Goto

Collaborating Authors

 Genre



Online Coordinate Boosting

arXiv.org Machine Learning

We present a new online boosting algorithm for adapting the weights of a boosted classifier, which yields a closer approximation to Freund and Schapire's AdaBoost algorithm than previous online boosting algorithms. We also contribute a new way of deriving the online algorithm that ties together previous online boosting work. We assume that the weak hypotheses were selected beforehand, and only their weights are updated during online boosting. The update rule is derived by minimizing AdaBoost's loss when viewed in an incremental form. The equations show that optimization is computationally expensive. However, a fast online approximation is possible. We compare approximation error to batch AdaBoost on synthetic datasets and generalization error on face datasets and the MNIST dataset.


On Similarities between Inference in Game Theory and Machine Learning

Journal of Artificial Intelligence Research

In this paper, we elucidate the equivalence between inference in game theory and machine learning. Our aim in so doing is to establish an equivalent vocabulary between the two domains so as to facilitate developments at the intersection of both fields, and as proof of the usefulness of this approach, we use recent developments in each field to make useful improvements to the other. More specifically, we consider the analogies between smooth best responses in fictitious play and Bayesian inference methods. Initially, we use these insights to develop and demonstrate an improved algorithm for learning in games based on probabilistic moderation. That is, by integrating over the distribution of opponent strategies (a Bayesian approach within machine learning) rather than taking a simple empirical average (the approach used in standard fictitious play) we derive a novel moderated fictitious play algorithm and show that it is more likely than standard fictitious play to converge to a payoff-dominant but risk-dominated Nash equilibrium in a simple coordination game. Furthermore we consider the converse case, and show how insights from game theory can be used to derive two improved mean field variational learning algorithms. We first show that the standard update rule of mean field variational learning is analogous to a Cournot adjustment within game theory. By analogy with fictitious play, we then suggest an improved update rule, and show that this results in fictitious variational play, an improved mean field variational learning algorithm that exhibits better convergence in highly or strongly connected graphical models. Second, we use a recent advance in fictitious play, namely dynamic fictitious play, to derive a derivative action variational learning algorithm, that exhibits superior convergence properties on a canonical machine learning problem (clustering a mixture distribution).


Completeness and Performance Of The APO Algorithm

Journal of Artificial Intelligence Research

Asynchronous Partial Overlay (APO) is a search algorithm that uses cooperative mediation to solve Distributed Constraint Satisfaction Problems (DisCSPs). The algorithm partitions the search into different subproblems of the DisCSP. The original proof of completeness of the APO algorithm is based on the growth of the size of the subproblems. The present paper demonstrates that this expected growth of subproblems does not occur in some situations, leading to a termination problem of the algorithm. The problematic parts in the APO algorithm that interfere with its completeness are identified and necessary modifications to the algorithm that fix these problematic parts are given. The resulting version of the algorithm, Complete Asynchronous Partial Overlay (CompAPO), ensures its completeness. Formal proofs for the soundness and completeness of CompAPO are given. A detailed performance evaluation of CompAPO comparing it to other DisCSP algorithms is presented, along with an extensive experimental evaluation of the algorithms unique behavior. Additionally, an optimization version of the algorithm, CompOptAPO, is presented, discussed, and evaluated.


Quantum reinforcement learning

arXiv.org Artificial Intelligence

The key approaches for machine learning, especially learning in unknown probabilistic environments are new representations and computation mechanisms. In this paper, a novel quantum reinforcement learning (QRL) method is proposed by combining quantum theory and reinforcement learning (RL). Inspired by the state superposition principle and quantum parallelism, a framework of value updating algorithm is introduced. The state (action) in traditional RL is identified as the eigen state (eigen action) in QRL. The state (action) set can be represented with a quantum superposition state and the eigen state (eigen action) can be obtained by randomly observing the simulated quantum state according to the collapse postulate of quantum measurement. The probability of the eigen action is determined by the probability amplitude, which is parallelly updated according to rewards. Some related characteristics of QRL such as convergence, optimality and balancing between exploration and exploitation are also analyzed, which shows that this approach makes a good tradeoff between exploration and exploitation using the probability amplitude and can speed up learning through the quantum parallelism. To evaluate the performance and practicability of QRL, several simulated experiments are given and the results demonstrate the effectiveness and superiority of QRL algorithm for some complex problems. The present work is also an effective exploration on the application of quantum computation to artificial intelligence.


Relationship between Diversity and Perfomance of Multiple Classifiers for Decision Support

arXiv.org Artificial Intelligence

The paper presents the investigation and implementation of the relationship between diversity and the performance of multiple classifiers on classification accuracy. The study is critical as to build classifiers that are strong and can generalize better. The parameters of the neural network within the committee were varied to induce diversity; hence structural diversity is the focus for this study. The hidden nodes and the activation function are the parameters that were varied. The diversity measures that were adopted from ecology such as Shannon and Simpson were used to quantify diversity. Genetic algorithm is used to find the optimal ensemble by using the accuracy as the cost function. The results observed shows that there is a relationship between structural diversity and accuracy. It is observed that the classification accuracy of an ensemble increases as the diversity increases. There was an increase of 3%-6% in the classification accuracy.


The use of entropy to measure structural diversity

arXiv.org Artificial Intelligence

In this paper entropy based methods are compared and used to measure structural diversity of an ensemble of 21 classifiers. This measure is mostly applied in ecology, whereby species counts are used as a measure of diversity. The measures used were Shannon entropy, Simpsons and the Berger Parker diversity indexes. As the diversity indexes increased so did the accuracy of the ensemble. An ensemble dominated by classifiers with the same structure produced poor accuracy. Uncertainty rule from information theory was also used to further define diversity. Genetic algorithms were used to find the optimal ensemble by using the diversity indices as the cost function. The method of voting was used to aggregate the decisions.


Social Learning Methods in Board Games

arXiv.org Artificial Intelligence

The training of agents in a social context instead of a self-play environment is investigated. Agents that use the reinforcement learning algorithms are trained in social settings. This mimics the way in which players of board games such as scrabble and chess mentor each other in their clubs. A Round Robin tournament and a modified Swiss tournament setting are used for the training. The agents trained using social settings are compared to self play agents and results indicate that more robust agents emerge from the social training setting. Higher state space games can benefit from such settings as diverse set of agents will have multiple strategies that increase the chances of obtaining more experienced players at the end of training. The Social Learning trained agents exhibit better playing experience than self play agents. The modified Swiss playing style spawns a larger number of better playing agents as the population size increases.


The many faces of optimism - Extended version

arXiv.org Artificial Intelligence

The exploration-exploitation dilemma has been an intriguing and unsolved problem within the framework of reinforcement learning. "Optimism in the face of uncertainty" and model building play central roles in advanced exploration methods. Here, we integrate several concepts and obtain a fast and simple algorithm. We show that the proposed algorithm finds a near-optimal policy in polynomial time, and give experimental evidence that it is robust and efficient compared to its ascendants.


Combining Semantic Wikis and Controlled Natural Language

arXiv.org Artificial Intelligence

We demonstrate AceWiki that is a semantic wiki using the controlled natural language Attempto Controlled English (ACE). The goal is to enable easy creation and modification of ontologies through the web. Texts in ACE can automatically be translated into first-order logic and other languages, for example OWL. Previous evaluation showed that ordinary people are able to use AceWiki without being instructed.