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 Markov Models


User Modeling for Task Oriented Dialogues

arXiv.org Artificial Intelligence

We introduce end-to-end neural network based models for simulating users of task-oriented dialogue systems. User simulation in dialogue systems is crucial from two different perspectives: (i) automatic evaluation of different dialogue models, and (ii) training task-oriented dialogue systems. We design a hierarchical sequence-to-sequence model that first encodes the initial user goal and system turns into fixed length representations using Recurrent Neural Networks (RNN). It then encodes the dialogue history using another RNN layer. At each turn, user responses are decoded from the hidden representations of the dialogue level RNN. This hierarchical user simulator (HUS) approach allows the model to capture undiscovered parts of the user goal without the need of an explicit dialogue state tracking. We further develop several variants by utilizing a latent variable model to inject random variations into user responses to promote diversity in simulated user responses and a novel goal regularization mechanism to penalize divergence of user responses from the initial user goal. We evaluate the proposed models on movie ticket booking domain by systematically interacting each user simulator with various dialogue system policies trained with different objectives and users.


Playing by the Book: Towards Agent-based Narrative Understanding through Role-playing and Simulation

arXiv.org Machine Learning

Understanding procedural text requires tracking entities, actions and effects as the narrative unfolds (often implicitly). We focus on the challenging real-world problem of structured narrative extraction in the materials science domain, where language is highly specialized and suitable annotated data is not publicly available. We propose an approach, Text2Quest, where procedural text is interpreted as instructions for an interactive game. A reinforcement-learning agent completes the game by understanding and executing the procedure correctly, in a text-based simulated lab environment. The framework is intended to be more broadly applicable to other domain-specific and data-scarce settings. We conclude with a discussion of challenges and interesting potential extensions enabled by the agent-based perspective.


Block Belief Propagation for Parameter Learning in Markov Random Fields

arXiv.org Machine Learning

Traditional learning methods for training Markov random fields require doing inference over all variables to compute the likelihood gradient. The iteration complexity for those methods therefore scales with the size of the graphical models. In this paper, we propose \emph{block belief propagation learning} (BBPL), which uses block-coordinate updates of approximate marginals to compute approximate gradients, removing the need to compute inference on the entire graphical model. Thus, the iteration complexity of BBPL does not scale with the size of the graphs. We prove that the method converges to the same solution as that obtained by using full inference per iteration, despite these approximations, and we empirically demonstrate its scalability improvements over standard training methods.


Policy Regret in Repeated Games

arXiv.org Machine Learning

The notion of \emph{policy regret} in online learning is a well defined? performance measure for the common scenario of adaptive adversaries, which more traditional quantities such as external regret do not take into account. We revisit the notion of policy regret and first show that there are online learning settings in which policy regret and external regret are incompatible: any sequence of play that achieves a favorable regret with respect to one definition must do poorly with respect to the other. We then focus on the game-theoretic setting where the adversary is a self-interested agent. In that setting, we show that external regret and policy regret are not in conflict and, in fact, that a wide class of algorithms can ensure a favorable regret with respect to both definitions, so long as the adversary is also using such an algorithm. We also show that the sequence of play of no-policy regret algorithms converges to a \emph{policy equilibrium}, a new notion of equilibrium that we introduce. Relating this back to external regret, we show that coarse correlated equilibria, which no-external regret players converge to, are a strict subset of policy equilibria. Thus, in game-theoretic settings, every sequence of play with no external regret also admits no policy regret, but the converse does not hold.


Observability Properties of Colored Graphs

arXiv.org Machine Learning

A colored graph is a directed graph in which either nodes or edges have been assigned colors that are not necessarily unique. Observability problems in such graphs are concerned with whether an agent observing the colors of edges or nodes traversed on a path in the graph can determine which node they are at currently or which nodes they have visited earlier in the path traversal. Previous research efforts have identified several different notions of observability as well as the associated properties of colored graphs for which those types of observability properties hold. This paper unifies the prior work into a common framework with several new analytic results about relationships between those notions and associated graph properties. The new framework provides an intuitive way to reason about the attainable path reconstruction accuracy as a function of lag and time spent observing, and identifies simple modifications that improve the observability properties of a given graph. This intuition is borne out in a series of numerical experiments. This work has implications for problems that can be described in terms of an agent traversing a colored graph, including the reconstruction of hidden states in a hidden Markov model (HMM).


