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A-Muze-Net: Music Generation by Composing the Harmony based on the Generated Melody

arXiv.org Artificial Intelligence

We present a method for the generation of Midi files of piano music. The method models the right and left hands using two networks, where the left hand is conditioned on the right hand. This way, the melody is generated before the harmony. The Midi is represented in a way that is invariant to the musical scale, and the melody is represented, for the purpose of conditioning the harmony, by the content of each bar, viewed as a chord. Finally, notes are added randomly, based on this chord representation, in order to enrich the generated audio. Our experiments show a significant improvement over the state of the art for training on such datasets, and demonstrate the contribution of each of the novel components.


Choice modelling in the age of machine learning -- discussion paper

arXiv.org Artificial Intelligence

Since its inception, the choice modelling field has been dominated by theory-driven modelling approaches. Machine learning offers an alternative data-driven approach for modelling choice behaviour and is increasingly drawing interest in our field. Cross-pollination of machine learning models, techniques and practices could help overcome problems and limitations encountered in the current theory-driven modelling paradigm, such as subjective labour-intensive search processes for model selection, and the inability to work with text and image data. However, despite the potential benefits of using the advances of machine learning to improve choice modelling practices, the choice modelling field has been hesitant to embrace machine learning. This discussion paper aims to consolidate knowledge on the use of machine learning models, techniques and practices for choice modelling, and discuss their potential. Thereby, we hope not only to make the case that further integration of machine learning in choice modelling is beneficial, but also to further facilitate it. To this end, we clarify the similarities and differences between the two modelling paradigms; we review the use of machine learning for choice modelling; and we explore areas of opportunities for embracing machine learning models and techniques to improve our practices. To conclude this discussion paper, we put forward a set of research questions which must be addressed to better understand if and how machine learning can benefit choice modelling.


Reinforcement Learning for General LTL Objectives Is Intractable

arXiv.org Artificial Intelligence

In recent years, researchers have made significant progress in devising reinforcement-learning algorithms for optimizing linear temporal logic (LTL) objectives and LTL-like objectives. Despite these advancements, there are fundamental limitations to how well this problem can be solved that previous studies have alluded to but, to our knowledge, have not examined in depth. In this paper, we address theoretically the hardness of learning with general LTL objectives. We formalize the problem under the probably approximately correct learning in Markov decision processes (PAC-MDP) framework, a standard framework for measuring sample complexity in reinforcement learning. In this formalization, we prove that the optimal policy for any LTL formula is PAC-MDP-learnable only if the formula is in the most limited class in the LTL hierarchy, consisting of only finite-horizon-decidable properties. Practically, our result implies that it is impossible for a reinforcement-learning algorithm to obtain a PAC-MDP guarantee on the performance of its learned policy after finitely many interactions with an unconstrained environment for non-finite-horizon-decidable LTL objectives.


PRISM: A Hierarchical Intrusion Detection Architecture for Large-Scale Cyber Networks

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The increase in scale of cyber networks and the rise in sophistication of cyber-attacks have introduced several challenges in intrusion detection. The primary challenge is the requirement to detect complex multi-stage attacks in realtime by processing the immense amount of traffic produced by present-day networks. In this paper we present PRISM, a hierarchical intrusion detection architecture that uses a novel attacker behavior model-based sampling technique to minimize the realtime traffic processing overhead. PRISM has a unique multi-layered architecture that monitors network traffic distributedly to provide efficiency in processing and modularity in design. PRISM employs a Hidden Markov Model-based prediction mechanism to identify multi-stage attacks and ascertain the attack progression for a proactive response. Furthermore, PRISM introduces a stream management procedure that rectifies the issue of alert reordering when collected from distributed alert reporting systems. To evaluate the performance of PRISM, multiple metrics has been proposed, and various experiments have been conducted on a multi-stage attack dataset. The results exhibit up to 7.5x improvement in processing overhead as compared to a standard centralized IDS without the loss of prediction accuracy while demonstrating the ability to predict different attack stages promptly.


Equilibrium and non-Equilibrium regimes in the learning of Restricted Boltzmann Machines

arXiv.org Artificial Intelligence

Training Restricted Boltzmann Machines (RBMs) has been challenging for a long time due to the difficulty of computing precisely the log-likelihood gradient. Over the past decades, many works have proposed more or less successful training recipes but without studying the crucial quantity of the problem: the mixing time, i.e. the number of Monte Carlo iterations needed to sample new configurations from a model. In this work, we show that this mixing time plays a crucial role in the dynamics and stability of the trained model, and that RBMs operate in two well-defined regimes, namely equilibrium and out-of-equilibrium, depending on the interplay between this mixing time of the model and the number of steps, $k$, used to approximate the gradient. We further show empirically that this mixing time increases with the learning, which often implies a transition from one regime to another as soon as $k$ becomes smaller than this time. In particular, we show that using the popular $k$ (persistent) contrastive divergence approaches, with $k$ small, the dynamics of the learned model are extremely slow and often dominated by strong out-of-equilibrium effects. On the contrary, RBMs trained in equilibrium display faster dynamics, and a smooth convergence to dataset-like configurations during the sampling. Finally we discuss how to exploit in practice both regimes depending on the task one aims to fulfill: (i) short $k$ can be used to generate convincing samples in short learning times, (ii) large $k$ (or increasingly large) is needed to learn the correct equilibrium distribution of the RBM. Finally, the existence of these two operational regimes seems to be a general property of energy based models trained via likelihood maximization.


