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Nonparametric Multi-group Membership Model for Dynamic Networks

Neural Information Processing Systems

Statistical analysis of social networks and other relational data is becoming an increasingly important problem as the scope and availability of network data increases. Network data--such as the friendships in a social network--is often dynamic in a sense that relations between entities rise and decay over time. A fundamental problem in the analysis of such dynamic network data is to extract a summary of the common structure and the dynamics of the underlying relations between entities. Accurate models of structure and dynamics of network data have many applications. They allow us to predict missing relationships [20, 21, 23], recommend potential new relations [2], identify clusters and groups of nodes [1, 29], forecast future links [4, 9, 11, 24], and even predict group growth and longevity [15]. Here we present a new approach to modeling network dynamics by considering time-evolving interactions between groups of nodes as well as the arrival and departure dynamics of individual nodes to these groups. We develop a dynamic network model, Dynamic Multi-group Membership Graph Model, that identifies the birth and death of individual groups as well as the dynamics of node joining and leaving groups in order to explain changes in the underlying network linking structure. Our nonparametric model considers an infinite number of latent groups, where each node can belong to multiple groups simultaneously. We capture the evolution of individual node group memberships via a Factorial Hidden Markov model.


k-Prototype Learning for 3D Rigid Structures

Neural Information Processing Systems

In this paper, we study the following new variant of prototype learning, called {\em $k$-prototype learning problem for 3D rigid structures}: Given a set of 3D rigid structures, find a set of $k$ rigid structures so that each of them is a prototype for a cluster of the given rigid structures and the total cost (or dissimilarity) is minimized. Prototype learning is a core problem in machine learning and has a wide range of applications in many areas. Existing results on this problem have mainly focused on the graph domain. In this paper, we present the first algorithm for learning multiple prototypes from 3D rigid structures. Our result is based on a number of new insights to rigid structures alignment, clustering, and prototype reconstruction, and is practically efficient with quality guarantee. We validate our approach using two type of data sets, random data and biological data of chromosome territories. Experiments suggest that our approach can effectively learn prototypes in both types of data.


Online Learning with Switching Costs and Other Adaptive Adversaries

Neural Information Processing Systems

We study the power of different types of adaptive (nonoblivious) adversaries in the setting of prediction with expert advice, under both full-information and bandit feedback. We measure the player's performance using a new notion of regret, also known as policy regret, which better captures the adversary's adaptiveness to the player's behavior. In a setting where losses are allowed to drift, we characterize ---in a nearly complete manner--- the power of adaptive adversaries with bounded memories and switching costs. In particular, we show that with switching costs, the attainable rate with bandit feedback is $T^{2/3}$. Interestingly, this rate is significantly worse than the $\sqrt{T}$ rate attainable with switching costs in the full-information case. Via a novel reduction from experts to bandits, we also show that a bounded memory adversary can force $T^{2/3}$ regret even in the full information case, proving that switching costs are easier to control than bounded memory adversaries. Our lower bounds rely on a new stochastic adversary strategy that generates loss processes with strong dependencies.


Online Learning with Switching Costs and Other Adaptive Adversaries

Neural Information Processing Systems

We study the power of different types of adaptive (nonoblivious) adversaries in the setting of prediction with expert advice, under both full-information and bandit feedback. We measure the player's performance using a new notion of regret, also known as policy regret, which better captures the adversary's adaptiveness to the player's behavior. In a setting where losses are allowed to drift, we characterize ---in a nearly complete manner--- the power of adaptive adversaries with bounded memories and switching costs. In particular, we show that with switching costs, the attainable rate with bandit feedback is $T^{2/3}$. Interestingly, this rate is significantly worse than the $\sqrt{T}$ rate attainable with switching costs in the full-information case. Via a novel reduction from experts to bandits, we also show that a bounded memory adversary can force $T^{2/3}$ regret even in the full information case, proving that switching costs are easier to control than bounded memory adversaries. Our lower bounds rely on a new stochastic adversary strategy that generates loss processes with strong dependencies.


Optimal integration of visual speed across different spatiotemporal frequency channels

Neural Information Processing Systems

How does the human visual system compute the speed of a coherent motion stimulus that contains motion energy in different spatiotemporal frequency bands? Here we propose that perceived speed is the result of optimal integration of speed information from independent spatiotemporal frequency tuned channels. We formalize this hypothesis with a Bayesian observer model that treats the channel activity as independent cues, which are optimally combined with a prior expectation for slow speeds. We test the model against behavioral data from a 2AFC speed discrimination task with which we measured subjects' perceived speed of drifting sinusoidal gratings with different contrasts and spatial frequencies, and of various combinations of these single gratings. We find that perceived speed of the combined stimuli is independent of the relative phase of the underlying grating components, and that the perceptual biases and discrimination thresholds are always smaller for the combined stimuli, supporting the cue combination hypothesis. The proposed Bayesian model fits the data well, accounting for perceptual biases and thresholds of both simple and combined stimuli. Fits are improved if we assume that the channel responses are subject to divisive normalization, which is in line with physiological evidence. Our results provide an important step toward a more complete model of visual motion perception that can predict perceived speeds for stimuli of arbitrary spatial structure.


