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Optimal Data Collection For Informative Rankings Expose Well-Connected Graphs

arXiv.org Machine Learning

Given a graph where vertices represent alternatives and arcs represent pairwise comparison data, the statistical ranking problem is to find a potential function, defined on the vertices, such that the gradient of the potential function agrees with the pairwise comparisons. Our goal in this paper is to develop a method for collecting data for which the least squares estimator for the ranking problem has maximal Fisher information. Our approach, based on experimental design, is to view data collection as a bi-level optimization problem where the inner problem is the ranking problem and the outer problem is to identify data which maximizes the informativeness of the ranking. Under certain assumptions, the data collection problem decouples, reducing to a problem of finding multigraphs with large algebraic connectivity. This reduction of the data collection problem to graph-theoretic questions is one of the primary contributions of this work. As an application, we study the Yahoo! Movie user rating dataset and demonstrate that the addition of a small number of well-chosen pairwise comparisons can significantly increase the Fisher informativeness of the ranking. As another application, we study the 2011-12 NCAA football schedule and propose schedules with the same number of games which are significantly more informative. Using spectral clustering methods to identify highly-connected communities within the division, we argue that the NCAA could improve its notoriously poor rankings by simply scheduling more out-of-conference games.


Learning Latent Block Structure in Weighted Networks

arXiv.org Machine Learning

Networks are an increasingly important form of structured data consisting of interactions between pairs of individuals in large social and biological data sets. Unlike attribute data where each observation is associated with an individual, network data is represented by graphs, where individuals are vertices and interactions are edges. Because vertices are pairwise related, network data violates traditional assumptions of attribute data, such as independence. This intrinsic difference in structure prompts the development of new tools for handling network data. In social and biological networks, vertices often play distinct structural roles in generating the network's large-scale structure. To identify such latent structural roles, we aim to identify a network partition that groups together vertices with similar group-level connectivity patterns. We call these groups "communities," and their inference produces a compact description of the large-scale 1 (a) Assortative (b) Disassortative (c) Core-Periphery (d) Ordered Figure 1: Examples of structure that can be learned using the SBM. The first row shows the abstract connections between four groups (blue, red, green, and purple). The second row shows the'block' structure found in the adjacency matrix after sorting by group membership; black corresponds to edges and white corresponds to non-edges.


Experimental Demonstration of Array-level Learning with Phase Change Synaptic Devices

arXiv.org Artificial Intelligence

IBM Research, T.J. Watson Research Center, Yorktown Heights, NY Abstract The computational performance of the biological brain has long attracted significant interest and has led to inspirations in operating principles, algorithms, and architectures for computing and signal processing. In this work, we focus on hardware implementation of brain-like learning in a brain-inspired architecture. We demonstrate, in hardware, that 2-D crossbar arrays of phase change synaptic devices can achieve associative learning and perform pattern recognition. Device and array-level studies using an experimental 10 10 array of phase change synaptic devices have shown that pattern recognition is robust against synaptic resistance variations and large variations can be tolerated by increasing the number of training iterations. Our measurements show that increase in initial variation from 9 % to 60 % causes required training iterations to increase from 1 to 11. I. Introduction Synaptic electronics is an emerging field of research aiming to build electronic systems that mimic computational energyefficiency and fault tolerance of biological brain in a compact space [1]. Figure 1: Left figure is a DSI (diffusion spectrum imaging) scan showing a fabric-like 3-D grid structure of connections in the monkey brain (Credit: Van Wedeen, M.D., Martinos Center and Dept. of Radiology, Massachusetts General Hospital and Harvard University Medical School) [6].


The Design of the Fifth Answer Set Programming Competition

arXiv.org Artificial Intelligence

Answer Set Programming (ASP) is a well-established paradigm of declarative programming that has been developed in the field of logic programming and nonmonotonic reasoning. Advances in ASP solving technology are customarily assessed in competition events, as it happens for other closely-related problem-solving technologies like SAT/SMT, QBF, Planning and Scheduling. ASP Competitions are (usually) biennial events; however, the Fifth ASP Competition departs from tradition, in order to join the FLoC Olympic Games at the Vienna Summer of Logic 2014, which is expected to be the largest event in the history of logic. This edition of the ASP Competition series is jointly organized by the University of Calabria (Italy), the Aalto University (Finland), and the University of Genova (Italy), and is affiliated with the 30th International Conference on Logic Programming (ICLP 2014). It features a completely re-designed setup, with novelties involving the design of tracks, the scoring schema, and the adherence to a fixed modeling language in order to push the adoption of the ASP-Core-2 standard. Benchmark domains are taken from past editions, and best system packages submitted in 2013 are compared with new versions and solvers. To appear in Theory and Practice of Logic Programming (TPLP).


