Markov Models
Monte-Carlo Planning in Large POMDPs
This paper introduces a Monte-Carlo algorithm for online planning in large POMDPs. The algorithm combines a Monte-Carlo update of the agent's belief state with a Monte-Carlo tree search from the current belief state. The new algorithm, POMCP, has two important properties. First, Monte-Carlo sampling is used to break the curse of dimensionality both during belief state updates and during planning. Second, only a black box simulator of the POMDP is required, rather than explicit probability distributions.
Improving Existing Fault Recovery Policies
Automated recovery from failures is a key component in the management of large data centers. Such systems typically employ a hand-made controller created by an expert. While such controllers capture many important aspects of the recovery process, they are often not systematically optimized to reduce costs such as server downtime. In this paper we explain how to use data gathered from the interactions of the hand-made controller with the system, to create an optimized controller. We suggest learning an indefinite horizon Partially Observable Markov Decision Process, a model for decision making under uncertainty, and solve it using a point-based algorithm.
Learning in Markov Random Fields using Tempered Transitions
Markov random fields (MRFs), or undirected graphical models, provide a powerful framework for modeling complex dependencies among random variables. Maximum likelihood learning in MRFs is hard due to the presence of the global normalizing constant. In this paper we consider a class of stochastic approximation algorithms of Robbins-Monro type that uses Markov chain Monte Carlo to do approximate maximum likelihood learning. We show that using MCMC operators based on tempered transitions enables the stochastic approximation algorithm to better explore highly multimodal distributions, which considerably improves parameter estimates in large densely-connected MRFs. Our results on MNIST and NORB datasets demonstrate that we can successfully learn good generative models of high-dimensional, richly structured data and perform well on digit and object recognition tasks.
Hallucinations in Charles Bonnet Syndrome Induced by Homeostasis: a Deep Boltzmann Machine Model
Series, Peggy, Reichert, David P., Storkey, Amos J.
The Charles Bonnet Syndrome (CBS) is characterized by complex vivid visual hallucinations in people with, primarily, eye diseases and no other neurological pathology. We present a Deep Boltzmann Machine model of CBS, exploring two core hypotheses: First, that the visual cortex learns a generative or predictive model of sensory input, thus explaining its capability to generate internal imagery. And second, that homeostatic mechanisms stabilize neuronal activity levels, leading to hallucinations being formed when input is lacking. We reproduce a variety of qualitative findings in CBS. We also introduce a modification to the DBM that allows us to model a possible role of acetylcholine in CBS as mediating the balance of feed-forward and feed-back processing.
Bayesian Model of Behaviour in Economic Games
Ray, Debajyoti, King-casas, Brooks, Montague, P. R., Dayan, Peter
Classical Game Theoretic approaches that make strong rationality assumptions have difficulty modeling observed behaviour in Economic games of human subjects. We investigate the role of finite levels of iterated reasoning and non-selfish utility functions in a Partially Observable Markov Decision Process model that incorporates Game Theoretic notions of interactivity. We invert the generative process for a recognition model that is used to classify 200 subjects playing an Investor-Trustee game against randomly matched opponents. Papers published at the Neural Information Processing Systems Conference.
Probabilistic Deterministic Infinite Automata
Pfau, David, Bartlett, Nicholas, Wood, Frank
We propose a novel Bayesian nonparametric approach to learning with probabilistic deterministic finite automata (PDFA). We define and develop and sampler for a PDFA with an infinite number of states which we call the probabilistic deterministic infinite automata (PDIA). Posterior predictive inference in this model, given a finite training sequence, can be interpreted as averaging over multiple PDFAs of varying structure, where each PDFA is biased towards having few states. We suggest that our method for averaging over PDFAs is a novel approach to predictive distribution smoothing. We test PDIA inference both on PDFA structure learning and on both natural language and DNA data prediction tasks.
FACTORIE: Probabilistic Programming via Imperatively Defined Factor Graphs
McCallum, Andrew, Schultz, Karl, Singh, Sameer
Discriminatively trained undirected graphical models have had wide empirical success, and there has been increasing interest in toolkits that ease their application to complex relational data. The power in relational models is in their repeated structure and tied parameters; at issue is how to define these structures in a powerful and flexible way. Rather than using a declarative language, such as SQL or first-order logic, we advocate using an imperative language to express various aspects of model structure, inference, and learning. By combining the traditional, declarative, statistical semantics of factor graphs with imperative definitions of their construction and operation, we allow the user to mix declarative and procedural domain knowledge, and also gain significant efficiencies. We have implemented such imperatively defined factor graphs in a system we call Factorie, a software library for an object-oriented, strongly-typed, functional language. In experimental comparisons to Markov Logic Networks on joint segmentation and coreference, we find our approach to be 3-15 times faster while reducing error by 20-25%-achieving a new state of the art.
Online Markov Decision Processes under Bandit Feedback
Neu, Gergely, Antos, Andras, György, András, Szepesvári, Csaba
We consider online learning in finite stochastic Markovian environments where in each time step a new reward function is chosen by an oblivious adversary. The goal of the learning agent is to compete with the best stationary policy in terms of the total reward received. In each time step the agent observes the current state and the reward associated with the last transition, however, the agent does not observe the rewards associated with other state-action pairs. The agent is assumed to know the transition probabilities. The state of the art result for this setting is a no-regret algorithm.
MDPs with Non-Deterministic Policies
Fard, Mahdi M., Pineau, Joelle
Markov Decision Processes (MDPs) have been extensively studied and used in the context of planning and decision-making, and many methods exist to find the optimal policy for problems modelled as MDPs. Although finding the optimal policy is sufficient in many domains, in certain applications such as decision support systems where the policy is executed by a human (rather than a machine), finding all possible near-optimal policies might be useful as it provides more flexibility to the person executing the policy. In this paper we introduce the new concept of non-deterministic MDP policies, and address the question of finding near-optimal non-deterministic policies. We propose two solutions to this problem, one based on a Mixed Integer Program and the other one based on a search algorithm. We include experimental results obtained from applying this framework to optimize treatment choices in the context of a medical decision support system.
Approximate Inference by Compilation to Arithmetic Circuits
Arithmetic circuits (ACs) exploit context-specific independence and determinism to allow exact inference even in networks with high treewidth. In this paper, we introduce the first ever approximate inference methods using ACs, for domains where exact inference remains intractable. We propose and evaluate a variety of techniques based on exact compilation, forward sampling, AC structure learning, Markov network parameter learning, variational inference, and Gibbs sampling. In experiments on eight challenging real-world domains, we find that the methods based on sampling and learning work best: one such method (AC2-F) is faster and usually more accurate than loopy belief propagation, mean field, and Gibbs sampling; another (AC2-G) has a running time similar to Gibbs sampling but is consistently more accurate than all baselines. Papers published at the Neural Information Processing Systems Conference.