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Unsupervised learning and its role in the knowledge discovery process

#artificialintelligence

Unlike supervised learning, unsupervised learning not working with labeled data, it is not showing the machine the correct answer. Instead, it is using different algorithms to let the machine create connections by studying and observing the data. Learning and improving by trial and error is the key to unsupervised learning. However, the Knowledge Discovery process is the field of data mining is concerned with the development of methods, techniques and algorithm which can make sense of the available data. It is useful in finding trends, patterns, correlations and anomalies in the databases which is helpful to make accurate decisions for the future.


Bayesian Hierarchical Mixture Clustering using Multilevel Hierarchical Dirichlet Processes

arXiv.org Artificial Intelligence

This paper focuses on the problem of hierarchical non-overlapping clustering of a dataset. In such a clustering, each data item is associated with exactly one leaf node and each internal node is associated with all the data items stored in the sub-tree beneath it, so that each level of the hierarchy corresponds to a partition of the dataset. We develop a novel Bayesian nonparametric method combining the nested Chinese Restaurant Process (nCRP) and the Hierarchical Dirichlet Process (HDP). Compared with other existing Bayesian approaches, our solution tackles data with complex latent mixture features which has not been previously explored in the literature. We discuss the details of the model and the inference procedure. Furthermore, experiments on three datasets show that our method achieves solid empirical results in comparison with existing algorithms.


General Purpose Incremental Covariance Update and Efficient Belief Space Planning via Factor-Graph Propagation Action Tree

arXiv.org Machine Learning

Fast covariance calculation is required both for SLAM (e.g.~in order to solve data association) and for evaluating the information-theoretic term for different candidate actions in belief space planning (BSP). In this paper we make two primary contributions. First, we develop a novel general-purpose incremental covariance update technique, which efficiently recovers specific covariance entries after any change in the inference problem, such as introduction of new observations/variables or re-linearization of the state vector. Our approach is shown to recover them faster than other state-of-the-art methods. Second, we present a computationally efficient approach for BSP in high-dimensional state spaces, leveraging our incremental covariance update method. State of the art BSP approaches perform belief propagation for each candidate action and then evaluate an objective function that typically includes an information-theoretic term, such as entropy or information gain. Yet, candidate actions often have similar parts (e.g. common trajectory parts), which are however evaluated separately for each candidate. Moreover, calculating the information-theoretic term involves a costly determinant computation of the entire information (covariance) matrix which is O(n^3) with n being dimension of the state or costly Schur complement operations if only marginal posterior covariance of certain variables is of interest. Our approach, rAMDL-Tree, extends our previous BSP method rAMDL, by exploiting incremental covariance calculation and performing calculation re-use between common parts of non-myopic candidate actions, such that these parts are evaluated only once, in contrast to existing approaches.


Can Graph Neural Networks Help Logic Reasoning?

arXiv.org Machine Learning

Effectively combining logic reasoning and probabilistic inference has been a long-standing goal of machine learning: the former has the ability to generalize with small training data, while the latter provides a principled framework for dealing with noisy data. However, existing methods for combining the best of both worlds are typically computationally intensive. In this paper, we focus on Markov Logic Networks and explore the use of graph neural networks (GNNs) for representing probabilistic logic inference. It is revealed from our analysis that the representation power of GNN alone is not enough for such a task. We instead propose a more expressive variant, called ExpressGNN, which can perform effective probabilistic logic inference while being able to scale to a large number of entities. We demonstrate by several benchmark datasets that ExpressGNN has the potential to advance probabilistic logic reasoning to the next stage.


Glossary

#artificialintelligence

The intent of this glossary is to provide clear definitions of the technical terms specific to deep artificial neural networks. It is a work in progress. An activation, or activation function, for a neural network is defined as the mapping of the input to the output via a non-linear transform function at each "node", which is simply a locus of computation within the net. Each layer in a neural net consists of many nodes, and the number of nodes in a layer is known as its width. Activation algorithms are the gates that determine, at each node in the net, whether and to what extent to transmit the signal the node has received from the previous layer. A combination of weights (coefficients) and biases work on the input data from the previous layer to determine whether that signal surpasses a given treshhold and is deemed significant. Those weights and biases are slowly updated as the neural net minimizes its error; i.e. the level of nodes' activation change in the course of learning. These activation functions allow neural networks to make complex boundary decisions for features at various levels of abstraction. Adadelta is an updater, or learning algorithm, related to gradient descent. Unlike SGD, which applies the same learning rate to all parameters of the network, Adadelta adapts the learning rate per parameter. Adagrad, short for adaptive gradient, is an updater or learning algorithm that adjust the learning rate for each parameter in the net by monitoring the squared gradients in the course of learning. It is a substitute for SGD, and can be useful when processing sparse data. Affine is a fancy word for a fully connected layer in a neural network. "Fully connected" means that all the nodes of one layer connect to all the nodes of the subsequent layer. A restricted Boltzmann machine, for example, is a fully connected layer. Convolutional networks use affine layers interspersed with both their namesake convolutional layers (which create feature maps based on convolutions) and downsampling layers, which throw out a lot of data and only keep the maximum value. "Affine" derives from the Latin affinis, which means bordering or connected with. Each connection, in an affine layer, is a passage whereby input is multiplied by a weight and added to a bias before it accumulates with all other inputs at a given node, the sum of which is then passed through an activation function: e.g.


