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Two Projection Pursuit Algorithms for Machine Learning under Non-Stationarity

arXiv.org Artificial Intelligence

This thesis derives, tests and applies two linear projection algorithms for machine learning under non-stationarity. The first finds a direction in a linear space upon which a data set is maximally non-stationary. The second aims to robustify two-way classification against non-stationarity. The algorithm is tested on a key application scenario, namely Brain Computer Interfacing.


Finding Approximate POMDP solutions Through Belief Compression

arXiv.org Artificial Intelligence

Standard value function approaches to finding policies for Partially Observable Markov Decision Processes (POMDPs) are generally considered to be intractable for large models. The intractability of these algorithms is to a large extent a consequence of computing an exact, optimal policy over the entire belief space. However, in real-world POMDP problems, computing the optimal policy for the full belief space is often unnecessary for good control even for problems with complicated policy classes. The beliefs experienced by the controller often lie near a structured, low-dimensional subspace embedded in the high-dimensional belief space. Finding a good approximation to the optimal value function for only this subspace can be much easier than computing the full value function. We introduce a new method for solving large-scale POMDPs by reducing the dimensionality of the belief space. We use Exponential family Principal Components Analysis (Collins, Dasgupta and Schapire, 2002) to represent sparse, high-dimensional belief spaces using small sets of learned features of the belief state. We then plan only in terms of the low-dimensional belief features. By planning in this low-dimensional space, we can find policies for POMDP models that are orders of magnitude larger than models that can be handled by conventional techniques. We demonstrate the use of this algorithm on a synthetic problem and on mobile robot navigation tasks.


Group Lasso with Overlaps: the Latent Group Lasso approach

arXiv.org Machine Learning

We study a norm for structured sparsity which leads to sparse linear predictors whose supports are unions of prede ned overlapping groups of variables. We call the obtained formulation latent group Lasso, since it is based on applying the usual group Lasso penalty on a set of latent variables. A detailed analysis of the norm and its properties is presented and we characterize conditions under which the set of groups associated with latent variables are correctly identi ed. We motivate and discuss the delicate choice of weights associated to each group, and illustrate this approach on simulated data and on the problem of breast cancer prognosis from gene expression data.


Strange Beta: An Assistance System for Indoor Rock Climbing Route Setting Using Chaotic Variations and Machine Learning

arXiv.org Artificial Intelligence

This paper applies machine learning and the mathematics of chaos to the task of designing indoor rock-climbing routes. Chaotic variation has been used to great advantage on music and dance, but the challenges here are quite different, beginning with the representation. We present a formalized system for transcribing rock climbing problems, then describe a variation generator that is designed to support human route-setters in designing new and interesting climbing problems. This variation generator, termed Strange Beta, combines chaos and machine learning, using the former to introduce novelty and the latter to smooth transitions in a manner that is consistent with the style of the climbs This entails parsing the domain-specific natural language that rock climbers use to describe routes and movement and then learning the patterns in the results. We validated this approach with a pilot study in a small university rock climbing gym, followed by a large blinded study in a commercial climbing gym, in cooperation with experienced climbers and expert route setters. The results show that {\sc Strange Beta} can help a human setter produce routes that are at least as good as, and in some cases better than, those produced in the traditional manner.


A Nonparametric Frequency Domain EM Algorithm for Time Series Classification with Applications to Spike Sorting and Macro-Economics

arXiv.org Machine Learning

I propose a frequency domain adaptation of the Expectation Maximization (EM) algorithm to group a family of time series in classes of similar dynamic structure. It does this by viewing the magnitude of the discrete Fourier transform (DFT) of each signal (or power spectrum) as a probability density/mass function (pdf/pmf) on the unit circle: signals with similar dynamics have similar pdfs; distinct patterns have distinct pdfs. An advantage of this approach is that it does not rely on any parametric form of the dynamic structure, but can be used for non-parametric, robust and model-free classification. This new method works for non-stationary signals of similar shape as well as stationary signals with similar auto-correlation structure. Applications to neural spike sorting (non-stationary) and pattern-recognition in socio-economic time series (stationary) demonstrate the usefulness and wide applicability of the proposed method.


MAPP: a Scalable Multi-Agent Path Planning Algorithm with Tractability and Completeness Guarantees

Journal of Artificial Intelligence Research

Multi-agent path planning is a challenging problem with numerous real-life applications. Running a centralized search such as A* in the combined state space of all units is complete and cost-optimal, but scales poorly, as the state space size is exponential in the number of mobile units. Traditional decentralized approaches, such as FAR and WHCA*, are faster and more scalable, being based on problem decomposition. However, such methods are incomplete and provide no guarantees with respect to the running time or the solution quality. They are not necessarily able to tell in a reasonable time whether they would succeed in finding a solution to a given instance. We introduce MAPP, a tractable algorithm for multi-agent path planning on undirected graphs. We present a basic version and several extensions. They have low-polynomial worst-case upper bounds for the running time, the memory requirements, and the length of solutions. Even though all algorithmic versions are incomplete in the general case, each provides formal guarantees on problems it can solve. For each version, we discuss the algorithm's completeness with respect to clearly defined subclasses of instances. Experiments were run on realistic game grid maps. MAPP solved 99.86% of all mobile units, which is 18--22% better than the percentage of FAR and WHCA*. MAPP marked 98.82% of all units as provably solvable during the first stage of plan computation. Parts of MAPP's computation can be re-used across instances on the same map. Speed-wise, MAPP is competitive or significantly faster than WHCA*, depending on whether MAPP performs all computations from scratch. When data that MAPP can re-use are preprocessed offline and readily available, MAPP is slower than the very fast FAR algorithm by a factor of 2.18 on average. MAPP's solutions are on average 20% longer than FAR's solutions and 7--31% longer than WHCA*'s solutions.


