Genre
The Learnability of Unknown Quantum Measurements
Cheng, Hao-Chung, Hsieh, Min-Hsiu, Yeh, Ping-Cheng
Quantum machine learning has received significant attention in recent years, and promising progress has been made in the development of quantum algorithms to speed up traditional machine learning tasks. In this work, however, we focus on investigating the information-theoretic upper bounds of sample complexity - how many training samples are sufficient to predict the future behaviour of an unknown target function. This kind of problem is, arguably, one of the most fundamental problems in statistical learning theory and the bounds for practical settings can be completely characterised by a simple measure of complexity. Our main result in the paper is that, for learning an unknown quantum measurement, the upper bound, given by the fat-shattering dimension, is linearly proportional to the dimension of the underlying Hilbert space. Learning an unknown quantum state becomes a dual problem to ours, and as a byproduct, we can recover Aaronson's famous result [Proc. R. Soc. A 463:3089-3144 (2007)] solely using a classical machine learning technique. In addition, other famous complexity measures like covering numbers and Rademacher complexities are derived explicitly. We are able to connect measures of sample complexity with various areas in quantum information science, e.g. quantum state/measurement tomography, quantum state discrimination and quantum random access codes, which may be of independent interest. Lastly, with the assistance of general Bloch-sphere representation, we show that learning quantum measurements/states can be mathematically formulated as a neural network. Consequently, classical ML algorithms can be applied to efficiently accomplish the two quantum learning tasks.
A Taxonomy of Big Data for Optimal Predictive Machine Learning and Data Mining
Big data comes in various ways, types, shapes, forms and sizes. Indeed, almost all areas of science, technology, medicine, public health, economics, business, linguistics and social science are bombarded by ever increasing flows of data begging to analyzed efficiently and effectively. In this paper, we propose a rough idea of a possible taxonomy of big data, along with some of the most commonly used tools for handling each particular category of bigness. The dimensionality p of the input space and the sample size n are usually the main ingredients in the characterization of data bigness. The specific statistical machine learning technique used to handle a particular big data set will depend on which category it falls in within the bigness taxonomy. Large p small n data sets for instance require a different set of tools from the large n small p variety. Among other tools, we discuss Preprocessing, Standardization, Imputation, Projection, Regularization, Penalization, Compression, Reduction, Selection, Kernelization, Hybridization, Parallelization, Aggregation, Randomization, Replication, Sequentialization. Indeed, it is important to emphasize right away that the so-called no free lunch theorem applies here, in the sense that there is no universally superior method that outperforms all other methods on all categories of bigness. It is also important to stress the fact that simplicity in the sense of Ockham's razor non plurality principle of parsimony tends to reign supreme when it comes to massive data. We conclude with a comparison of the predictive performance of some of the most commonly used methods on a few data sets.
A Review of Real-Time Strategy Game AI
Robertson, Glen (University of Aukland) | Watson, Ian (University of Auckland)
This literature review covers AI techniques used for real-time strategy video games, focusing specifically on StarCraft. It finds that the main areas of current academic research are in tactical and strategic decision-making, plan recognition, and learning, and it outlines the research contributions in each of these areas. The paper then contrasts the use of game AI in academia and industry, finding the academic research heavily focused on creating game-winning agents, while the indus- try aims to maximise player enjoyment. It finds the industry adoption of academic research is low because it is either in- applicable or too time-consuming and risky to implement in a new game, which highlights an area for potential investi- gation: bridging the gap between academia and industry.
Space Applications of Artificial Intelligence
Chien, Steve (Jet Propulsion Laboratory, NASA) | Morris, Robert (NASA Ames Research Center)
We are pleased to introduce the space application issue articles in this issue of AI Magazine. The exploration of space is a testament to human curiosity and the desire to understand the universe that we inhabit. As many space agencies around the world design and deploy missions, it is apparent that there is a need for intelligent, exploring systems that can make decisions on their own in remote, potentially hostile environments. At the same time, the monetary cost of operating missions, combined with the growing complexity of the instruments and vehicles being deployed, make it apparent that substantial improvements can be made by the judicious use of automation in mission operations.
