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Optimistic policy iteration and natural actor-critic: A unifying view and a non-optimality result

Neural Information Processing Systems

Approximate dynamic programming approaches to the reinforcement learning problem are often categorized into greedy value function methods and value-based policy gradient methods. As our first main result, we show that an important subset of the latter methodology is, in fact, a limiting special case of a general formulation of the former methodology; optimistic policy iteration encompasses not only most of the greedy value function methods but also natural actor-critic methods, and permits one to directly interpolate between them. The resulting continuum adjusts the strength of the Markov assumption in policy improvement and, as such, can be seen as dual in spirit to the continuum in TD(λ)-style algorithms in policy evaluation. As our second main result, we show for a substantial subset of softgreedy value function approaches that, while having the potential to avoid policy oscillation and policy chattering, this subset can never converge toward an optimal policy, except in a certain pathological case. Consequently, in the context of approximations (either in state estimation or in value function representation), the majority of greedy value function methods seem to be deemed to suffer either from the risk of oscillation/chattering or from the presence of systematic sub-optimality.


Online Learning with Costly Features and Labels

Neural Information Processing Systems

This paper introduces the online probing problem: In each round, the learner is able to purchase the values of a subset of feature values. After the learner uses this information to come up with a prediction for the given round, he then has the option of paying to see the loss function that he is evaluated against. Either way, the learner pays for both the errors of his predictions and also whatever he chooses to observe, including the cost of observing the loss function for the given round and the cost of the observed features. We consider two variations of this problem, depending on whether the learner can observe the label for free or not. We provide algorithms and upper and lower bounds on the regret for both variants. We show that a positive cost for observing the label significantly increases the regret of the problem.


Online Decision-Making in General Combinatorial Spaces

Neural Information Processing Systems

We study online combinatorial decision problems, where one must make sequential decisions in some combinatorial space without knowing in advance the cost of decisions on each trial; the goal is to minimize the total regret over some sequence of trials relative to the best fixed decision in hindsight. Such problems have been studied mostly in settings where decisions are represented by Boolean vectors and costs are linear in this representation. Here we study a general setting where costs may be linear in any suitable low-dimensional vector representation of elements of the decision space. We give a general algorithm for such problems that we call low-dimensional online mirror descent (LDOMD); the algorithm generalizes both the Component Hedge algorithm of Koolen et al. (2010), and a recent algorithm of Suehiro et al. (2012). Our study offers a unification and generalization of previous work, and emphasizes the role of the convex polytope arising from the vector representation of the decision space; while Boolean representations lead to 0-1 polytopes, more general vector representations lead to more general polytopes. We study several examples of both types of polytopes. Finally, we demonstrate the benefit of having a general framework for such problems via an application to an online transportation problem; the associated transportation polytopes generalize the Birkhoff polytope of doubly stochastic matrices, and the resulting algorithm generalizes the PermELearn algorithm of Helmbold and Warmuth (2009).


Large-scale L-BFGS using MapReduce

Neural Information Processing Systems

L-BFGS has been applied as an effective parameter estimation method for various machine learning algorithms since 1980s. With an increasing demand to deal with massive instances and variables, it is important to scale up and parallelize L-BFGS effectively in a distributed system. In this paper, we study the problem of parallelizing the L-BFGS algorithm in large clusters of tens of thousands of shared-nothing commodity machines. First, we show that a naive implementation of L-BFGS using Map-Reduce requires either a significant amount of memory or a large number of map-reduce steps with negative performance impact. Second, we propose a new L-BFGS algorithm, called Vector-free L-BFGS, which avoids the expensive dot product operations in the two loop recursion and greatly improves computation efficiency with a great degree of parallelism. The algorithm scales very well and enables a variety of machine learning algorithms to handle a massive number of variables over large datasets. We prove the mathematical equivalence of the new Vector-free L-BFGS and demonstrate its excellent performance and scalability using real-world machine learning problems with billions of variables in production clusters.