Global Optimality Guarantees For Policy Gradient Methods

arXiv.org Machine Learning

Policy gradients methods are perhaps the most widely used class of reinforcement learning algorithms. These methods apply to complex, poorly understood, control problems by performing stochastic gradient descent over a parameterized class of polices. Unfortunately, even for simple control problems solvable by classical techniques, policy gradient algorithms face non-convex optimization problems and are widely understood to converge only to local minima. This work identifies structural properties -- shared by finite MDPs and several classic control problems -- which guarantee that policy gradient objective function has no suboptimal local minima despite being non-convex. When these assumptions are relaxed, our work gives conditions under which any local minimum is near-optimal, where the error bound depends on a notion of the expressive capacity of the policy class.


Analysis of high-dimensional Continuous Time Markov Chains using the Local Bouncy Particle Sampler

arXiv.org Machine Learning

Sampling the parameters of high-dimensional Continuous Time Markov Chains (CTMC) is a challenging problem with important applications in many fields of applied statistics. In this work a recently proposed type of non-reversible rejection-free Markov Chain Monte Carlo (MCMC) sampler, the Bouncy Particle Sampler (BPS), is brought to bear to this problem. BPS has demonstrated its favorable computational efficiency compared with state-of-the-art MCMC algorithms, however to date applications to real-data scenario were scarce. An important aspect of the practical implementation of BPS is the simulation of event times. Default implementations use conservative thinning bounds. Such bounds can slow down the algorithm and limit the computational performance. Our paper develops an algorithm with an exact analytical solution to the random event times in the context of CTMCs. Our local version of BPS algorithm takes advantage of the sparse structure in the target factor graph and we also provide a framework for assessing the computational complexity of local BPS algorithms.


On the Correctness and Sample Complexity of Inverse Reinforcement Learning

arXiv.org Machine Learning

Inverse reinforcement learning (IRL) is the problem of finding a reward function that generates a given optimal policy for a given Markov Decision Process. This paper looks at an algorithmic-independent geometric analysis of the IRL problem with finite states and actions. A L1-regularized Support Vector Machine formulation of the IRL problem motivated by the geometric analysis is then proposed with the basic objective of the inverse reinforcement problem in mind: to find a reward function that generates a specified optimal policy. The paper further analyzes the proposed formulation of inverse reinforcement learning with $n$ states and $k$ actions, and shows a sample complexity of $O(n^2 \log (nk))$ for recovering a reward function that generates a policy that satisfies Bellman's optimality condition with respect to the true transition probabilities.


Towards Interactive Training of Non-Player Characters in Video Games

arXiv.org Artificial Intelligence

There is a high demand for high-quality Non-Player Characters (NPCs) in video games. Hand-crafting their behavior is a labor intensive and error prone engineering process with limited controls exposed to the game designers. We propose to create such NPC behaviors interactively by training an agent in the target environment using imitation learning with a human in the loop. While traditional behavior cloning may fall short of achieving the desired performance, we show that interactivity can substantially improve it with a modest amount of human efforts. The model we train is a multi-resolution ensemble of Markov models, which can be used as is or can be further "compressed" into a more compact model for inference on consumer devices. We illustrate our approach on an example in OpenAI Gym, where a human can help to quickly train an agent with only a handful of interactive demonstrations. We also outline our experiments with NPC training for a first-person shooter game currently in development.


Synthesizing Datalog Programs using Numerical Relaxation

arXiv.org Artificial Intelligence

The problem of learning logical rules from examples arises in diverse fields, including program synthesis, logic programming, and machine learning. Existing approaches either involve solving computationally difficult combinatorial problems, or performing parameter estimation in complex statistical models. In this paper, we present Difflog, a technique to extend the logic programming language Datalog to the continuous setting. By attaching real-valued weights to individual rules of a Datalog program, we naturally associate numerical values with individual conclusions of the program. Analogous to the strategy of numerical relaxation in optimization problems, we can now first determine the rule weights which cause the best agreement between the training labels and the induced values of output tuples, and subsequently recover the classical discrete-valued target program from the continuous optimum. We evaluate Difflog on a suite of 34 benchmark problems from recent literature in knowledge discovery, formal verification, and database query-by-example, and demonstrate significant improvements in learning complex programs with recursive rules, invented predicates, and relations of arbitrary arity.