Rhythm is a Dancer: Music-Driven Motion Synthesis with Global Structure

arXiv.org Artificial Intelligence

Abstract--Synthesizing human motion with a global structure, such as a choreography, is a challenging task. Existing methods tend to concentrate on local smooth pose transitions and neglect the global context or the theme of the motion. In this work, we present a music-driven motion synthesis framework that generates long-term sequences of human motions which are synchronized with the input beats, and jointly form a global structure that respects a specific dance genre. In addition, our framework enables generation of diverse motions that are controlled by the content of the music, and not only by the beat. Our music-driven dance synthesis framework is a hierarchical system that consists of three levels: pose, motif, and choreography. The pose level consists of an LSTM component that generates temporally coherent sequences of poses. The motif level guides sets of consecutive poses to form a movement that belongs to a specific distribution using a novel motion perceptual-loss. And the choreography level selects the order of the performed movements and drives the system to follow the global structure of a dance genre. Our results demonstrate the effectiveness of our music-driven framework to generate natural and consistent movements on various dance types, having control over the content of the synthesized motions, and respecting the overall structure of the dance. Computationally human body animation built movement transition synthesizing a dance is challenging not only because graphs that are synchronized to the beat [5], [6], [7], or motions must be continuous, smooth and expressive the emotion [8], while more recent works use either hidden locally, but also because a dance has a meaningful global Markov models [9], or recurrent neural networks [10], [11], temporal structure [2], [3]. These methods generate motions that follow the given learning using neural networks have shown promising results audio beat, while following a specific style, but show limited in controlling articulated characters and creating arbitrary variability and lack global consistency that is dictated realistic human motions, including dance.


The Complete Neural Networks Bootcamp: Theory, Applications

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Including NLP and Transformers Students also bought Recommender Systems and Deep Learning in Python Machine Learning A-Z: Become Kaggle Master Unsupervised Deep Learning in Python Deep Learning: Recurrent Neural Networks in Python Unsupervised Machine Learning Hidden Markov Models in Python Deep Learning: Convolutional Neural Networks in Python Preview this Udemy Course GET COUPON CODE Description This course is a comprehensive guide to Deep Learning and Neural Networks. The theories are explained in depth and in a friendly manner. After that, we'll have the hands-on session, where we will be learning how to code Neural Networks in PyTorch, a very advanced and powerful deep learning framework! We will walk through an example and do the calculations step-by-step. We will also discuss the activation functions used in Neural Networks, with their advantages and disadvantages!


Branching Time Active Inference: empirical study and complexity class analysis

arXiv.org Artificial Intelligence

Active inference is a state-of-the-art framework for modelling the brain that explains a wide range of mechanisms such as habit formation, dopaminergic discharge and curiosity. However, recent implementations suffer from an exponential (space and time) complexity class when computing the prior over all the possible policies up to the time horizon. Fountas et al. (2020) used Monte Carlo tree search to address this problem, leading to very good results in two different tasks. Additionally, Champion et al. (2021a) proposed a tree search approach based on structure learning. This was enabled by the development of a variational message passing approach to active inference (Champion et al., 2021b), which enables compositional construction of Bayesian networks for active inference. However, this message passing tree search approach, which we call branching-time active inference (BTAI), has never been tested empirically. In this paper, we present an experimental study of the approach (Champion et al., 2021a) in the context of a maze solving agent. In this context, we show that both improved prior preferences and deeper search help mitigate the vulnerability to local minima. Then, we compare BTAI to standard active inference (AI) on a graph navigation task. We show that for small graphs, both BTAI and AI successfully solve the task. For larger graphs, AI exhibits an exponential (space) complexity class, making the approach intractable. However, BTAI explores the space of policies more efficiently, successfully scaling to larger graphs.


Off-Policy Correction For Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) provides a framework for problems involving multiple interacting agents. Despite apparent similarity to the single-agent case, multi-agent problems are often harder to train and analyze theoretically. In this work, we propose MA-Trace, a new on-policy actor-critic algorithm, which extends V-Trace to the MARL setting. The key advantage of our algorithm is its high scalability in a multi-worker setting. To this end, MA-Trace utilizes importance sampling as an off-policy correction method, which allows distributing the computations with no impact on the quality of training. Furthermore, our algorithm is theoretically grounded - we prove a fixed-point theorem that guarantees convergence. We evaluate the algorithm extensively on the StarCraft Multi-Agent Challenge, a standard benchmark for multi-agent algorithms. MA-Trace achieves high performance on all its tasks and exceeds state-of-the-art results on some of them.


Self Learning AI-Agents Part I: Markov Decision Processes

#artificialintelligence

A Markov Decision Processes (MDP) is a discrete time stochastic control process. MDP is the best approach we have so far to model the complex environment of an AI agent. Every problem that the agent aims to solve can be considered as a sequence of states S1, S2, S3, … Sn (A state may be for example a Go/chess board configuration). The agent takes actions and moves from one state to an other. In the following you will learn the mathematics that determine which action the agent must take in any given situation.