Searching for Higgs Boson Decay Modes with Deep Learning

Neural Information Processing Systems

Particle colliders enable us to probe the fundamental nature of matter by observing exotic particles produced by high-energy collisions. Because the experimental measurements from these collisions are necessarily incomplete and imprecise, machine learning algorithms play a major role in the analysis of experimental data. The high-energy physics community typically relies on standardized machine learning software packages for this analysis, and devotes substantial effort towards improving statistical power by hand-crafting high-level features derived from the raw collider measurements. In this paper, we train artificial neural networks to detect the decay of the Higgs boson to tau leptons on a dataset of 82 million simulated collision events. We demonstrate that deep neural network architectures are particularly well-suited for this task with the ability to automatically discover high-level features from the data and increase discovery significance.


Automatic Discovery of Cognitive Skills to Improve the Prediction of Student Learning

Neural Information Processing Systems

To master a discipline such as algebra or physics, students must acquire a set of cognitive skills. Traditionally, educators and domain experts use intuition to determine what these skills are and then select practice exercises to hone a particular skill. We propose a technique that uses student performance data to automatically discover the skills needed in a discipline. The technique assigns a latent skill to each exercise such that a student's expected accuracy on a sequence of same-skill exercises improves monotonically with practice. Rather than discarding the skills identified by experts, our technique incorporates a nonparametric prior over the exerciseskill assignments that is based on the expert-provided skills and a weighted Chinese restaurant process.


Semi-supervised Learning with Deep Generative Models, Max Welling Machine Learning Group, Univ. of Amsterdam, { D.P.Kingma, M.Welling }@uva.nl

Neural Information Processing Systems

The ever-increasing size of modern data sets combined with the difficulty of obtaining label information has made semi-supervised learning one of the problems of significant practical importance in modern data analysis. We revisit the approach to semi-supervised learning with generative models and develop new models that allow for effective generalisation from small labelled data sets to large unlabelled ones. Generative approaches have thus far been either inflexible, inefficient or non-scalable. We show that deep generative models and approximate Bayesian inference exploiting recent advances in variational methods can be used to provide significant improvements, making generative approaches highly competitive for semi-supervised learning.


Mondrian Forests: Efficient Online Random Forests

Neural Information Processing Systems

Ensembles of randomized decision trees, usually referred to as random forests, are widely used for classification and regression tasks in machine learning and statistics. Random forests achieve competitive predictive performance and are computationally efficient to train and test, making them excellent candidates for real-world prediction tasks. The most popular random forest variants (such as Breiman's random forest and extremely randomized trees) operate on batches of training data. Online methods are now in greater demand. Existing online random forests, however, require more training data than their batch counterpart to achieve comparable predictive performance. In this work, we use Mondrian processes (Roy and Teh, 2009) to construct ensembles of random decision trees we call Mondrian forests. Mondrian forests can be grown in an incremental/online fashion and remarkably, the distribution of online Mondrian forests is the same as that of batch Mondrian forests. Mondrian forests achieve competitive predictive performance comparable with existing online random forests and periodically retrained batch random forests, while being more than an order of magnitude faster, thus representing a better computation vs accuracy tradeoff.


A Drifting-Games Analysis for Online Learning and Applications to Boosting Department of Computer Science Department of Computer Science Princeton University

Neural Information Processing Systems

We provide a general mechanism to design online learning algorithms based on a minimax analysis within a drifting-games framework. Different online learning settings (Hedge, multi-armed bandit problems and online convex optimization) are studied by converting into various kinds of drifting games. The original minimax analysis for drifting games is then used and generalized by applying a series of relaxations, starting from choosing a convex surrogate of the 0-1 loss function. With different choices of surrogates, we not only recover existing algorithms, but also propose new algorithms that are totally parameter-free and enjoy other useful properties. Moreover, our drifting-games framework naturally allows us to study high probability bounds without resorting to any concentration results, and also a generalized notion of regret that measures how good the algorithm is compared to all but the top small fraction of candidates. Finally, we translate our new Hedge algorithm into a new adaptive boosting algorithm that is computationally faster as shown in experiments, since it ignores a large number of examples on each round.


Decomposing Parameter Estimation Problems

Neural Information Processing Systems

We propose a technique for decomposing the parameter learning problem in Bayesian networks into independent learning problems. Our technique applies to incomplete datasets and exploits variables that are either hidden or observed in the given dataset. We show empirically that the proposed technique can lead to orders-of-magnitude savings in learning time. We explain, analytically and empirically, the reasons behind our reported savings, and compare the proposed technique to related ones that are sometimes used by inference algorithms.