Performance Guarantees for Homomorphisms Beyond Markov Decision Processes

arXiv.org Machine Learning

Most real-world problems have huge state and/or action spaces. Therefore, a naive application of existing tabular solution methods is not tractable on such problems. Nonetheless, these solution methods are quite useful if an agent has access to a relatively small state-action space homomorphism of the true environment and near-optimal performance is guaranteed by the map. A plethora of research is focused on the case when the homomorphism is a Markovian representation of the underlying process. However, we show that near-optimal performance is sometimes guaranteed even if the homomorphism is non-Markovian. Moreover, we can aggregate significantly more states by lifting the Markovian requirement without compromising on performance. In this work, we expand Extreme State Aggregation (ESA) framework to joint state-action aggregations. We also lift the policy uniformity condition for aggregation in ESA that allows even coarser modeling of the true environment.


Learning acoustic word embeddings with phonetically associated triplet network

arXiv.org Artificial Intelligence

Previous researches on acoustic word embeddings used in query-by-example spoken term detection have shown remarkable performance improvements when using a triplet network. However, the triplet network is trained using only a limited information about acoustic similarity between words. In this paper, we propose a novel architecture, phonetically associated triplet network (PATN), which aims at increasing discriminative power of acoustic word embeddings by utilizing phonetic information as well as word identity. The proposed model is learned to minimize a combined loss function that was made by introducing a cross entropy loss to the lower layer of LSTM-based triplet network. We observed that the proposed method performs significantly better than the baseline triplet network on a word discrimination task with the WSJ dataset resulting in over 40% relative improvement in recall rate at 1.0 false alarm per hour. Finally, we examined the generalization ability by conducting the out-of-domain test on the RM dataset.


A Factor Graph Approach to Automated Design of Bayesian Signal Processing Algorithms

arXiv.org Machine Learning

The benefits of automating design cycles for Bayesian inference-based algorithms are becoming increasingly recognized by the machine learning community. As a result, interest in probabilistic programming frameworks has much increased over the past few years. This paper explores a specific probabilistic programming paradigm, namely message passing in Forney-style factor graphs (FFGs), in the context of automated design of efficient Bayesian signal processing algorithms. To this end, we developed "ForneyLab" (https://github.com/biaslab/ForneyLab.jl) as a Julia toolbox for message passing-based inference in FFGs. We show by example how ForneyLab enables automatic derivation of Bayesian signal processing algorithms, including algorithms for parameter estimation and model comparison. Crucially, due to the modular makeup of the FFG framework, both the model specification and inference methods are readily extensible in ForneyLab. In order to test this framework, we compared variational message passing as implemented by ForneyLab with automatic differentiation variational inference (ADVI) and Monte Carlo methods as implemented by state-of-the-art tools "Edward" and "Stan". In terms of performance, extensibility and stability issues, ForneyLab appears to enjoy an edge relative to its competitors for automated inference in state-space models.


BAR: Bayesian Activity Recognition using variational inference

arXiv.org Machine Learning

Uncertainty estimation in deep neural networks is essential for designing reliable and robust AI systems. Applications such as video surveillance for identifying suspicious activities are designed with deep neural networks (DNNs), but DNNs do not provide uncertainty estimates. Capturing reliable uncertainty estimates in safety and security critical applications will help to establish trust in the AI system. Our contribution is to apply Bayesian deep learning framework to visual activity recognition application and quantify model uncertainty along with principled confidence. We utilize the variational inference technique while training the Bayesian DNNs to infer the approximate posterior distribution around model parameters and perform Monte Carlo sampling on the posterior of model parameters to obtain the predictive distribution. We show that the Bayesian inference applied to DNNs provides reliable confidence measures for visual activity recognition task as compared to the conventional DNNs. We also show that our method improves the visual activity recognition precision-recall score by 6% compared to non-Bayesian baseline. We evaluate our models on Moments-In-Time (MiT) activity recognition dataset by selecting a subset of in- and out-of-distribution video samples.


Optimized Hidden Markov Model based on Constrained Particle Swarm Optimization

arXiv.org Machine Learning

As one of Bayesian analysis tools, Hidden Markov Model (HMM) has been used to in extensive applications. Most HMMs are solved by Baum-Welch algorithm (BWHMM) to predict the model parameters, which is difficult to find global optimal solutions. This paper proposes an optimized Hidden Markov Model with Particle Swarm Optimization (PSO) algorithm and so is called PSOHMM. In order to overcome the statistical constraints in HMM, the paper develops re-normalization and re-mapping mechanisms to ensure the constraints in HMM. The experiments have shown that PSOHMM can search better solution than BWHMM, and has faster convergence speed.