Bayesian Learning
An N Time-Slice Dynamic Chain Event Graph
Collazo, Rodrigo A., Smith, Jim Q.
The Dynamic Chain Event Graph (DCEG) is able to depict many classes of discrete random processes exhibiting asymmetries in their developments and context-specific conditional probabilities structures. However, paradoxically, this very generality has so far frustrated its wide application. So in this paper we develop an object-oriented method to fully analyse a particularly useful and feasibly implementable new subclass of these graphical models called the N Time-Slice DCEG (NT-DCEG). After demonstrating a close relationship between an NT-DCEG and a specific class of Markov processes, we discuss how graphical modellers can exploit this connection to gain a deep understanding of their processes. We also show how to read from the topology of this graph context-specific independence statements that can then be checked by domain experts. Our methods are illustrated throughout using examples of dynamic multivariate processes describing inmate radicalisation in a prison.
Active Distribution Learning from Indirect Samples
Gupta, Samarth, Joshi, Gauri, Yağan, Osman
This paper studies the problem of {\em learning} the probability distribution $P_X$ of a discrete random variable $X$ using indirect and sequential samples. At each time step, we choose one of the possible $K$ functions, $g_1, \ldots, g_K$ and observe the corresponding sample $g_i(X)$. The goal is to estimate the probability distribution of $X$ by using a minimum number of such sequential samples. This problem has several real-world applications including inference under non-precise information and privacy-preserving statistical estimation. We establish necessary and sufficient conditions on the functions $g_1, \ldots, g_K$ under which asymptotically consistent estimation is possible. We also derive lower bounds on the estimation error as a function of total samples and show that it is order-wise achievable. Leveraging these results, we propose an iterative algorithm that i) chooses the function to observe at each step based on past observations; and ii) combines the obtained samples to estimate $p_X$. The performance of this algorithm is investigated numerically under various scenarios, and shown to outperform baseline approaches.
Actor-Critic based Training Framework for Abstractive Summarization
Li, Piji, Bing, Lidong, Lam, Wai
We present a training framework for neural abstractive summarization based on actor-critic approaches from reinforcement learning. In the traditional neural network based methods, the objective is only to maximize the likelihood of the predicted summaries, no other assessment constraints are considered, which may generate low-quality summaries or even incorrect sentences. To alleviate this problem, we employ an actor-critic framework to enhance the training procedure. For the actor, we employ the typical attention based sequence-to-sequence (seq2seq) framework as the policy network for summary generation. For the critic, we combine the maximum likelihood estimator with a well designed global summary quality estimator which is a neural network based binary classifier aiming to make the generated summaries indistinguishable from the human-written ones. Policy gradient method is used to conduct the parameter learning. An alternating training strategy is proposed to conduct the joint training of the actor and critic models. Extensive experiments on some benchmark datasets in different languages show that our framework achieves improvements over the state-of-the-art methods.
Decision-Making with Belief Functions: a Review
Approaches to decision-making under uncertainty in the belief function framework are reviewed. Most methods are shown to blend criteria for decision under ignorance with the maximum expected utility principle of Bayesian decision theory. A distinction is made between methods that construct a complete preference relation among acts, and those that allow incomparability of some acts due to lack of information. Methods developed in the imprecise probability framework are applicable in the Dempster-Shafer context and are also reviewed. Shafer's constructive decision theory, which substitutes the notion of goal for that of utility, is described and contrasted with other approaches. The paper ends by pointing out the need to carry out deeper investigation of fundamental issues related to decision-making with belief functions and to assess the descriptive, normative and prescriptive values of the different approaches.
Probabilistic Ensemble of Collaborative Filters
Collaborative filtering is an important technique for recommendation. Whereas it has been repeatedly shown to be effective in previous work, its performance remains unsatisfactory in many real-world applications, especially those where the items or users are highly diverse. In this paper, we explore an ensemble-based framework to enhance the capability of a recommender in handling diverse data. Specifically, we formulate a probabilistic model which integrates the items, the users, as well as the associations between them into a generative process. On top of this formulation, we further derive a progressive algorithm to construct an ensemble of collaborative filters. In each iteration, a new filter is derived from re-weighted entries and incorporated into the ensemble. It is noteworthy that while the algorithmic procedure of our algorithm is apparently similar to boosting, it is derived from an essentially different formulation and thus differs in several key technical aspects. We tested the proposed method on three large datasets, and observed substantial improvement over the state of the art, including L2Boost, an effective method based on boosting.
