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 Markov Models


Deep Learning: Recurrent Neural Networks in Python

#artificialintelligence

Like the course I just released on Hidden Markov Models, Recurrent Neural Networks are all about learning sequences - but whereas Markov Models are limited by the Markov assumption, Recurrent Neural Networks are not - and as a result, they are more expressive, and more powerful than anything we've seen on tasks that we haven't made progress on in decades. So what's going to be in this course and how will it build on the previous neural network courses and Hidden Markov Models? In the first section of the course we are going to add the concept of time to our neural networks. I'll introduce you to the Simple Recurrent Unit, also known as the Elman unit. We are going to revisit the XOR problem, but we're going to extend it so that it becomes the parity problem - you'll see that regular feedforward neural networks will have trouble solving this problem but recurrent networks will work because the key is to treat the input as a sequence.


An Interval-Based Bayesian Generative Model for Human Complex Activity Recognition

arXiv.org Machine Learning

A complex activity consists of a set of temporally-composed events of atomic actions, which are the lowest-level events that can be directly detected from sensors. In other words, a complex activity is usually composed of multiple atomic actions occurring consecutively and concurrently over a duration of time. Modeling and recognizing complex activities remains an open research question as it faces several challenges: First, understanding complex activities calls for not only the inference of atomic actions, but also the interpretation of their rich temporal dependencies. Second, individuals often possess diverse styles of performing the same complex activity. As a result, a complex activity recognition model should be capable of capturing and propagating the underlying uncertainties over atomic actions and their temporal relationships. Third, a complex activity recognition model should also tolerate errors introduced from atomic action level, due to sensor noise or low-level prediction errors. A. Related Work Currently, a lot of research focuses on semantic-based complex activity modeling. Many semantic-based models such as context-free grammar (CFG) [26] and Markov logic network (MLN) [11], [18]) are used to represent complex activities, which can handle rich temporal relations.


Synthesis of MCMC and Belief Propagation

Neural Information Processing Systems

Markov Chain Monte Carlo (MCMC) and Belief Propagation (BP) are the most popular algorithms for computational inference in Graphical Models (GM). In principle, MCMC is an exact probabilistic method which, however, often suffers from exponentially slow mixing. In contrast, BP is a deterministic method, which is typically fast, empirically very successful, however in general lacking control of accuracy over loopy graphs. In this paper, we introduce MCMC algorithms correcting the approximation error of BP, i.e., we provide a way to compensate for BP errors via a consecutive BP-aware MCMC. Our framework is based on the Loop Calculus (LC) approach which allows to express the BP error as a sum of weighted generalized loops. Although the full series is computationally intractable, it is known that a truncated series, summing up all 2-regular loops, is computable in polynomial-time for planar pair-wise binary GMs and it also provides a highly accurate approximation empirically. Motivated by this, we, first, propose a polynomial-time approximation MCMC scheme for the truncated series of general (non-planar) pair-wise binary models. Our main idea here is to use the Worm algorithm, known to provide fast mixing in other (related) problems, and then design an appropriate rejection scheme to sample 2-regular loops. Furthermore, we also design an efficient rejection-free MCMC scheme for approximating the full series. The main novelty underlying our design is in utilizing the concept of cycle basis, which provides an efficient decomposition of the generalized loops. In essence, the proposed MCMC schemes run on transformed GM built upon the non-trivial BP solution, and our experiments show that this synthesis of BP and MCMC outperforms both direct MCMC and bare BP schemes.


VIME: Variational Information Maximizing Exploration

Neural Information Processing Systems

Scalable and effective exploration remains a key challenge in reinforcement learning (RL). While there are methods with optimality guarantees in the setting of discrete state and action spaces, these methods cannot be applied in high-dimensional deep RL scenarios. As such, most contemporary RL relies on simple heuristics such as epsilon-greedy exploration or adding Gaussian noise to the controls. This paper introduces Variational Information Maximizing Exploration (VIME), an exploration strategy based on maximization of information gain about the agent's belief of environment dynamics. We propose a practical implementation, using variational inference in Bayesian neural networks which efficiently handles continuous state and action spaces. VIME modifies the MDP reward function, and can be applied with several different underlying RL algorithms. We demonstrate that VIME achieves significantly better performance compared to heuristic exploration methods across a variety of continuous control tasks and algorithms, including tasks with very sparse rewards.


