Undirected Networks
Automatic Real-Time Music Generation for Games
Engels, Steve (University of Toronto) | Tong, Tiffany (University of Toronto) | Chan, Fabian (University of Toronto)
Music composition can be a challenge for many small- to medium-sized game companies, largely due to the expense and difficulty in creating original music for each level of a game. To address this, we developed a tool that automatically generates original music, by training a music generator on pieces whose style the game designer wishes to imitate. The generator then creates original music in that style in real-time, and switches between styles when signaled by the game. This software has been refined to produce music that is coherent and imitates a composer’s larger music structure.
A Hierarchical MdMC Approach to 2D Video Game Map Generation
Snodgrass, Sam (Drexel University) | Ontanon, Santiago (Drexel University)
In this paper we describe a hierarchical method for procedurally generating 2D game maps using multi-dimensional Markov chains (MdMCs). Our method takes a collection of 2D game maps, breaks them into small chunks and performs clustering to find a set of chunks that correspond to high-level structures (high-level tiles) in the training maps. This set of high-level tiles is then used to re-represent the training maps, and to fit two sets of MdMC models: a high-level model captures the distribution of high-level tiles in the map, and a set of low-level models capture the internal structure of each high-level tile. These two sets of models can then be used to hierarchically generate new maps. We test our approach using two classic games, Super Mario Bros. and Loderunner, and compare the results against other existing map generators.
Tuning Belief Revision for Coordination with Inconsistent Teammates
Sarratt, Trevor (University of California Santa Cruz) | Jhala, Arnav (University of California Santa Cruz)
Coordination with an unknown human teammate is a notable challenge for cooperative agents. Behavior of human players in games with cooperating AI agents is often sub-optimal and inconsistent leading to choreographed and limited cooperative scenarios in games. This paper considers the difficulty of cooperating with a teammate whose goal and corresponding behavior change periodically. Previous work uses Bayesian models for updating beliefs about cooperating agents based on observations. We describe belief models for on-line planning, discuss tuning in the presence of noisy observations, and demonstrate empirically its effectiveness in coordinating with inconsistent agents in a simple domain. Further work in this area promises to lead to techniques for more interesting cooperative AI in games.
A Complete Recipe for Stochastic Gradient MCMC
Ma, Yi-An, Chen, Tianqi, Fox, Emily B.
Many recent Markov chain Monte Carlo (MCMC) samplers leverage continuous dynamics to define a transition kernel that efficiently explores a target distribution. In tandem, a focus has been on devising scalable variants that subsample the data and use stochastic gradients in place of full-data gradients in the dynamic simulations. However, such stochastic gradient MCMC samplers have lagged behind their full-data counterparts in terms of the complexity of dynamics considered since proving convergence in the presence of the stochastic gradient noise is non-trivial. Even with simple dynamics, significant physical intuition is often required to modify the dynamical system to account for the stochastic gradient noise. In this paper, we provide a general recipe for constructing MCMC samplers--including stochastic gradient versions--based on continuous Markov processes specified via two matrices. We constructively prove that the framework is complete. That is, any continuous Markov process that provides samples from the target distribution can be written in our framework. We show how previous continuous-dynamic samplers can be trivially "reinvented" in our framework, avoiding the complicated sampler-specific proofs. We likewise use our recipe to straightforwardly propose a new state-adaptive sampler: stochastic gradient Riemann Hamiltonian Monte Carlo (SGRHMC). Our experiments on simulated data and a streaming Wikipedia analysis demonstrate that the proposed SGRHMC sampler inherits the benefits of Riemann HMC, with the scalability of stochastic gradient methods.
Latent Bayesian melding for integrating individual and population models
Zhong, Mingjun, Goddard, Nigel, Sutton, Charles
In many statistical problems, a more coarse-grained model may be suitable for population-level behaviour, whereas a more detailed model is appropriate for accurate modelling of individual behaviour. This raises the question of how to integrate both types of models. Methods such as posterior regularization follow the idea of generalized moment matching, in that they allow matching expectations between two models, but sometimes both models are most conveniently expressed as latent variable models. We propose latent Bayesian melding, which is motivated by averaging the distributions over populations statistics of both the individual-level and the population-level models under a logarithmic opinion pool framework. In a case study on electricity disaggregation, which is a type of single-channel blind source separation problem, we show that latent Bayesian melding leads to significantly more accurate predictions than an approach based solely on generalized moment matching.
