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Neural Programmer: Inducing Latent Programs with Gradient Descent

arXiv.org Machine Learning

Deep neural networks have achieved impressive supervised classification performance in many tasks including image recognition, speech recognition, and sequence to sequence learning. However, this success has not been translated to applications like question answering that may involve complex arithmetic and logic reasoning. A major limitation of these models is in their inability to learn even simple arithmetic and logic operations. For example, it has been shown that neural networks fail to learn to add two binary numbers reliably. In this work, we propose Neural Programmer, an end-to-end differentiable neural network augmented with a small set of basic arithmetic and logic operations. Neural Programmer can call these augmented operations over several steps, thereby inducing compositional programs that are more complex than the built-in operations. The model learns from a weak supervision signal which is the result of execution of the correct program, hence it does not require expensive annotation of the correct program itself. The decisions of what operations to call, and what data segments to apply to are inferred by Neural Programmer. Such decisions, during training, are done in a differentiable fashion so that the entire network can be trained jointly by gradient descent. We find that training the model is difficult, but it can be greatly improved by adding random noise to the gradient. On a fairly complex synthetic table-comprehension dataset, traditional recurrent networks and attentional models perform poorly while Neural Programmer typically obtains nearly perfect accuracy.


Deploying learning materials to game content for serious education game development: A case study

arXiv.org Artificial Intelligence

The ultimate goals of serious education games (SEG) are to facilitate learning and maximizing enjoyment during playing SEGs. In SEG development, there are normally two spaces to be taken into account: knowledge space regarding learning materials and content space regarding games to be used to convey learning materials. How to deploy the learning materials seamlessly and effectively into game content becomes one of the most challenging problems in SEG development. Unlike previous work where experts in education have to be used heavily, we proposed a novel approach that works toward minimizing the efforts of education experts in mapping learning materials to content space. For a proof-of-concept, we apply the proposed approach in developing an SEG game, named \emph{Chem Dungeon}, as a case study in order to demonstrate the effectiveness of our proposed approach. This SEG game has been tested with a number of users, and the user survey suggests our method works reasonably well.


DOLPHIn - Dictionary Learning for Phase Retrieval

arXiv.org Machine Learning

We propose a new algorithm to learn a dictionary for reconstructing and sparsely encoding signals from measurements without phase. Specifically, we consider the task of estimating a two-dimensional image from squared-magnitude measurements of a complex-valued linear transformation of the original image. Several recent phase retrieval algorithms exploit underlying sparsity of the unknown signal in order to improve recovery performance. In this work, we consider such a sparse signal prior in the context of phase retrieval, when the sparsifying dictionary is not known in advance. Our algorithm jointly reconstructs the unknown signal - possibly corrupted by noise - and learns a dictionary such that each patch of the estimated image can be sparsely represented. Numerical experiments demonstrate that our approach can obtain significantly better reconstructions for phase retrieval problems with noise than methods that cannot exploit such "hidden" sparsity. Moreover, on the theoretical side, we provide a convergence result for our method.


Bayesian Kernel and Mutual $k$-Nearest Neighbor Regression

arXiv.org Machine Learning

We propose Bayesian extensions of two nonparametric regression methods which are kernel and mutual $k$-nearest neighbor regression methods. Derived based on Gaussian process models for regression, the extensions provide distributions for target value estimates and the framework to select the hyperparameters. It is shown that both the proposed methods asymptotically converge to kernel and mutual $k$-nearest neighbor regression methods, respectively. The simulation results show that the proposed methods can select proper hyperparameters and are better than or comparable to the former methods for an artificial data set and a real world data set.


A Physical Metaphor to Study Semantic Drift

arXiv.org Machine Learning

In accessibility tests for digital preservation, over time we experience drifts of localized and labelled content in statistical models of evolving semantics represented as a vector field. This articulates the need to detect, measure, interpret and model outcomes of knowledge dynamics. To this end we employ a high-performance machine learning algorithm for the training of extremely large emergent self-organizing maps for exploratory data analysis. The working hypothesis we present here is that the dynamics of semantic drifts can be modeled on a relaxed version of Newtonian mechanics called social mechanics. By using term distances as a measure of semantic relatedness vs. their PageRank values indicating social importance and applied as variable `term mass', gravitation as a metaphor to express changes in the semantic content of a vector field lends a new perspective for experimentation. From `term gravitation' over time, one can compute its generating potential whose fluctuations manifest modifications in pairwise term similarity vs. social importance, thereby updating Osgood's semantic differential. The dataset examined is the public catalog metadata of Tate Galleries, London.


