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A General Framework for Robust Interactive Learning

Neural Information Processing Systems

We propose a general framework for interactively learning models, such as (binary or non-binary) classifiers, orderings/rankings of items, or clusterings of data points. Our framework is based on a generalization of Angluin's equivalence query model and Littlestone's online learning model: in each iteration, the algorithm proposes a model, and the user either accepts it or reveals a specific mistake in the proposal. The feedback is correct only with probability p > 1/2 (and adversarially incorrect with probability 1 - p), i.e., the algorithm must be able to learn in the presence of arbitrary noise. The algorithm's goal is to learn the ground truth model using few iterations. Our general framework is based on a graph representation of the models and user feedback. To be able to learn efficiently, it is sufficient that there be a graph G whose nodes are the models, and (weighted) edges capture the user feedback, with the property that if s, s* are the proposed and target models, respectively, then any (correct) user feedback s' must lie on a shortest s-s* path in G. Under this one assumption, there is a natural algorithm, reminiscent of the Multiplicative Weights Update algorithm, which will efficiently learn s* even in the presence of noise in the user's feedback. From this general result, we rederive with barely any extra effort classic results on learning of classifiers and a recent result on interactive clustering; in addition, we easily obtain new interactive learning algorithms for ordering/ranking.


Preference Completion from Partial Rankings

Neural Information Processing Systems

We propose a novel and efficient algorithm for the collaborative preference completion problem, which involves jointly estimating individualized rankings for a set of entities over a shared set of items, based on a limited number of observed affinity values. Our approach exploits the observation that while preferences are often recorded as numerical scores, the predictive quantity of interest is the underlying rankings. Thus, attempts to closely match the recorded scores may lead to overfitting and impair generalization performance. Instead, we propose an estimator that directly fits the underlying preference order, combined with nuclear norm constraints to encourage low--rank parameters. Besides (approximate) correctness of the ranking order, the proposed estimator makes no generative assumption on the numerical scores of the observations. One consequence is that the proposed estimator can fit any consistent partial ranking over a subset of the items represented as a directed acyclic graph (DAG), generalizing standard techniques that can only fit preference scores. Despite this generality, for supervision representing total or blockwise total orders, the computational complexity of our algorithm is within a $\log$ factor of the standard algorithms for nuclear norm regularization based estimates for matrix completion.


Automated scalable segmentation of neurons from multispectral images

Neural Information Processing Systems

Reconstruction of neuroanatomy is a fundamental problem in neuroscience. Stochastic expression of colors in individual cells is a promising tool, although its use in the nervous system has been limited due to various sources of variability in expression. Moreover, the intermingled anatomy of neuronal trees is challenging for existing segmentation algorithms. Here, we propose a method to automate the segmentation of neurons in such (potentially pseudo-colored) images. The method uses spatio-color relations between the voxels, generates supervoxels to reduce the problem size by four orders of magnitude before the final segmentation, and is parallelizable over the supervoxels. To quantify performance and gain insight, we generate simulated images, where the noise level and characteristics, the density of expression, and the number of fluorophore types are variable. We also present segmentations of real Brainbow images of the mouse hippocampus, which reveal many of the dendritic segments.


Efficient Second-Order Online Kernel Learning with Adaptive Embedding

Neural Information Processing Systems

Online kernel learning (OKL) is a flexible framework to approach prediction problems, since the large approximation space provided by reproducing kernel Hilbert spaces can contain an accurate function for the problem. Nonetheless, optimizing over this space is computationally expensive. Not only first order methods accumulate $\O(\sqrt{T})$ more loss than the optimal function, but the curse of kernelization results in a $\O(t)$ per step complexity. Second-order methods get closer to the optimum much faster, suffering only $\O(\log(T))$ regret, but second-order updates are even more expensive, with a $\O(t^2)$ per-step cost. Existing approximate OKL methods try to reduce this complexity either by limiting the Support Vectors (SV) introduced in the predictor, or by avoiding the kernelization process altogether using embedding.


Scalable trust-region method for deep reinforcement learning using Kronecker-factored approximation

Neural Information Processing Systems

In this work, we propose to apply trust region optimization to deep reinforcement learning using a recently proposed Kronecker-factored approximation to the curvature. We extend the framework of natural policy gradient and propose to optimize both the actor and the critic using Kronecker-factored approximate curvature (K-FAC) with trust region; hence we call our method Actor Critic using Kronecker-Factored Trust Region (ACKTR). To the best of our knowledge, this is the first scalable trust region natural gradient method for actor-critic methods. It is also the method that learns non-trivial tasks in continuous control as well as discrete control policies directly from raw pixel inputs. We tested our approach across discrete domains in Atari games as well as continuous domains in the MuJoCo environment. With the proposed methods, we are able to achieve higher rewards and a 2-to 3-fold improvement in sample efficiency on average, compared to previous state-of-the-art on-policy actor-critic methods.


