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Generalized double Pareto shrinkage

arXiv.org Machine Learning

We propose a generalized double Pareto prior for Bayesian shrinkage estimation and inferences in linear models. The prior can be obtained via a scale mixture of Laplace or normal distributions, forming a bridge between the Laplace and Normal-Jeffreys' priors. While it has a spike at zero like the Laplace density, it also has a Student's $t$-like tail behavior. Bayesian computation is straightforward via a simple Gibbs sampling algorithm. We investigate the properties of the maximum a posteriori estimator, as sparse estimation plays an important role in many problems, reveal connections with some well-established regularization procedures, and show some asymptotic results. The performance of the prior is tested through simulations and an application.


Developing Parallel Dependency Graph In Improving Game Balancing

arXiv.org Artificial Intelligence

The dependency graph is a data architecture that models all the dependencies between the different types of assets in the game. It depicts the dependency-based relationships between the assets of a game. For example, a player must construct an arsenal before he can build weapons. It is vital that the dependency graph of a game is designed logically to ensure a logical sequence of game play. However, a mere logical dependency graph is not sufficient in sustaining the players' enduring interests in a game, which brings the problem of game balancing into picture. The issue of game balancing arises when the players do not feel the chances of winning the game over their AI opponents who are more skillful in the game play. At the current state of research, the architecture of dependency graph is monolithic for the players. The sequence of asset possession is always foreseeable because there is only a single dependency graph. Game balancing is impossible when the assets of AI players are overwhelmingly outnumbering that of human players. This paper proposes a parallel architecture of dependency graph for the AI players and human players. Instead of having a single dependency graph, a parallel architecture is proposed where the dependency graph of AI player is adjustable with that of human player using a support dependency as a game balancing mechanism. This paper exhibits that the parallel dependency graph helps to improve game balancing.


The thermodynamic cost of fast thought

arXiv.org Artificial Intelligence

After more than sixty years, Shannon's research [1-3] continues to raise fundamental questions, such as the one formulated by Luce [4,5], which is still unanswered: "Why is information theory not very applicable to psychological problems, despite apparent similarities of concepts?" On this topic, Pinker [6], one of the foremost defenders of the computational theory of mind [6], has argued that thought is simply a type of computation, and that the gap between human cognition and computational models may be illusory. In this context, in his latest book, titled Thinking Fast and Slow [8], Kahneman [7,8] provides further theoretical interpretation by differentiating the two assumed systems of the cognitive functioning of the human mind. He calls them intuition (system 1) determined to be an associative (automatic, fast and perceptual) machine, and reasoning (system 2) required to be voluntary and to operate logical- deductively. In this paper, we propose an ansatz inspired by Ausubel's learning theory for investigating, from the constructivist perspective [9-12], information processing in the working memory of cognizers. Specifically, a thought experiment is performed utilizing the mind of a dual-natured creature known as Maxwell's demon: a tiny "man-machine" solely equipped with the characteristics of system 1, which prevents it from reasoning. The calculation presented here shows that [...]. This result indicates that when the system 2 is shut down, both an intelligent being, as well as a binary machine, incur the same energy cost per unit of information processed, which mathematically proves the computational attribute of the system 1, as Kahneman [7,8] theorized. This finding links information theory to human psychological features and opens a new path toward the conception of a multi-bit reasoning machine.


Explorative Data Analysis for Changes in Neural Activity

arXiv.org Machine Learning

Neural recordings are nonstationary time series, i.e. their properties typically change over time. Identifying specific changes, e.g. those induced by a learning task, can shed light on the underlying neural processes. However, such changes of interest are often masked by strong unrelated changes, which can be of physiological origin or due to measurement artifacts. We propose a novel algorithm for disentangling such different causes of non-stationarity and in this manner enable better neurophysiological interpretation for a wider set of experimental paradigms. A key ingredient is the repeated application of Stationary Subspace Analysis (SSA) using different temporal scales. The usefulness of our explorative approach is demonstrated in simulations, theory and EEG experiments with 80 Brain-Computer-Interfacing (BCI) subjects.


Mixture Gaussian Process Conditional Heteroscedasticity

arXiv.org Machine Learning

Generalized autoregressive conditional heteroscedasticity (GARCH) models have long been considered as one of the most successful families of approaches for volatility modeling in financial return series. In this paper, we propose an alternative approach based on methodologies widely used in the field of statistical machine learning. Specifically, we propose a novel nonparametric Bayesian mixture of Gaussian process regression models, each component of which models the noise variance process that contaminates the observed data as a separate latent Gaussian process driven by the observed data. This way, we essentially obtain a mixture Gaussian process conditional heteroscedasticity (MGPCH) model for volatility modeling in financial return series. We impose a nonparametric prior with power-law nature over the distribution of the model mixture components, namely the Pitman-Yor process prior, to allow for better capturing modeled data distributions with heavy tails and skewness. Finally, we provide a copula- based approach for obtaining a predictive posterior for the covariances over the asset returns modeled by means of a postulated MGPCH model. We evaluate the efficacy of our approach in a number of benchmark scenarios, and compare its performance to state-of-the-art methodologies.