Fast and Simple Optimization for Poisson Likelihood Models

arXiv.org Machine Learning

Poisson likelihood models have been prevalently used in imaging, social networks, and time series analysis. We propose fast, simple, theoretically-grounded, and versatile, optimization algorithms for Poisson likelihood modeling. The Poisson log-likelihood is concave but not Lipschitz-continuous. Since almost all gradient-based optimization algorithms rely on Lipschitz-continuity, optimizing Poisson likelihood models with a guarantee of convergence can be challenging, especially for large-scale problems. We present a new perspective allowing to efficiently optimize a wide range of penalized Poisson likelihood objectives. We show that an appropriate saddle point reformulation enjoys a favorable geometry and a smooth structure. Therefore, we can design a new gradient-based optimization algorithm with $O(1/t)$ convergence rate, in contrast to the usual $O(1/\sqrt{t})$ rate of non-smooth minimization alternatives. Furthermore, in order to tackle problems with large samples, we also develop a randomized block-decomposition variant that enjoys the same convergence rate yet more efficient iteration cost. Experimental results on several point process applications including social network estimation and temporal recommendation show that the proposed algorithm and its randomized block variant outperform existing methods both on synthetic and real-world datasets.


Learning a Driving Simulator

arXiv.org Machine Learning

Comma.ai's approach to Artificial Intelligence for self-driving cars is based on an agent that learns to clone driver behaviors and plans maneuvers by simulating future events in the road. This paper illustrates one of our research approaches for driving simulation. One where we learn to simulate. Here we investigate variational autoencoders with classical and learned cost functions using generative adversarial networks for embedding road frames. Afterwards, we learn a transition model in the embedded space using action conditioned Recurrent Neural Networks. We show that our approach can keep predicting realistic looking video for several frames despite the transition model being optimized without a cost function in the pixel space.


Multiple Instance Dictionary Learning using Functions of Multiple Instances

arXiv.org Machine Learning

A multiple instance dictionary learning method using functions of multiple instances (DL-FUMI) is proposed to address target detection and two-class classification problems with inaccurate training labels. Given inaccurate training labels, DL-FUMI learns a set of target dictionary atoms that describe the most distinctive and representative features of the true positive class as well as a set of nontarget dictionary atoms that account for the shared information found in both the positive and negative instances. Experimental results show that the estimated target dictionary atoms found by DL-FUMI are more representative prototypes and identify better discriminative features of the true positive class than existing methods in the literature. DL-FUMI is shown to have significantly better performance on several target detection and classification problems as compared to other multiple instance learning (MIL) dictionary learning algorithms on a variety of MIL problems.


A balanced k-means algorithm for weighted point sets

arXiv.org Machine Learning

The classical $k$-means algorithm for partitioning $n$ points in $\mathbb{R}^d$ into $k$ clusters is one of the most popular and widely spread clustering methods. The need to respect prescribed lower bounds on the cluster sizes has been observed in many scientific and business applications. In this paper, we present and analyze a generalization of $k$-means that is capable of handling weighted point sets and prescribed lower and upper bounds on the cluster sizes. We call it weight-balanced $k$-means. The key difference to existing models lies in the ability to handle the combination of weighted point sets with prescribed bounds on the cluster sizes. This imposes the need to perform partial membership clustering, and leads to significant differences. For example, while finite termination of all $k$-means variants for unweighted point sets is a simple consequence of the existence of only finitely many partitions of a given set of points, the situation is more involved for weighted point sets, as there are infinitely many partial membership clusterings. Using polyhedral theory, we show that the number of iterations of weight-balanced $k$-means is bounded above by $n^{O(dk)}$, so in particular it is polynomial for fixed $k$ and $d$. This is similar to the known worst-case upper bound for classical $k$-means for unweighted point sets and unrestricted cluster sizes, despite the much more general framework. We conclude with the discussion of some additional favorable properties of our method.


Robust Non-linear Regression: A Greedy Approach Employing Kernels with Application to Image Denoising

arXiv.org Machine Learning

We consider the task of robust non-linear regression in the presence of both inlier noise and outliers. Assuming that the unknown non-linear function belongs to a Reproducing Kernel Hilbert Space (RKHS), our goal is to estimate the set of the associated unknown parameters. Due to the presence of outliers, common techniques such as the Kernel Ridge Regression (KRR) or the Support Vector Regression (SVR) turn out to be inadequate. Instead, we employ sparse modeling arguments to explicitly model and estimate the outliers, adopting a greedy approach. The proposed robust scheme, i.e., Kernel Greedy Algorithm for Robust Denoising (KGARD), is inspired by the classical Orthogonal Matching Pursuit (OMP) algorithm. Specifically, the proposed method alternates between a KRR task and an OMP-like selection step. Theoretical results concerning the identification of the outliers are provided. Moreover, KGARD is compared against other cutting edge methods, where its performance is evaluated via a set of experiments with various types of noise. Finally, the proposed robust estimation framework is applied to the task of image denoising, and its enhanced performance in the presence of outliers is demonstrated.