Government
Hierarchical Mixtures of Experts Methodology Applied to Continuous Speech Recognition
Zhao, Ying, Schwartz, Richard M., Sroka, Jason J., Makhoul, John
In this paper, we incorporate the Hierarchical Mixtures of Experts (HME) method of probability estimation, developed by Jordan [1], into an HMMbased continuous speech recognition system. The resulting system can be thought of as a continuous-density HMM system, but instead of using gaussian mixtures, the HME system employs a large set of hierarchically organized but relatively small neural networks to perform the probability density estimation. The hierarchical structure is reminiscent of a decision tree except for two important differences: each "expert" or neural net performs a "soft" decision rather than a hard decision, and, unlike ordinary decision trees, the parameters of all the neural nets in the HME are automatically trainable using the EM algorithm. We report results on the ARPA 5,OOO-word and 4O,OOO-word Wall Street Journal corpus using HME models. 1 Introduction Recent research has shown that a continuous-density HMM (CD-HMM) system can outperform a more constrained tied-mixture HMM system for large-vocabulary continuous speech recognition (CSR) when a large amount of training data is available [2]. In other work, the utility of decision trees has been demonstrated in classification problems by using the "divide and conquer" paradigm effectively, where a problem is divided into a hierarchical set of simpler problems.
Advantage Updating Applied to a Differential Game
Harmon, Mance E., III, Leemon C. Baird, Klopf, A. Harry
An application of reinforcement learning to a linear-quadratic, differential game is presented. The reinforcement learning system uses a recently developed algorithm, the residual gradient form of advantage updating. The game is a Markov Decision Process (MDP) with continuous time, states, and actions, linear dynamics, and a quadratic cost function. The game consists of two players, a missile and a plane; the missile pursues the plane and the plane evades the missile. The reinforcement learning algorithm for optimal control is modified for differential games in order to find the minimax point, rather than the maximum. Simulation results are compared to the optimal solution, demonstrating that the simulated reinforcement learning system converges to the optimal answer. The performance of both the residual gradient and non-residual gradient forms of advantage updating and Q-learning are compared. The results show that advantage updating converges faster than Q-learning in all simulations.
Template-Based Algorithms for Connectionist Rule Extraction
Alexander, Jay A., Mozer, Michael C.
Casting neural network weights in symbolic terms is crucial for interpreting and explaining the behavior of a network. Additionally, in some domains, a symbolic description may lead to more robust generalization. We present a principled approach to symbolic rule extraction based on the notion of weight templates, parameterized regions of weight space corresponding to specific symbolic expressions. With an appropriate choice of representation, we show how template parameters may be efficiently identified and instantiated to yield the optimal match to a unit's actual weights.
Using a Saliency Map for Active Spatial Selective Attention: Implementation & Initial Results
Baluja, Shumeet, Pomerleau, Dean A.
School of Computer Science School of Computer Science Carnegie Mellon University Carnegie Mellon University Pittsburgh, PA 15213 Pittsburgh, PA 15213 Abstract In many vision based tasks, the ability to focus attention on the important portions of a scene is crucial for good performance on the tasks. In this paper we present a simple method of achieving spatial selective attention through the use of a saliency map. The saliency map indicates which regions of the input retina are important for performing the task. The saliency map is created through predictive auto-encoding. The performance of this method is demonstrated on two simple tasks which have multiple very strong distracting features in the input retina. Architectural extensions and application directions for this model are presented. On some tasks this extra input can easily be ignored. Nonetheless, often the similarity between the important input features and the irrelevant features is great enough to interfere with task performance.
Template-Based Algorithms for Connectionist Rule Extraction
Alexander, Jay A., Mozer, Michael C.
Casting neural network weights in symbolic terms is crucial for interpreting and explaining the behavior of a network. Additionally, in some domains, a symbolic description may lead to more robust generalization. We present a principled approach to symbolic rule extraction based on the notion of weight templates, parameterized regions of weight space corresponding to specific symbolic expressions. With an appropriate choice of representation, we show how template parameters may be efficiently identified and instantiated to yield the optimal match to a unit's actual weights.
Advantage Updating Applied to a Differential Game
Harmon, Mance E., III, Leemon C. Baird, Klopf, A. Harry
An application of reinforcement learning to a linear-quadratic, differential game is presented. The reinforcement learning system uses a recently developed algorithm, the residual gradient form of advantage updating. The game is a Markov Decision Process (MDP) with continuous time, states, and actions, linear dynamics, and a quadratic cost function. The game consists of two players, a missile and a plane; the missile pursues the plane and the plane evades the missile. The reinforcement learning algorithm for optimal control is modified for differential games in order to find the minimax point, rather than the maximum. Simulation results are compared to the optimal solution, demonstrating that the simulated reinforcement learning system converges to the optimal answer. The performance of both the residual gradient and non-residual gradient forms of advantage updating and Q-learning are compared. The results show that advantage updating converges faster than Q-learning in all simulations.
