Markov Models
Learning Chordal Markov Networks by Dynamic Programming
Kangas, Kustaa, Koivisto, Mikko, Niinimรคki, Teppo
We present an algorithm for finding a chordal Markov network that maximizes any given decomposable scoring function. The algorithm is based on a recursive characterization of clique trees, and it runs in O(4^n) time for n vertices. On an eight-vertex benchmark instance, our implementation turns out to be about ten million times faster than a recently proposed, constraint satisfaction based algorithm (Corander et al., NIPS 2013). Within a few hours, it is able to solve instances up to 18 vertices, and beyond if we restrict the maximum clique size. We also study the performance of a recent integer linear programming algorithm (Bartlett and Cussens, UAI 2013). Our results suggest that, unless we bound the clique sizes, currently only the dynamic programming algorithm is guaranteed to solve instances with around 15 or more vertices.
Parallel Sampling of HDPs using Sub-Cluster Splits
Chang, Jason, III, John W. Fisher
We develop a sampling technique for Hierarchical Dirichlet process models. The parallel algorithm builds upon [Chang & Fisher 2013] by proposing large split and merge moves based on learned sub-clusters. The additional global split and merge moves drastically improve convergence in the experimental results. Furthermore, we discover that cross-validation techniques do not adequately determine convergence, and that previous sampling methods converge slower than were previously expected.
Deep Learning for Real-Time Atari Game Play Using Offline Monte-Carlo Tree Search Planning
Guo, Xiaoxiao, Singh, Satinder, Lee, Honglak, Lewis, Richard L., Wang, Xiaoshi
The combination of modern Reinforcement Learning and Deep Learning approaches holds the promise of making significant progress on challenging applications requiring both rich perception and policy-selection. The Arcade Learning Environment (ALE) provides a set of Atari games that represent a useful benchmark set of such applications. A recent breakthrough in combining model-free reinforcement learning with deep learning, called DQN, achieves the best real-time agents thus far. Planning-based approaches achieve far higher scores than the best model-free approaches, but they exploit information that is not available to human players, and they are orders of magnitude slower than needed for real-time play. Our main goal in this work is to build a better real-time Atari game playing agent than DQN. The central idea is to use the slow planning-based agents to provide training data for a deep-learning architecture capable of real-time play. We proposed new agents based on this idea and show that they outperform DQN.
Improved Multimodal Deep Learning with Variation of Information
Sohn, Kihyuk, Shang, Wenling, Lee, Honglak
Deep learning has been successfully applied to multimodal representation learning problems, with a common strategy to learning joint representations that are shared across multiple modalities on top of layers of modality-specific networks. Nonetheless, there still remains a question how to learn a good association between data modalities; in particular, a good generative model of multimodal data should be able to reason about missing data modality given the rest of data modalities. In this paper, we propose a novel multimodal representation learning framework that explicitly aims this goal. Rather than learning with maximum likelihood, we train the model to minimize the variation of information. We provide a theoretical insight why the proposed learning objective is sufficient to estimate the data-generating joint distribution of multimodal data. We apply our method to restricted Boltzmann machines and introduce learning methods based on contrastive divergence and multi-prediction training. In addition, we extend to deep networks with recurrent encoding structure to finetune the whole network. In experiments, we demonstrate the state-of-the-art visual recognition performance on MIR-Flickr database and PASCAL VOC 2007 database with and without text features.
