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 Markov Models


Efficient Structure Learning of Markov Networks using L_1 -Regularization

Neural Information Processing Systems

Markov networks are commonly used in a wide variety of applications, ranging from computer vision, to natural language, to computational biology. In most current applications, even those that rely heavily on learned models, the structure of the Markov network is constructed by hand, due to the lack of effective algorithms for learning Markov network structure from data. In this paper, we provide a computationally efficient method for learning Markov network structure from data. Our method is based on the use of L1 regularization on the weights of the log-linear model, which has the effect of biasing the model towards solutions where many of the parameters are zero. This formulation converts the Markov network learning problem into a convex optimization problem in a continuous space, which can be solved using efficient gradient methods.


Partially Observed Maximum Entropy Discrimination Markov Networks

Neural Information Processing Systems

Learning graphical models with hidden variables can offer semantic insights to complex data and lead to salient structured predictors without relying on expensive, sometime unattainable fully annotated training data. While likelihood-based methods have been extensively explored, to our knowledge, learning structured prediction models with latent variables based on the max-margin principle remains largely an open problem. In this paper, we present a partially observed Maximum Entropy Discrimination Markov Network (PoMEN) model that attempts to combine the advantages of Bayesian and margin based paradigms for learning Markov networks from partially labeled data. PoMEN leads to an averaging prediction rule that resembles a Bayes predictor that is more robust to overfitting, but is also built on the desirable discriminative laws resemble those of the M 3 N. We develop an EM-style algorithm utilizing existing convex optimization algorithms for M 3 N as a subroutine.


On Tracking The Partition Function

Neural Information Processing Systems

Markov Random Fields (MRFs) have proven very powerful both as density estimators and feature extractors for classification. However, their use is often limited by an inability to estimate the partition function Z . In this paper, we exploit the gradient descent training procedure of restricted Boltzmann machines (a type of MRF) to {\bf track} the log partition function during learning. Our method relies on two distinct sources of information: (1) estimating the change \Delta Z incurred by each gradient update, (2) estimating the difference in Z over a small set of tempered distributions using bridge sampling. The two sources of information are then combined using an inference procedure similar to Kalman filtering.


On the Use of Non-Stationary Policies for Stationary Infinite-Horizon Markov Decision Processes

Neural Information Processing Systems

We consider infinite-horizon stationary \gamma -discounted Markov Decision Processes, for which it is known that there exists a stationary optimal policy. Using Value and Policy Iteration with some error \epsilon at each iteration, it is well-known that one can compute stationary policies that are \frac{2\gamma{(1-\gamma) 2}\epsilon -optimal. After arguing that this guarantee is tight, we develop variations of Value and Policy Iteration for computing non-stationary policies that can be up to \frac{2\gamma}{1-\gamma}\epsilon -optimal, which constitutes a significant improvement in the usual situation when \gamma is close to 1 . Surprisingly, this shows that the problem of computing near-optimal non-stationary policies'' is much simpler than that of computing near-optimal stationary policies''.


Online Learning in Markov Decision Processes with Adversarially Chosen Transition Probability Distributions

Neural Information Processing Systems

We study the problem of online learning Markov Decision Processes (MDPs) when both the transition distributions and loss functions are chosen by an adversary. We present an algorithm that, under a mixing assumption, achieves O(\sqrt{T\log \Pi } \log \Pi) regret with respect to a comparison set of policies \Pi . The regret is independent of the size of the state and action spaces. When expectations over sample paths can be computed efficiently and the comparison set \Pi has polynomial size, this algorithm is efficient. We also consider the episodic adversarial online shortest path problem.


Symmetry-Breaking Augmentations for Ad Hoc Teamwork

arXiv.org Artificial Intelligence

In many collaborative settings, artificial intelligence (AI) agents must be able to adapt to new teammates that use unknown or previously unobserved strategies. While often simple for humans, this can be challenging for AI agents. For example, if an AI agent learns to drive alongside others (a training set) that only drive on one side of the road, it may struggle to adapt this experience to coordinate with drivers on the opposite side, even if their behaviours are simply flipped along the left-right symmetry. To address this we introduce symmetry-breaking augmentations (SBA), which increases diversity in the behaviour of training teammates by applying a symmetry-flipping operation. By learning a best-response to the augmented set of teammates, our agent is exposed to a wider range of behavioural conventions, improving performance when deployed with novel teammates. We demonstrate this experimentally in two settings, and show that our approach improves upon previous ad hoc teamwork results in the challenging card game Hanabi. We also propose a general metric for estimating symmetry-dependency amongst a given set of policies.


