiently and exactly for a nontrivial class of graphical games. 1 Introduction Seeking to replicate the representational and computational benefits that graphical modelshave provided to probabilistic inference, several recent works have introduced graph-theoretic frameworks for the study of multi-agent systems (LaMura 2000; Koller and Milch 2001; Kearns et al. 2001). In the simplest of these formalisms, each vertex represents a single agent, and the edges represent pairwise interaction between agents. As with many familiar network models, the macroscopic behavior of a large system is thus implicitly described by its local interactions, andthe computational challenge is to extract the global states of interest. Classical game theory is typically used to model multi-agent interactions, and the global states of interest are thus the so-called Nash equilibria, in which no agent has a unilateral incentive to deviate. In a recent paper (Kearns et al. 2001), we introduced such a graphical formalism for multi-agent game theory, and provided two algorithms for computing Nash equilibria whenthe underlying graph is a tree (or is sufficiently sparse).