SDP Relaxation with Randomized Rounding for Energy Disaggregation

Neural Information Processing Systems

We develop a scalable, computationally efficient method for the task of energy disaggregation for home appliance monitoring. In this problem the goal is to estimate the energy consumption of each appliance based on the total energy-consumption signal of a household. The current state of the art models the problem as inference in factorial HMMs, and finds an approximate solution to the resulting quadratic integer program via quadratic programming. Here we take a more principled approach, better suited to integer programming problems, and find an approximate optimum by combining convex semidefinite relaxations with randomized rounding, as well as with a scalable ADMM method that exploits the special structure of the resulting semidefinite program. Simulation results demonstrate the superiority of our methods both in synthetic and real-world datasets.


Blazing the trails before beating the path: Sample-efficient Monte-Carlo planning

Neural Information Processing Systems

We study the sampling-based planning problem in Markov decision processes (MDPs) that we can access only through a generative model, usually referred to as Monte-Carlo planning. Our objective is to return a good estimate of the optimal value function at any state while minimizing the number of calls to the generative model, i.e. the sample complexity. We propose a new algorithm, TrailBlazer, able to handle MDPs with a finite or an infinite number of transitions from state-action to next states. TrailBlazer is an adaptive algorithm that exploits possible structures of the MDP by exploring only a subset of states reachable by following near-optimal policies. We provide bounds on its sample complexity that depend on a measure of the quantity of near-optimal states. The algorithm behavior can be considered as an extension of Monte-Carlo sampling (for estimating an expectation) to problems that alternate maximization (over actions) and expectation (over next states). Finally, another appealing feature of TrailBlazer is that it is simple to implement and computationally efficient.


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.


Wasserstein Training of Restricted Boltzmann Machines

Neural Information Processing Systems

Boltzmann machines are able to learn highly complex, multimodal, structured and multiscale real-world data distributions. Parameters of the model are usually learned by minimizing the Kullback-Leibler (KL) divergence from training samples to the learned model. We propose in this work a novel approach for Boltzmann machine training which assumes that a meaningful metric between observations is known. This metric between observations can then be used to define the Wasserstein distance between the distribution induced by the Boltzmann machine on the one hand, and that given by the training sample on the other hand. We derive a gradient of that distance with respect to the model parameters. Minimization of this new objective leads to generative models with different statistical properties. We demonstrate their practical potential on data completion and denoising, for which the metric between observations plays a crucial role.


A Non-generative Framework and Convex Relaxations for Unsupervised Learning

Neural Information Processing Systems

We give a novel formal theoretical framework for unsupervised learning with two distinctive characteristics. First, it does not assume any generative model and based on a worst-case performance metric. Second, it is comparative, namely performance is measured with respect to a given hypothesis class. This allows to avoid known computational hardness results and improper algorithms based on convex relaxations. We show how several families of unsupervised learning models, which were previously only analyzed under probabilistic assumptions and are otherwise provably intractable, can be efficiently learned in our framework by convex optimization.


Catching heuristics are optimal control policies

Neural Information Processing Systems

Two seemingly contradictory theories attempt to explain how humans move to intercept an airborne ball. One theory posits that humans predict the ball trajectory to optimally plan future actions; the other claims that, instead of performing such complicated computations, humans employ heuristics to reactively choose appropriate actions based on immediate visual feedback. In this paper, we show that interception strategies appearing to be heuristics can be understood as computational solutions to the optimal control problem faced by a ball-catching agent acting under uncertainty. Modeling catching as a continuous partially observable Markov decision process and employing stochastic optimal control theory, we discover that the four main heuristics described in the literature are optimal solutions if the catcher has sufficient time to continuously visually track the ball. Specifically, by varying model parameters such as noise, time to ground contact, and perceptual latency, we show that different strategies arise under different circumstances. The catcher's policy switches between generating reactive and predictive behavior based on the ratio of system to observation noise and the ratio between reaction time and task duration. Thus, we provide a rational account of human ball-catching behavior and a unifying explanation for seemingly contradictory theories of target interception on the basis of stochastic optimal control.