Discrete Probabilistic Inference as Control in Multi-path Environments

arXiv.org Artificial Intelligence

We consider the problem of sampling from a discrete and structured distribution as a sequential decision problem, where the objective is to find a stochastic policy such that objects are sampled at the end of this sequential process proportionally to some predefined reward. While we could use maximum entropy Reinforcement Learning (MaxEnt RL) to solve this problem for some distributions, it has been shown that in general, the distribution over states induced by the optimal policy may be biased in cases where there are multiple ways to generate the same object. To address this issue, Generative Flow Networks (GFlowNets) learn a stochastic policy that samples objects proportionally to their reward by approximately enforcing a conservation of flows across the whole Markov Decision Process (MDP). In this paper, we extend recent methods correcting the reward in order to guarantee that the marginal distribution induced by the optimal MaxEnt RL policy is proportional to the original reward, regardless of the structure of the underlying MDP. We also prove that some flow-matching objectives found in the GFlowNet literature are in fact equivalent to well-established MaxEnt RL algorithms with a corrected reward. Finally, we study empirically the performance of multiple MaxEnt RL and GFlowNet algorithms on multiple problems involving sampling from discrete distributions.


Tracking Changing Probabilities via Dynamic Learners

arXiv.org Artificial Intelligence

Consider a predictor, a learner, whose input is a stream of discrete items. The predictor's task, at every time point, is probabilistic multiclass prediction, i.e., to predict which item may occur next by outputting zero or more candidate items, each with a probability, after which the actual item is revealed and the predictor learns from this observation. To output probabilities, the predictor keeps track of the proportions of the items it has seen. The predictor has constant (limited) space and we seek efficient prediction and update techniques: The stream is unbounded, the set of items is unknown to the predictor and their totality can also grow unbounded. Moreover, there is non-stationarity: the underlying frequencies of items may change, substantially, from time to time. For instance, new items may start appearing and a few currently frequent items may cease to occur again. The predictor, being space-bounded, need only provide probabilities for those items with (currently) sufficiently high frequency, i.e., the salient items. This problem is motivated in the setting of prediction games, a self-supervised learning regime where concepts serve as both the predictors and the predictands, and the set of concepts grows over time, resulting in non-stationarities as new concepts are generated and used. We develop moving average techniques designed to respond to such non-stationarities in a timely manner, and explore their properties. One is a simple technique based on queuing of count snapshots, and another is a combination of queuing together with an extended version of sparse EMA. The latter combination supports predictand-specific dynamic learning rates. We find that this flexibility allows for a more accurate and timely convergence.


Closed-form Filtering for Non-linear Systems

arXiv.org Artificial Intelligence

Sequential Bayesian Filtering aims to estimate the current state distribution of a Hidden Markov Model, given the past observations. The problem is well-known to be intractable for most application domains, except in notable cases such as the tabular setting or for linear dynamical systems with gaussian noise. In this work, we propose a new class of filters based on Gaussian PSD Models, which offer several advantages in terms of density approximation and computational efficiency. We show that filtering can be efficiently performed in closed form when transitions and observations are Gaussian PSD Models. When the transition and observations are approximated by Gaussian PSD Models, we show that our proposed estimator enjoys strong theoretical guarantees, with estimation error that depends on the quality of the approximation and is adaptive to the regularity of the transition probabilities. In particular, we identify regimes in which our proposed filter attains a TV $\epsilon$-error with memory and computational complexity of $O(\epsilon^{-1})$ and $O(\epsilon^{-3/2})$ respectively, including the offline learning step, in contrast to the $O(\epsilon^{-2})$ complexity of sampling methods such as particle filtering.


Rate-Optimal Policy Optimization for Linear Markov Decision Processes

arXiv.org Artificial Intelligence

Policy Optimization (PO) algorithms are a class of methods in Reinforcement Learning(RL; Sutton and Barto, 2018; Mannor et al., 2022) where the agent's policy is iteratively updated according to the (possibly preconditioned) gradient of the value function w.r.t.