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 Inductive Learning


Pitfalls and Best Practices in Algorithm Configuration

arXiv.org Artificial Intelligence

Good parameter settings are crucial to achieve high performance in many areas of artificial intelligence (AI), such as propositional satisfiability solving, AI planning, scheduling, and machine learning (in particular deep learning). Automated algorithm configuration methods have recently received much attention in the AI community since they replace tedious, irreproducible and error-prone manual parameter tuning and can lead to new state-of-the-art performance. However, practical applications of algorithm configuration are prone to several (often subtle) pitfalls in the experimental design that can render the procedure ineffective. We identify several common issues and propose best practices for avoiding them. As one possibility for automatically handling as many of these as possible, we also propose a tool called GenericWrapper4AC.



Meta-Learning: A Survey

arXiv.org Machine Learning

Meta-learning, or learning to learn, is the science of systematically observing how different machine learning approaches perform on a wide range of learning tasks, and then learning from this experience, or meta-data, to learn new tasks much faster than otherwise possible. Not only does this dramatically speed up and improve the design of machine learning pipelines or neural architectures, it also allows us to replace hand-engineered algorithms with novel approaches learned in a data-driven way. In this chapter, we provide an overview of the state of the art in this fascinating and continuously evolving field.


Classification from Positive, Unlabeled and Biased Negative Data

arXiv.org Machine Learning

In conventional binary classification, examples are labeled as either positive (P) or negative (N), and we train a classifier on these labeled examples. On the contrary, positive-unlabeled (PU) learning addresses the problem of learning a classifier from P and unlabeled (U) data, without need of explicitly identifying N data (Elkan & Noto, 2008; Ward et al., 2009). PU learning finds its usefulness in many real-world problems. For example, in one-class remote sensing classification (Li et al., 2011), we seek to extract a specific land-cover class from an image. While it is easy to label examples of this specific land-cover class of interest, examples not belonging to this class are too diverse to be exhaustively annotated. The same problem arises in text classification, as it is difficult or even impossible to compile a set of N samples that provides a comprehensive characterization of everything that is not in the P class (Liu et al., 2003; Fung et al., 2006). Besides, PU learning has also been applied to other domains such as outlier detection (Hido et al., 2008; Scott & Blanchard, 2009), medical diagnosis (Zuluaga et al., 2011), or time series classification (Nguyen et al., 2011). By carefully examining the above examples, we find out that the most difficult step is often to collect a fully representative N set, whereas only labeling a small portion of all possible N data is relatively easy. Therefore, in this paper, we propose to study the problem of learning from P, U and biased N (bN) data, which we name PUbN learning hereinafter.


Unsupervised Learning of Sentence Representations Using Sequence Consistency

arXiv.org Artificial Intelligence

Computing universal distributed representations of sentences is a fundamental task in natural language processing. We propose a simple, yet surprisingly powerful unsupervised method to learn such representations by enforcing consistency constraints on sequences of tokens. We consider two classes of such constraints - sequences that form a sentence and between two sequences that form a sentence when merged. We learn a sentence encoder by training it to distinguish between consistent and inconsistent examples. Extensive evaluation on several transfer learning and linguistic probing tasks shows improved performance over strong unsupervised and supervised baselines, substantially surpassing them in several cases. In natural language processing, the use of distributed representations has become standard through the effective use of word embeddings.


Generalization and Regularization in DQN

arXiv.org Artificial Intelligence

Deep reinforcement learning (RL) algorithms have shown an impressive ability to learn complex control policies in high-dimensional environments. However, despite the ever-increasing performance on popular benchmarks like the Arcade Learning Environment (ALE), policies learned by deep RL algorithms can struggle to generalize when evaluated in remarkably similar environments. These results are unexpected given the fact that, in supervised learning, deep neural networks often learn robust features that generalize across tasks. In this paper, we study the generalization capabilities of DQN in order to aid in understanding this mismatch between generalization in deep RL and supervised learning methods. We provide evidence suggesting that DQN overspecializes to the domain it is trained on. We then comprehensively evaluate the impact of traditional methods of regularization from supervised learning, $\ell_2$ and dropout, and of reusing learned representations to improve the generalization capabilities of DQN. We perform this study using different game modes of Atari 2600 games, a recently introduced modification for the ALE which supports slight variations of the Atari 2600 games used for benchmarking in the field. Despite regularization being largely underutilized in deep RL, we show that it can, in fact, help DQN learn more general features. These features can then be reused and fine-tuned on similar tasks, considerably improving the sample efficiency of DQN.