Power to the People: The Role of Humans in Interactive Machine Learning
Amershi, Saleema (Microsoft Research) | Cakmak, Maya (University of Washington) | Knox, William Bradley (Massachusetts Institute of Technology) | Kulesza, Todd (Oregon State University)
Intelligent systems that learn interactively from their end-users are quickly becoming widespread. Until recently, this progress has been fueled mostly by advances in machine learning; however, more and more researchers are realizing the importance of studying users of these systems. In this article we promote this approach and demonstrate how it can result in better user experiences and more effective learning systems. We present a number of case studies that characterize the impact of interactivity, demonstrate ways in which some existing systems fail to account for the user, and explore new ways for learning systems to interact with their users. We argue that the design process for interactive machine learning systems should involve users at all stages: explorations that reveal human interaction patterns and inspire novel interaction methods, as well as refinement stages to tune details of the interface and choose among alternatives. After giving a glimpse of the progress that has been made so far, we discuss the challenges that we face in moving the field forward.
Stochastic Optimization with Importance Sampling
Uniform sampling of training data has been commonly used in traditional stochastic optimization algorithms such as Proximal Stochastic Gradient Descent (prox-SGD) and Proximal Stochastic Dual Coordinate Ascent (prox-SDCA). Although uniform sampling can guarantee that the sampled stochastic quantity is an unbiased estimate of the corresponding true quantity, the resulting estimator may have a rather high variance, which negatively affects the convergence of the underlying optimization procedure. In this paper we study stochastic optimization with importance sampling, which improves the convergence rate by reducing the stochastic variance. Specifically, we study prox-SGD (actually, stochastic mirror descent) with importance sampling and prox-SDCA with importance sampling. For prox-SGD, instead of adopting uniform sampling throughout the training process, the proposed algorithm employs importance sampling to minimize the variance of the stochastic gradient. For prox-SDCA, the proposed importance sampling scheme aims to achieve higher expected dual value at each dual coordinate ascent step. We provide extensive theoretical analysis to show that the convergence rates with the proposed importance sampling methods can be significantly improved under suitable conditions both for prox-SGD and for prox-SDCA. Experiments are provided to verify the theoretical analysis.
ACTIVE-ating Artificial Intelligence: Integrating Active Learning in an Introductory Course
desJardins, Marie (University of Maryland Baltimore County)
his column describes my experience with using a new classroom space (the ACTIVE Center), which was designed to facilitate group-based active learning and problem solving, to teach an introductory artificial intelligence course. By restructuring the course into a format that was roughly half lecture and half small-group problem-solving, I was able to significantly increase student engagement, their understanding and retention of difficult concepts, and my own enjoyment in teaching the class.
AAAI Conferences Calendar
This page includes forthcoming AAAI sponsored conferences, conferences presented by AAAI Affiliates, and conferences held in cooperation with AAAI. AI Magazine also maintains a calendar listing that includes nonaffiliated conferences at www.aaai.org/Magazine/calendar.php. BIOSTEC 2015 will be held January 12-15 in Lisbon, Portugal Twenty-Ninth AAAI Conference on Twenty-Eighth International Florida Artificial Intelligence. AAAI-15 will be AI Research Society Conference. ICPRAM 2015 will be AAAI Spring Symposium.
A Review of Real-Time Strategy Game AI
Robertson, Glen (University of Aukland) | Watson, Ian (University of Auckland)
This literature review covers AI techniques used for real-time strategy video games, focusing specifically on StarCraft. It finds that the main areas of current academic research are in tactical and strategic decision-making, plan recognition, and learning, and it outlines the research contributions in each of these areas. The paper then contrasts the use of game AI in academia and industry, finding the academic research heavily focused on creating game-winning agents, while the indus- try aims to maximise player enjoyment. It finds the industry adoption of academic research is low because it is either in- applicable or too time-consuming and risky to implement in a new game, which highlights an area for potential investi- gation: bridging the gap between academia and industry. Fi- nally, the areas of spatial reasoning, multi-scale AI, and co- operation are found to require future work, and standardised evaluation methods are proposed to produce comparable re- sults between studies.