Deep content-based music recommendation

Neural Information Processing Systems

Automatic music recommendation has become an increasingly relevant problem in recent years, since a lot of music is now sold and consumed digitally. Most recommender systems rely on collaborative filtering. However, this approach suffers from the cold start problem: it fails when no usage data is available, so it is not effective for recommending new and unpopular songs. In this paper, we propose to use a latent factor model for recommendation, and predict the latent factors from music audio when they cannot be obtained from usage data. We compare a traditional approach using a bag-of-words representation of the audio signals with deep convolutional neural networks, and evaluate the predictions quantitatively and qualitatively on the Million Song Dataset. We show that using predicted latent factors produces sensible recommendations, despite the fact that there is a large semantic gap between the characteristics of a song that affect user preference and the corresponding audio signal. We also show that recent advances in deep learning translate very well to the music recommendation setting, with deep convolutional neural networks significantly outperforming the traditional approach.


Relevance Topic Model for Unstructured Social Group Activity Recognition

Neural Information Processing Systems

Unstructured social group activity recognition in web videos is a challenging task due to 1) the semantic gap between class labels and low-level visual features and 2) the lack of labeled training data. To tackle this problem, we propose a "relevance topic model" for jointly learning meaningful mid-level representations upon bag-of-words (BoW) video representations and a classifier with sparse weights. In our approach, sparse Bayesian learning is incorporated into an undirected topic model (i.e., Replicated Softmax) to discover topics which are relevant to video classes and suitable for prediction. Rectified linear units are utilized to increase the expressive power of topics so as to explain better video data containing complex contents and make variational inference tractable for the proposed model. An efficient variational EM algorithm is presented for model parameter estimation and inference. Experimental results on the Unstructured Social Activity Attribute dataset show that our model achieves state of the art performance and outperforms other supervised topic model in terms of classification accuracy, particularly in the case of a very small number of labeled training videos.


Spectral methods for neural characterization using generalized quadratic models

Neural Information Processing Systems

We describe a set of fast, tractable methods for characterizing neural responses to high-dimensional sensory stimuli using a model we refer to as the generalized quadratic model (GQM). The GQM consists of a low-rank quadratic form followed by a point nonlinearity and exponential-family noise. The quadratic form characterizes the neuron's stimulus selectivity in terms of a set linear receptive fields followed by a quadratic combination rule, and the invertible nonlinearity maps this output to the desired response range. Special cases of the GQM include the 2nd-order Volterra model (Marmarelis and Marmarelis 1978, Koh and Powers 1985) and the elliptical Linear-Nonlinear-Poisson model (Park and Pillow 2011). Here we show that for canonical form" GQMs, spectral decomposition of the first two response-weighted moments yields approximate maximum-likelihood estimators via a quantity called the expected log-likelihood. The resulting theory generalizes moment-based estimators such as the spike-triggered covariance, and, in the Gaussian noise case, provides closed-form estimators under a large class of non-Gaussian stimulus distributions. We show that these estimators are fast and provide highly accurate estimates with far lower computational cost than full maximum likelihood. Moreover, the GQM provides a natural framework for combining multi-dimensional stimulus sensitivity and spike-history dependencies within a single model. We show applications to both analog and spiking data using intracellular recordings of V1 membrane potential and extracellular recordings of retinal spike trains."


Compete to Compute

Neural Information Processing Systems

Local competition among neighboring neurons is common in biological neural networks(NNs). In this paper, we apply the concept to gradient-based, backprop-trained artificial multilayer NNs. NNs with competing linear units tend to outperform those with non-competing nonlinear units, and avoid catastrophic forgetting when training sets change over time.


Sequential Transfer in Multi-armed Bandit with Finite Set of Models

Neural Information Processing Systems

Learning from prior tasks and transferring that experience to improve future performance is critical for building lifelong learning agents. Although results in supervised and reinforcement learning show that transfer may significantly improve the learning performance, most of the literature on transfer is focused on batch learning tasks. In this paper we study the problem of sequential transfer in online learning, notably in the multi-arm bandit framework, where the objective is to minimize the cumulative regret over a sequence of tasks by incrementally transferring knowledge from prior tasks. We introduce a novel bandit algorithm based on a method-of-moments approach for the estimation of the possible tasks and derive regret bounds for it.