Small Sample Learning in Big Data Era
Shu, Jun, Xu, Zongben, Meng, Deyu
As a promising area in artificial intelligence, a new learning paradigm, called Small Sample Learning (SSL), has been attracting prominent research attention in the recent years. In this paper, we aim to present a survey to comprehensively introduce the current techniques proposed on this topic. Specifically, current SSL techniques can be mainly divided into two categories. The first category of SSL approaches can be called "concept learning", which emphasizes learning new concepts from only few related observations. The purpose is mainly to simulate human learning behaviors like recognition, generation, imagination, synthesis and analysis. The second category is called "experience learning", which usually co-exists with the large sample learning manner of conventional machine learning. This category mainly focuses on learning with insufficient samples, and can also be called small data learning in some literatures. More extensive surveys on both categories of SSL techniques are introduced and some neuroscience evidences are provided to clarify the rationality of the entire SSL regime, and the relationship with human learning process. Some discussions on the main challenges and possible future research directions along this line are also presented.
VizML: A Machine Learning Approach to Visualization Recommendation
Hu, Kevin Z., Bakker, Michiel A., Li, Stephen, Kraska, Tim, Hidalgo, César A.
Data visualization should be accessible for all analysts with data, not just the few with technical expertise. Visualization recommender systems aim to lower the barrier to exploring basic visualizations by automatically generating results for analysts to search and select, rather than manually specify. Here, we demonstrate a novel machine learning-based approach to visualization recommendation that learns visualization design choices from a large corpus of datasets and associated visualizations. First, we identify five key design choices made by analysts while creating visualizations, such as selecting a visualization type and choosing to encode a column along the X- or Y-axis. We train models to predict these design choices using one million dataset-visualization pairs collected from a popular online visualization platform. Neural networks predict these design choices with high accuracy compared to baseline models. We report and interpret feature importances from one of these baseline models. To evaluate the generalizability and uncertainty of our approach, we benchmark with a crowdsourced test set, and show that the performance of our model is comparable to human performance when predicting consensus visualization type, and exceeds that of other ML-based systems.
Analyzing Inverse Problems with Invertible Neural Networks
Ardizzone, Lynton, Kruse, Jakob, Wirkert, Sebastian, Rahner, Daniel, Pellegrini, Eric W., Klessen, Ralf S., Maier-Hein, Lena, Rother, Carsten, Köthe, Ullrich
In many tasks, in particular in natural science, the goal is to determine hidden system parameters from a set of measurements. Often, the forward process from parameter- to measurement-space is a well-defined function, whereas the inverse problem is ambiguous: one measurement may map to multiple different sets of parameters. In this setting, the posterior parameter distribution, conditioned on an input measurement, has to be determined. We argue that a particular class of neural networks is well suited for this task -- so-called Invertible Neural Networks (INNs). Although INNs are not new, they have, so far, received little attention in literature. While classical neural networks attempt to solve the ambiguous inverse problem directly, INNs are able to learn it jointly with the well-defined forward process, using additional latent output variables to capture the information otherwise lost. Given a specific measurement and sampled latent variables, the inverse pass of the INN provides a full distribution over parameter space. We verify experimentally, on artificial data and real-world problems from astrophysics and medicine, that INNs are a powerful analysis tool to find multi-modalities in parameter space, to uncover parameter correlations, and to identify unrecoverable parameters.
The Total Beginner's Guide to Game AI
This article will introduce you to a range of introductory concepts used in artificial intelligence for games (or'Game AI' for short) so that you can understand what tools are available for approaching your AI problems, how they work together, and how you might start to implement them in the language or engine of your choice. We're going to assume you have a basic knowledge of video games, and some grasp on mathematical concepts like geometry, trigonometry, etc. Most code examples will be in pseudo-code, so no specific programming language knowledge should be required. Game AI is mostly focused on which actions an entity should take, based on the current conditions. This is what the traditional AI literature refers to as controlling'intelligent agents' where the agent is usually a character in the game – but could also be a vehicle, a robot, or occasionally something more abstract such as a whole group of entities, or even a country or civilization. In each case it is a thing that ...
Simple Root Cause Analysis by Separable Likelihoods
Root Cause Analysis for Anomalies is challenging because of the trade-off between the accuracy and its explanatory friendliness, required for industrial applications. In this paper we propose a framework for simple and friendly RCA within the Bayesian regime under certain restrictions (that Hessian at the mode is diagonal, here referred to as \emph{separability}) imposed on the predictive posterior. We show that this assumption is satisfied for important base models, including Multinomal, Dirichlet-Multinomial and Naive Bayes. To demonstrate the usefulness of the framework, we embed it into the Bayesian Net and validate on web server error logs (real world data set).