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 Markov Models


A Probabilistic Model of Social Decision Making based on Reward Maximization

Neural Information Processing Systems

A fundamental problem in cognitive neuroscience is how humans make decisions, act, and behave in relation to other humans. Here we adopt the hypothesis that when we are in an interactive social setting, our brains perform Bayesian inference of the intentions and cooperativeness of others using probabilistic representations. We employ the framework of partially observable Markov decision processes (POMDPs) to model human decision making in a social context, focusing specifically on the volunteer's dilemma in a version of the classic Public Goods Game. We show that the POMDP model explains both the behavior of subjects as well as neural activity recorded using fMRI during the game. The decisions of subjects can be modeled across all trials using two interpretable parameters. Furthermore, the expected reward predicted by the model for each subject was correlated with the activation of brain areas related to reward expectation in social interactions. Our results suggest a probabilistic basis for human social decision making within the framework of expected reward maximization.


Deep Homogeneous Mixture Models: Representation, Separation, and Approximation

Neural Information Processing Systems

At their core, many unsupervised learning models provide a compact representation of homogeneous density mixtures, but their similarities and differences are not always clearly understood. In this work, we formally establish the relationships among latent tree graphical models (including special cases such as hidden Markov models and tensorial mixture models), hierarchical tensor formats and sum-product networks. Based on this connection, we then give a unified treatment of exponential separation in \emph{exact} representation size between deep mixture architectures and shallow ones. In contrast, for \emph{approximate} representation, we show that the conditional gradient algorithm can approximate any homogeneous mixture within $\epsilon$ accuracy by combining $O(1/\epsilon^2)$ ``shallow'' architectures, where the hidden constant may decrease (exponentially) with respect to the depth. Our experiments on both synthetic and real datasets confirm the benefits of depth in density estimation.


Lifted Weighted Mini-Bucket

Neural Information Processing Systems

Many graphical models, such as Markov Logic Networks (MLNs) with evidence, possess highly symmetric substructures but no exact symmetries. Unfortunately, there are few principled methods that exploit these symmetric substructures to perform efficient approximate inference. In this paper, we present a lifted variant of the Weighted Mini-Bucket elimination algorithm which provides a principled way to (i) exploit the highly symmetric substructure of MLN models, and (ii) incorporate high-order inference terms which are necessary for high quality approximate inference. Our method has significant control over the accuracy-time trade-off of the approximation, allowing us to generate any-time approximations. Experimental results demonstrate the utility of this class of approximations, especially in models with strong repulsive potentials.


Near-Optimal Time and Sample Complexities for Solving Markov Decision Processes with a Generative Model

Neural Information Processing Systems

In this paper we consider the problem of computing an $\epsilon$-optimal policy of a discounted Markov Decision Process (DMDP) provided we can only access its transition function through a generative sampling model that given any state-action pair samples from the transition function in $O(1)$ time.



Modeling Dynamic Missingness of Implicit Feedback for Recommendation

Neural Information Processing Systems

Implicit feedback is widely used in collaborative filtering methods for recommendation. It is well known that implicit feedback contains a large number of values that are \emph{missing not at random} (MNAR); and the missing data is a mixture of negative and unknown feedback, making it difficult to learn user's negative preferences. Recent studies modeled \emph{exposure}, a latent missingness variable which indicates whether an item is missing to a user, to give each missing entry a confidence of being negative feedback. However, these studies use static models and ignore the information in temporal dependencies among items, which seems to be a essential underlying factor to subsequent missingness. To model and exploit the dynamics of missingness, we propose a latent variable named ``\emph{user intent}'' to govern the temporal changes of item missingness, and a hidden Markov model to represent such a process. The resulting framework captures the dynamic item missingness and incorporate it into matrix factorization (MF) for recommendation. We also explore two types of constraints to achieve a more compact and interpretable representation of \emph{user intents}. Experiments on real-world datasets demonstrate the superiority of our method against state-of-the-art recommender systems.


Learning Others' Intentional Models in Multi-Agent Settings Using Interactive POMDPs

Neural Information Processing Systems

Interactive partially observable Markov decision processes (I-POMDPs) provide a principled framework for planning and acting in a partially observable, stochastic and multi-agent environment. It extends POMDPs to multi-agent settings by including models of other agents in the state space and forming a hierarchical belief structure. In order to predict other agents' actions using I-POMDPs, we propose an approach that effectively uses Bayesian inference and sequential Monte Carlo sampling to learn others' intentional models which ascribe to them beliefs, preferences and rationality in action selection. Empirical results show that our algorithm accurately learns models of the other agent and has superior performance than methods that use subintentional models. Our approach serves as a generalized Bayesian learning algorithm that learns other agents' beliefs, strategy levels, and transition, observation and reward functions.


Temporal Regularization for Markov Decision Process

Neural Information Processing Systems

Several applications of Reinforcement Learning suffer from instability due to high variance. This is especially prevalent in high dimensional domains. Regularization is a commonly used technique in machine learning to reduce variance, at the cost of introducing some bias. Most existing regularization techniques focus on spatial (perceptual) regularization. Yet in reinforcement learning, due to the nature of the Bellman equation, there is an opportunity to also exploit temporal regularization based on smoothness in value estimates over trajectories. This paper explores a class of methods for temporal regularization. We formally characterize the bias induced by this technique using Markov chain concepts. We illustrate the various characteristics of temporal regularization via a sequence of simple discrete and continuous MDPs, and show that the technique provides improvement even in high-dimensional Atari games.


On Markov Chain Gradient Descent

Neural Information Processing Systems

Stochastic gradient methods are the workhorse (algorithms) of large-scale optimization problems in machine learning, signal processing, and other computational sciences and engineering. This paper studies Markov chain gradient descent, a variant of stochastic gradient descent where the random samples are taken on the trajectory of a Markov chain. Existing results of this method assume convex objectives and a reversible Markov chain and thus have their limitations. We establish new non-ergodic convergence under wider step sizes, for nonconvex problems, and for non-reversible finite-state Markov chains. Nonconvexity makes our method applicable to broader problem classes. Non-reversible finite-state Markov chains, on the other hand, can mix substatially faster. To obtain these results, we introduce a new technique that varies the mixing levels of the Markov chains. The reported numerical results validate our contributions.


rho-POMDPs have Lipschitz-Continuous epsilon-Optimal Value Functions

Neural Information Processing Systems

Many state-of-the-art algorithms for solving Partially Observable Markov Decision Processes (POMDPs) rely on turning the problem into a "fully observable" problem--a belief MDP--and exploiting the piece-wise linearity and convexity (PWLC) of the optimal value function in this new state space (the belief simplex). This approach has been extended to solving ρ-POMDPs--i.e., for information-oriented criteria--when the reward ρ is convex in . General ρ-POMDPs can also be turned into "fully observable" problems, but with no means to exploit the PWLC property. In this paper, we focus on POMDPs and ρ-POMDPs with λ ρ -Lipschitz reward function, and demonstrate that, for finite horizons, the optimal value function is Lipschitz-continuous. Then, value function approximators are proposed for both upper-and lower-bounding the optimal value function, which are shown to provide uniformly improvable bounds. This allows proposing two algorithms derived from HSVI which are empirically evaluated on various benchmark problems.