A Framework for Intelligent Medical Diagnosis using Rough Set with Formal Concept Analysis

arXiv.org Artificial Intelligence

Medical diagnosis process vary in the degree to which they attempt to deal with different complicating aspects of diagnosis such as relative importance of symptoms, varied symptom pattern and the relation between diseases them selves. Based on decision theory, in the past many mathematical models such as crisp set, probability distribution, fuzzy set, intuitionistic fuzzy set were developed to deal with complicating aspects of diagnosis. But, many such models are failed to include important aspects of the expert decisions. Therefore, an effort has been made to process inconsistencies in data being considered by Pawlak with the introduction of rough set theory. Though rough set has major advantages over the other methods, but it generates too many rules that create many difficulties while taking decisions. Therefore, it is essential to minimize the decision rules. In this paper, we use two processes such as pre process and post process to mine suitable rules and to explore the relationship among the attributes. In pre process we use rough set theory to mine suitable rules, whereas in post process we use formal concept analysis from these suitable rules to explore better knowledge and most important factors affecting the decision making.


Identifying Player\'s Strategies in No Limit Texas Hold\'em Poker through the Analysis of Individual Moves

arXiv.org Artificial Intelligence

The development of competitive artificial Poker playing agents has proven to be a challenge, because agents must deal with unreliable information and deception which make it essential to model the opponents in order to achieve good results. This paper presents a methodology to develop opponent modeling techniques for Poker agents. The approach is based on applying clustering algorithms to a Poker game database in order to identify player types based on their actions. First, common game moves were identified by clustering all players\' moves. Then, player types were defined by calculating the frequency with which the players perform each type of movement. With the given dataset, 7 different types of players were identified with each one having at least one tactic that characterizes him. The identification of player types may improve the overall performance of Poker agents, because it helps the agents to predict the opponent\'s moves, by associating each opponent to a distinct cluster.


Computer Poker Research at LIACC

arXiv.org Artificial Intelligence

Computer Poker's unique characteristics present a well-suited challenge for research in artificial intelligence. For that reason, and due to the Poker's market increase in popularity in Portugal since 2008, several members of LIACC have researched in this field. Several works were published as papers and master theses and more recently a member of LIACC engaged on a research in this area as a Ph.D. thesis in order to develop a more extensive and in-depth work. This paper describes the existing research in LIACC about Computer Poker, with special emphasis on the completed master's theses and plans for future work. This paper means to present a summary of the lab's work to the research community in order to encourage the exchange of ideas with other labs / individuals. LIACC hopes this will improve research in this area so as to reach the goal of creating an agent that surpasses the best human players.


Model-Based Bayesian Exploration

arXiv.org Artificial Intelligence

Reinforcement learning systems are often concerned with balancing exploration of untested actions against exploitation of actions that are known to be good. The benefit of exploration can be estimated using the classical notion of Value of Information - the expected improvement in future decision quality arising from the information acquired by exploration. Estimating this quantity requires an assessment of the agent's uncertainty about its current value estimates for states. In this paper we investigate ways of representing and reasoning about this uncertainty in algorithms where the system attempts to learn a model of its environment. We explicitly represent uncertainty about the parameters of the model and build probability distributions over Q-values based on these. These distributions are used to compute a myopic approximation to the value of information for each action and hence to select the action that best balances exploration and exploitation.


Optimal Rectangle Packing: An Absolute Placement Approach

Journal of Artificial Intelligence Research

We consider the problem of finding all enclosing rectangles of minimum area that can contain a given set of rectangles without overlap. Our rectangle packer chooses the x-coordinates of all the rectangles before any of the y-coordinates. We then transform the problem into a perfect-packing problem with no empty space by adding additional rectangles. To determine the y-coordinates, we branch on the different rectangles that can be placed in each empty position. Our packer allows us to extend the known solutions for a consecutive-square benchmark from 27 to 32 squares. We also introduce three new benchmarks, avoiding properties that make a benchmark easy, such as rectangles with shared dimensions. Our third benchmark consists of rectangles of increasingly high precision. To pack them efficiently, we limit the rectangles' coordinates and the bounding box dimensions to the set of subset sums of the rectangles' dimensions. Overall, our algorithms represent the current state-of-the-art for this problem, outperforming other algorithms by orders of magnitude, depending on the benchmark.