Comparing Probabilistic Models for Melodic Sequences

arXiv.org Machine Learning

Modelling the real world complexity of music is a challenge for machine learning. We address the task of modeling melodic sequences from the same music genre. We perform a comparative analysis of two probabilistic models; a Dirichlet Variable Length Markov Model (Dirichlet-VMM) and a Time Convolutional Restricted Boltzmann Machine (TC-RBM). We show that the TC-RBM learns descriptive music features, such as underlying chords and typical melody transitions and dynamics. We assess the models for future prediction and compare their performance to a VMM, which is the current state of the art in melody generation. We show that both models perform significantly better than the VMM, with the Dirichlet-VMM marginally outperforming the TC-RBM. Finally, we evaluate the short order statistics of the models, using the Kullback-Leibler divergence between test sequences and model samples, and show that our proposed methods match the statistics of the music genre significantly better than the VMM.


Engineering Benchmarks for Planning: the Domains Used in the Deterministic Part of IPC-4

arXiv.org Artificial Intelligence

In a field of research about general reasoning mechanisms, it is essential to have appropriate benchmarks. Ideally, the benchmarks should reflect possible applications of the developed technology. In AI Planning, researchers more and more tend to draw their testing examples from the benchmark collections used in the International Planning Competition (IPC). In the organization of (the deterministic part of) the fourth IPC, IPC-4, the authors therefore invested significant effort to create a useful set of benchmarks. They come from five different (potential) real-world applications of planning: airport ground traffic control, oil derivative transportation in pipeline networks, model-checking safety properties, power supply restoration, and UMTS call setup. Adapting and preparing such an application for use as a benchmark in the IPC involves, at the time, inevitable (often drastic) simplifications, as well as careful choice between, and engineering of, domain encodings. For the first time in the IPC, we used compilations to formulate complex domain features in simple languages such as STRIPS, rather than just dropping the more interesting problem constraints in the simpler language subsets. The article explains and discusses the five application domains and their adaptation to form the PDDL test suites used in IPC-4. We summarize known theoretical results on structural properties of the domains, regarding their computational complexity and provable properties of their topology under the h+ function (an idealized version of the relaxed plan heuristic). We present new (empirical) results illuminating properties such as the quality of the most wide-spread heuristic functions (planning graph, serial planning graph, and relaxed plan), the growth of propositional representations over instance size, and the number of actions available to achieve each fact; we discuss these data in conjunction with the best results achieved by the different kinds of planners participating in IPC-4.


The Complexity of Causality and Responsibility for Query Answers and non-Answers

arXiv.org Artificial Intelligence

An answer to a query has a well-defined lineage expression (alternatively called how-provenance) that explains how the answer was derived. Recent work has also shown how to compute the lineage of a non-answer to a query. However, the cause of an answer or non-answer is a more subtle notion and consists, in general, of only a fragment of the lineage. In this paper, we adapt Halpern, Pearl, and Chockler's recent definitions of causality and responsibility to define the causes of answers and non-answers to queries, and their degree of responsibility. Responsibility captures the notion of degree of causality and serves to rank potentially many causes by their relative contributions to the effect. Then, we study the complexity of computing causes and responsibilities for conjunctive queries. It is known that computing causes is NP-complete in general. Our first main result shows that all causes to conjunctive queries can be computed by a relational query which may involve negation. Thus, causality can be computed in PTIME, and very efficiently so. Next, we study computing responsibility. Here, we prove that the complexity depends on the conjunctive query and demonstrate a dichotomy between PTIME and NP-complete cases. For the PTIME cases, we give a non-trivial algorithm, consisting of a reduction to the max-flow computation problem. Finally, we prove that, even when it is in PTIME, responsibility is complete for LOGSPACE, implying that, unlike causality, it cannot be computed by a relational query.


Where Are the Hard Manipulation Problems?

Journal of Artificial Intelligence Research

Voting is a simple mechanism to combine together the preferences of multiple agents. Unfortunately, agents may try to manipulate the result by mis-reporting their preferences. One barrier that might exist to such manipulation is computational complexity. In particular, it has been shown that it is NP-hard to compute how to manipulate a number of different voting rules. How- ever, NP-hardness only bounds the worst-case complexity. Recent theoretical results suggest that manipulation may often be easy in practice. In this paper, we show that empirical studies are useful in improving our understanding of this issue. We consider two settings which represent the two types of complexity results that have been identified in this area: manipulation with un-weighted votes by a single agent, and manipulation with weighted votes by a coalition of agents. In the first case, we consider Single Transferable Voting (STV), and in the second case, we consider veto voting. STV is one of the few voting rules used in practice where it is NP-hard to compute how a single agent can manipulate the result when votes are unweighted. It also appears one of the harder voting rules to manipulate since it involves multiple rounds. On the other hand, veto voting is one of the simplest representatives of voting rules where it is NP-hard to compute how a coalition of weighted agents can manipulate the result. In our experiments, we sample a number of distributions of votes including uniform, correlated and real world elections. In many of the elections in our experiments, it was easy to compute how to manipulate the result or to prove that manipulation was impossible. Even when we were able to identify a situation in which manipulation was hard to compute (e.g. when votes are highly correlated and the election is hung), we found that the computational difficulty of computing manipulations was somewhat precarious (e.g. with such hung elections, even a single uncorrelated voter was enough to make manipulation easy to compute).