Unsupervised Transcription of Piano Music
Berg-Kirkpatrick, Taylor, Andreas, Jacob, Klein, Dan
We present a new probabilistic model for transcribing piano music from audio to a symbolic form. Our model reflects the process by which discrete musical events give rise to acoustic signals that are then superimposed to produce the observed data. As a result, the inference procedure for our model naturally resolves the source separation problem introduced by the the piano's polyphony. In order to adapt to the properties of a new instrument or acoustic environment being transcribed, welearn recording-specific spectral profiles and temporal envelopes in an unsupervised fashion. Our system outperforms the best published approaches on a standard piano transcription task, achieving a 10.6% relative gain in note onset F
Hamming Ball Auxiliary Sampling for Factorial Hidden Markov Models
AUEB, Michalis Titsias RC, Yau, Christopher
We introduce a novel sampling algorithm for Markov chain Monte Carlo-based Bayesian inference for factorial hidden Markov models. This algorithm is based on an auxiliary variable construction that restricts the model space allowing iterative exploration in polynomial time. The sampling approach overcomes limitations with common conditional Gibbs samplers that use asymmetric updates and become easily trapped in local modes. Instead, our method uses symmetric moves that allows joint updating of the latent sequences and improves mixing. We illustrate the application of the approach with simulated and a real data example.
Sequential Monte Carlo for Graphical Models
Naesseth, Christian Andersson, Lindsten, Fredrik, Schรถn, Thomas B.
We propose a new framework for how to use sequential Monte Carlo (SMC) algorithms for inference in probabilistic graphical models (PGM). Via a sequential decomposition of the PGM we find a sequence of auxiliary distributions defined on a monotonically increasing sequence of probability spaces. By targeting these auxiliary distributions using SMC we are able to approximate the full joint distribution defined by the PGM. One of the key merits of the SMC sampler is that it provides an unbiased estimate of the partition function of the model. We also show how it can be used within a particle Markov chain Monte Carlo framework in order to construct high-dimensional block-sampling algorithms for general PGMs.
Asynchronous Anytime Sequential Monte Carlo
Paige, Brooks, Wood, Frank, Doucet, Arnaud, Teh, Yee Whye
We introduce a new sequential Monte Carlo algorithm we call the particle cascade. The particle cascade is an asynchronous, anytime alternative to traditional sequential Monte Carlo algorithms that is amenable to parallel and distributed implementations. It uses no barrier synchronizations which leads to improved particle throughput and memory efficiency. It is an anytime algorithm in the sense that it can be run forever to emit an unbounded number of particles while keeping within a fixed memory budget. We prove that the particle cascade provides an unbiased marginal likelihood estimator which can be straightforwardly plugged into existing pseudo-marginal methods.
Structure Regularization for Structured Prediction
While there are many studies on weight regularization, the study on structure regularization is rare. Many existing systems on structured prediction focus on increasing the level of structural dependencies within the model. However, this trend could have been misdirected, because our study suggests that complex structures are actually harmful to generalization ability in structured prediction. To control structure-based overfitting, we propose a structure regularization framework via \emph{structure decomposition}, which decomposes training samples into mini-samples with simpler structures, deriving a model with better generalization power. We show both theoretically and empirically that structure regularization can effectively control overfitting risk and lead to better accuracy. As a by-product, the proposed method can also substantially accelerate the training speed. The method and the theoretical results can apply to general graphical models with arbitrary structures. Experiments on well-known tasks demonstrate that our method can easily beat the benchmark systems on those highly-competitive tasks, achieving record-breaking accuracies yet with substantially faster training speed.
Iterative Neural Autoregressive Distribution Estimator NADE-k
Raiko, Tapani, Li, Yao, Cho, Kyunghyun, Bengio, Yoshua
Training of the neural autoregressive density estimator (NADE) can be viewed as doing one step of probabilistic inference on missing values in data. We propose a new model that extends this inference scheme to multiple steps, arguing that it is easier to learn to improve a reconstruction in $k$ steps rather than to learn to reconstruct in a single inference step. The proposed model is an unsupervised building block for deep learning that combines the desirable properties of NADE and multi-predictive training: (1) Its test likelihood can be computed analytically, (2) it is easy to generate independent samples from it, and (3) it uses an inference engine that is a superset of variational inference for Boltzmann machines. The proposed NADE-k is competitive with the state-of-the-art in density estimation on the two datasets tested.