Forget dumping games designers for AI – turns out it takes two to tango

#artificialintelligence

AI can get pretty good at creating content like images and videos, so researchers are trying to get them to design game levels. Machines are okay working on their own and can regurgitate the same material seen in the numerous training examples fed by its human creators. It's fine if what you're after is more of the same thing, but that's boring for games. Game designing bots need more creativity and the best place to learn is off humans. A team of researchers from the Georgia Institute of Technology conducted a series of experiments where humans partnered up with bots to come up with new levels in Super Mario, a popular Nintendo platform game.


Deep Graph Infomax

arXiv.org Machine Learning

We present Deep Graph Infomax (DGI), a general approach for learning node representations within graph-structured data in an unsupervised manner. DGI relies on maximizing mutual information between patch representations and corresponding high-level summaries of graphs---both derived using established graph convolutional network architectures. The learnt patch representations summarize subgraphs centered around nodes of interest, and can thus be reused for downstream node-wise learning tasks. In contrast to most prior approaches to graph representation learning, DGI does not rely on random walks, and is readily applicable to both transductive and inductive learning setups. We demonstrate competitive performance on a variety of node classification benchmarks, which at times even exceeds the performance of supervised learning.


Learning and Acting in Peripersonal Space: Moving, Reaching, and Grasping

arXiv.org Artificial Intelligence

The young infant explores its body, its sensorimotor system, and the immediately accessible parts of its environment, over the course of a few months creating a model of peripersonal space useful for reaching and grasping objects around it. Drawing on constraints from the empirical literature on infant behavior, we present a preliminary computational model of this learning process, implemented and evaluated on a physical robot. The learning agent explores the relationship between the configuration space of the arm, sensing joint angles through proprioception, and its visual perceptions of the hand and grippers. The resulting knowledge is represented as the peripersonal space (PPS) graph, where nodes represent states of the arm, edges represent safe movements, and paths represent safe trajectories from one pose to another. In our model, the learning process is driven by intrinsic motivation. When repeatedly performing an action, the agent learns the typical result, but also detects unusual outcomes, and is motivated to learn how to make those unusual results reliable. Arm motions typically leave the static background unchanged, but occasionally bump an object, changing its static position. The reach action is learned as a reliable way to bump and move an object in the environment. Similarly, once a reliable reach action is learned, it typically makes a quasi-static change in the environment, moving an object from one static position to another. The unusual outcome is that the object is accidentally grasped (thanks to the innate Palmar reflex), and thereafter moves dynamically with the hand. Learning to make grasps reliable is more complex than for reaches, but we demonstrate significant progress. Our current results are steps toward autonomous sensorimotor learning of motion, reaching, and grasping in peripersonal space, based on unguided exploration and intrinsic motivation.


From Classical to Generalized Zero-Shot Learning: a Simple Adaptation Process

arXiv.org Machine Learning

Zero-shot learning (ZSL) is concerned with the recognition of previously unseen classes. It relies on additional semantic knowledge for which a mapping can be learned with training examples of seen classes. While classical ZSL considers the recognition performance on unseen classes only, generalized zero-shot learning (GZSL) aims at maximizing performance on both seen and unseen classes. In this paper, we propose a new process for training and evaluation in the GZSL setting; this process addresses the gap in performance between samples from unseen and seen classes by penalizing the latter, and enables to select hyper-parameters well-suited to the GZSL task. It can be applied to any existing ZSL approach and leads to a significant performance boost: the experimental evaluation shows that GZSL performance, averaged over eight state-of-the-art methods, is improved from 28.5 to 42.2 on CUB and from 28.2 to 57.1 on AwA2.