Using a Saliency Map for Active Spatial Selective Attention: Implementation & Initial Results
Baluja, Shumeet, Pomerleau, Dean A.
School of Computer Science School of Computer Science Carnegie Mellon University Carnegie Mellon University Pittsburgh, PA 15213 Pittsburgh, PA 15213 Abstract In many vision based tasks, the ability to focus attention on the important portions of a scene is crucial for good performance on the tasks. In this paper we present a simple method of achieving spatial selective attention through the use of a saliency map. The saliency map indicates which regions of the input retina are important for performing the task. The saliency map is created through predictive auto-encoding. The performance of this method is demonstrated on two simple tasks which have multiple very strong distracting features in the input retina. Architectural extensions and application directions for this model are presented. On some tasks this extra input can easily be ignored. Nonetheless, often the similarity between the important input features and the irrelevant features is great enough to interfere with task performance.
Hierarchical Mixtures of Experts Methodology Applied to Continuous Speech Recognition
Zhao, Ying, Schwartz, Richard M., Sroka, Jason J., Makhoul, John
In this paper, we incorporate the Hierarchical Mixtures of Experts (HME) method of probability estimation, developed by Jordan [1], into an HMMbased continuous speech recognition system. The resulting system can be thought of as a continuous-density HMM system, but instead of using gaussian mixtures, the HME system employs a large set of hierarchically organized but relatively small neural networks to perform the probability density estimation. The hierarchical structure is reminiscent of a decision tree except for two important differences: each "expert" or neural net performs a "soft" decision rather than a hard decision, and, unlike ordinary decision trees, the parameters of all the neural nets in the HME are automatically trainable using the EM algorithm. We report results on the ARPA 5,OOO-word and 4O,OOO-word Wall Street Journal corpus using HME models. 1 Introduction Recent research has shown that a continuous-density HMM (CD-HMM) system can outperform a more constrained tied-mixture HMM system for large-vocabulary continuous speech recognition (CSR) when a large amount of training data is available [2]. In other work, the utility of decision trees has been demonstrated in classification problems by using the "divide and conquer" paradigm effectively, where a problem is divided into a hierarchical set of simpler problems.
Hierarchical Mixtures of Experts Methodology Applied to Continuous Speech Recognition
Zhao, Ying, Schwartz, Richard M., Sroka, Jason J., Makhoul, John
In this paper, we incorporate the Hierarchical Mixtures of Experts (HME) method of probability estimation, developed by Jordan [1], into an HMMbased continuousspeech recognition system. The resulting system can be thought of as a continuous-density HMM system, but instead of using gaussian mixtures, the HME system employs a large set of hierarchically organized but relatively small neural networks to perform the probability density estimation. The hierarchical structure is reminiscent of a decision tree except for two important differences: each "expert" or neural net performs a "soft" decision rather than a hard decision, and, unlike ordinary decision trees, the parameters of all the neural nets in the HME are automatically trainable using the EM algorithm. We report results on the ARPA 5,OOO-word and 4O,OOO-word Wall Street Journal corpus using HME models. 1 Introduction Recent research has shown that a continuous-density HMM (CD-HMM) system can outperform amore constrained tied-mixture HMM system for large-vocabulary continuous speech recognition (CSR) when a large amount of training data is available [2]. In other work, the utility of decision trees has been demonstrated in classification problems by using the "divide and conquer" paradigm effectively, where a problem is divided into a hierarchical set of simpler problems. We present here a new CD-HMM system which **MIT, Cambridge MA 02139 860 YingZhao, Richard Schwartz, Jason Sroka, John Makhoul has similar properties and possesses the same advantages as decision trees, but has the additional important advantage of having automatically trainable "soft" decision boundaries. 2 Hierarchical Mixtures of Experts The method of Hierarchical Mixtures of Experts (HME) developed recently by Jordan [1] breaks a large scale task into many small ones by partitioning the input space into a nested set of regions, then building a simple but specific model (local expert) in each region.
Advantage Updating Applied to a Differential Game
Harmon, Mance E., III, Leemon C. Baird, Klopf, A. Harry
An application of reinforcement learning to a linear-quadratic, differential game is presented. The reinforcement learning system uses a recently developed algorithm, the residual gradient form of advantage updating. The game is a Markov Decision Process (MDP) with continuous time, states, and actions, linear dynamics, and a quadratic cost function. The game consists of two players, a missile and a plane; the missile pursues the plane and the plane evades the missile. The reinforcement learning algorithm for optimal control is modified for differential games in order to find the minimax point, rather than the maximum. Simulation results are compared to the optimal solution, demonstrating that the simulated reinforcement learning system converges to the optimal answer. The performance of both the residual gradient and non-residual gradient forms of advantage updating and Q-learning are compared. The results show that advantage updating converges faster than Q-learning in all simulations.