Generalized Correspondence-LDA Models (GC-LDA) for Identifying Functional Regions in the Brain

Neural Information Processing Systems

This paper presents Generalized Correspondence-LDA (GC-LDA), a generalization of the Correspondence-LDA model that allows for variable spatial representations to be associated with topics, and increased flexibility in terms of the strength of the correspondence between data types induced by the model. We present three variants of GC-LDA, each of which associates topics with a different spatial representation, and apply them to a corpus of neuroimaging data. In the context of this dataset, each topic corresponds to a functional brain region, where the region's spatial extent is captured by a probability distribution over neural activity, and the region's cognitive function is captured by a probability distribution over linguistic terms. We illustrate the qualitative improvements offered by GC-LDA in terms of the types of topics extracted with alternative spatial representations, as well as the model's ability to incorporate a-priori knowledge from the neuroimaging literature. We furthermore demonstrate that the novel features of GC-LDA improve predictions for missing data.


Blind Regression: Nonparametric Regression for Latent Variable Models via Collaborative Filtering

Neural Information Processing Systems

We introduce the framework of {\em blind regression} motivated by {\em matrix completion} for recommendation systems: given $m$ users, $n$ movies, and a subset of user-movie ratings, the goal is to predict the unobserved user-movie ratings given the data, i.e., to complete the partially observed matrix. Following the framework of non-parametric statistics, we posit that user $u$ and movie $i$ have features $x_1(u)$ and $x_2(i)$ respectively, and their corresponding rating $y(u,i)$ is a noisy measurement of $f(x_1(u), x_2(i))$ for some unknown function $f$. In contrast with classical regression, the features $x = (x_1(u), x_2(i))$ are not observed, making it challenging to apply standard regression methods to predict the unobserved ratings. Inspired by the classical Taylor's expansion for differentiable functions, we provide a prediction algorithm that is consistent for all Lipschitz functions. In fact, the analysis through our framework naturally leads to a variant of collaborative filtering, shedding insight into the widespread success of collaborative filtering in practice. Assuming each entry is sampled independently with probability at least $\max(m^{-1+\delta},n^{-1/2+\delta})$ with $\delta > 0$, we prove that the expected fraction of our estimates with error greater than $\epsilon$ is less than $\gamma^2 / \epsilon^2$ plus a polynomially decaying term, where $\gamma^2$ is the variance of the additive entry-wise noise term. Experiments with the MovieLens and Netflix datasets suggest that our algorithm provides principled improvements over basic collaborative filtering and is competitive with matrix factorization methods.


A forward model at Purkinje cell synapses facilitates cerebellar anticipatory control

Neural Information Processing Systems

How does our motor system solve the problem of anticipatory control in spite of a wide spectrum of response dynamics from different musculo-skeletal systems, transport delays as well as response latencies throughout the central nervous system? To a great extent, our highly-skilled motor responses are a result of a reactive feedback system, originating in the brain-stem and spinal cord, combined with a feed-forward anticipatory system, that is adaptively fine-tuned by sensory experience and originates in the cerebellum. Based on that interaction we design the counterfactual predictive control (CFPC) architecture, an anticipatory adaptive motor control scheme in which a feed-forward module, based on the cerebellum, steers an error feedback controller with counterfactual error signals. Those are signals that trigger reactions as actual errors would, but that do not code for any current of forthcoming errors. In order to determine the optimal learning strategy, we derive a novel learning rule for the feed-forward module that involves an eligibility trace and operates at the synaptic level. In particular, our eligibility trace provides a mechanism beyond co-incidence detection in that it convolves a history of prior synaptic inputs with error signals. In the context of cerebellar physiology, this solution implies that Purkinje cell synapses should generate eligibility traces using a forward model of the system being controlled. From an engineering perspective, CFPC provides a general-purpose anticipatory control architecture equipped with a learning rule that exploits the full dynamics of the closed-loop system.


Learning values across many orders of magnitude

Neural Information Processing Systems

Most learning algorithms are not invariant to the scale of the signal that is being approximated. We propose to adaptively normalize the targets used in the learning updates. This is important in value-based reinforcement learning, where the magnitude of appropriate value approximations can change over time when we update the policy of behavior. Our main motivation is prior work on learning to play Atari games, where the rewards were clipped to a predetermined range. This clipping facilitates learning across many different games with a single learning algorithm, but a clipped reward function can result in qualitatively different behavior. Using adaptive normalization we can remove this domain-specific heuristic without diminishing overall performance.


A multi-agent reinforcement learning model of common-pool resource appropriation

Neural Information Processing Systems

Humanity faces numerous problems of common-pool resource appropriation. This class of multi-agent social dilemma includes the problems of ensuring sustainable use of fresh water, common fisheries, grazing pastures, and irrigation systems. Abstract models of common-pool resource appropriation based on non-cooperative game theory predict that self-interested agents will generally fail to find socially positive equilibria---a phenomenon called the tragedy of the commons. However, in reality, human societies are sometimes able to discover and implement stable cooperative solutions. Decades of behavioral game theory research have sought to uncover aspects of human behavior that make this possible.