Transductive Learning for Multi-Task Copula Processes

arXiv.org Machine Learning

We tackle the problem of multi-task learning with copula process. Multivariable prediction in spatial and spatial-temporal processes such as natural resource estimation and pollution monitoring have been typically addressed using techniques based on Gaussian processes and co-Kriging. While the Gaussian prior assumption is convenient from analytical and computational perspectives, nature is dominated by non-Gaussian likelihoods. Copula processes are an elegant and flexible solution to handle various non-Gaussian likelihoods by capturing the dependence structure of random variables with cumulative distribution functions rather than their marginals. We show how multi-task learning for copula processes can be used to improve multivari-able prediction for problems where the simple Gaussianity prior assumption does not hold. Then, we present a trans-ductive approximation for multi-task learning and derive analytical expressions for the copula process model. The approach is evaluated and compared to other techniques in one artificial dataset and two publicly available datasets for natural resource estimation and concrete slump prediction.


Provable Deterministic Leverage Score Sampling

arXiv.org Machine Learning

We explain theoretically a curious empirical phenomenon: "Approximating a matrix by deterministically selecting a subset of its columns with the corresponding largest leverage scores results in a good low-rank matrix surrogate". To obtain provable guarantees, previous work requires randomized sampling of the columns with probabilities proportional to their leverage scores. In this work, we provide a novel theoretical analysis of deterministic leverage score sampling. We show that such deterministic sampling can be provably as accurate as its randomized counterparts, if the leverage scores follow a moderately steep power-law decay. We support this power-law assumption by providing empirical evidence that such decay laws are abundant in real-world data sets. We then demonstrate empirically the performance of deterministic leverage score sampling, which many times matches or outperforms the state-of-the-art techniques.


Topological and Statistical Behavior Classifiers for Tracking Applications

arXiv.org Machine Learning

We introduce the first unified theory for target tracking using Multiple Hypothesis Tracking, Topological Data Analysis, and machine learning. Our string of innovations are 1) robust topological features are used to encode behavioral information, 2) statistical models are fitted to distributions over these topological features, and 3) the target type classification methods of Wigren and Bar Shalom et al. are employed to exploit the resulting likelihoods for topological features inside of the tracking procedure. To demonstrate the efficacy of our approach, we test our procedure on synthetic vehicular data generated by the Simulation of Urban Mobility package.


Inference of Sparse Networks with Unobserved Variables. Application to Gene Regulatory Networks

arXiv.org Machine Learning

Networks are a unifying framework for modeling complex systems and network inference problems are frequently encountered in many fields. Here, I develop and apply a generative approach to network inference (RCweb) for the case when the network is sparse and the latent (not observed) variables affect the observed ones. From all possible factor analysis (FA) decompositions explaining the variance in the data, RCweb selects the FA decomposition that is consistent with a sparse underlying network. The sparsity constraint is imposed by a novel method that significantly outperforms (in terms of accuracy, robustness to noise, complexity scaling, and computational efficiency) Bayesian methods and MLE methods using l1 norm relaxation such as K-SVD and l1--based sparse principle component analysis (PCA). Results from simulated models demonstrate that RCweb recovers exactly the model structures for sparsity as low (as non-sparse) as 50% and with ratio of unobserved to observed variables as high as 2. RCweb is robust to noise, with gradual decrease in the parameter ranges as the noise level increases.


Convex Total Least Squares

arXiv.org Machine Learning

We study the total least squares (TLS) problem that generalizes least squares regression by allowing measurement errors in both dependent and independent variables. TLS is widely used in applied fields including computer vision, system identification and econometrics. The special case when all dependent and independent variables have the same level of uncorrelated Gaussian noise, known as ordinary TLS, can be solved by singular value decomposition (SVD). However, SVD cannot solve many important practical TLS problems with realistic noise structure, such as having varying measurement noise, known structure on the errors, or large outliers requiring robust error-norms. To solve such problems, we develop convex relaxation approaches for a general class of structured TLS (STLS). We show both theoretically and experimentally, that while the plain nuclear norm relaxation incurs large approximation errors for STLS, the re-weighted nuclear norm approach is very effective, and achieves better accuracy on challenging STLS problems than popular non-convex solvers. We describe a fast solution based on augmented Lagrangian formulation, and apply our approach to an important class of biological problems that use population average measurements to infer cell-type and physiological-state specific expression levels that are very hard to measure directly.


Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Games

arXiv.org Artificial Intelligence

Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we present an evolutionary strategy based solution towards the automatic generation of two player board games. To guide the evolutionary process towards games, which are entertaining, we propose a set of metrics. These metrics are based upon different theories of entertainment in computer games. This work also compares the entertainment value of the evolved games with the existing popular board based games. Further to verify the entertainment value of the evolved games with the entertainment value of the human user a human user survey is conducted. In addition to the user survey we check the learnability of the evolved games using an artificial neural network based controller. The proposed metrics and the evolutionary process can be employed for generating new and entertaining board games, provided an initial search space is given to the evolutionary algorithm.