Approximate Counting in SMT and Value Estimation for Probabilistic Programs
Chistikov, Dmitry, Dimitrova, Rayna, Majumdar, Rupak
#SMT, or model counting for logical theories, is a well-known hard problem that generalizes such tasks as counting the number of satisfying assignments to a Boolean formula and computing the volume of a polytope. In the realm of satisfiability modulo theories (SMT) there is a growing need for model counting solvers, coming from several application domains (quantitative information flow, static analysis of probabilistic programs). In this paper, we show a reduction from an approximate version of #SMT to SMT. We focus on the theories of integer arithmetic and linear real arithmetic. We propose model counting algorithms that provide approximate solutions with formal bounds on the approximation error. They run in polynomial time and make a polynomial number of queries to the SMT solver for the underlying theory, exploiting "for free" the sophisticated heuristics implemented within modern SMT solvers. We have implemented the algorithms and used them to solve the value problem for a model of loop-free probabilistic programs with nondeterminism.
Covariance-Controlled Adaptive Langevin Thermostat for Large-Scale Bayesian Sampling
Shang, Xiaocheng, Zhu, Zhanxing, Leimkuhler, Benedict, Storkey, Amos J.
Monte Carlo sampling for Bayesian posterior inference is a common approach used in machine learning. The Markov Chain Monte Carlo procedures that are used are often discrete-time analogues of associated stochastic differential equations (SDEs). These SDEs are guaranteed to leave invariant the required posterior distribution. An area of current research addresses the computational benefits of stochastic gradient methods in this setting. Existing techniques rely on estimating the variance or covariance of the subsampling error, and typically assume constant variance. In this article, we propose a covariance-controlled adaptive Langevin thermostat that can effectively dissipate parameter-dependent noise while maintaining a desired target distribution. The proposed method achieves a substantial speedup over popular alternative schemes for large-scale machine learning applications.
Unsupervised Incremental Learning and Prediction of Music Signals
Marxer, Ricard, Purwins, Hendrik
A system is presented that segments, clusters and predicts musical audio in an unsupervised manner, adjusting the number of (timbre) clusters instantaneously to the audio input. A sequence learning algorithm adapts its structure to a dynamically changing clustering tree. The flow of the system is as follows: 1) segmentation by onset detection, 2) timbre representation of each segment by Mel frequency cepstrum coefficients, 3) discretization by incremental clustering, yielding a tree of different sound classes (e.g. instruments) that can grow or shrink on the fly driven by the instantaneous sound events, resulting in a discrete symbol sequence, 4) extraction of statistical regularities of the symbol sequence, using hierarchical N-grams and the newly introduced conceptual Boltzmann machine, and 5) prediction of the next sound event in the sequence. The system's robustness is assessed with respect to complexity and noisiness of the signal. Clustering in isolation yields an adjusted Rand index (ARI) of 82.7% / 85.7% for data sets of singing voice and drums. Onset detection jointly with clustering achieve an ARI of 81.3% / 76.3% and the prediction of the entire system yields an ARI of 27.2% / 39.2%.
Application of Quantum Annealing to Training of Deep Neural Networks
Adachi, Steven H., Henderson, Maxwell P.
In Deep Learning, a well-known approach for training a Deep Neural Network starts by training a generative Deep Belief Network model, typically using Contrastive Divergence (CD), then fine-tuning the weights using backpropagation or other discriminative techniques. However, the generative training can be time-consuming due to the slow mixing of Gibbs sampling. We investigated an alternative approach that estimates model expectations of Restricted Boltzmann Machines using samples from a D-Wave quantum annealing machine. We tested this method on a coarse-grained version of the MNIST data set. In our tests we found that the quantum sampling-based training approach achieves comparable or better accuracy with significantly fewer iterations of generative training than conventional CD-based training. Further investigation is needed to determine whether similar improvements can be achieved for other data sets, and to what extent these improvements can be attributed to quantum effects.
A Bounded $p$-norm Approximation of Max-Convolution for Sub-Quadratic Bayesian Inference on Additive Factors
Pfeuffer, Julianus, Serang, Oliver
Max-convolution is an important problem closely resembling standard convolution; as such, max-convolution occurs frequently across many fields. Here we extend the method with fastest known worst-case runtime, which can be applied to nonnegative vectors by numerically approximating the Chebyshev norm $\| \cdot \|_\infty$, and use this approach to derive two numerically stable methods based on the idea of computing $p$-norms via fast convolution: The first method proposed, with runtime in $O( k \log(k) \log(\log(k)) )$ (which is less than $18 k \log(k)$ for any vectors that can be practically realized), uses the $p$-norm as a direct approximation of the Chebyshev norm. The second approach proposed, with runtime in $O( k \log(k) )$ (although in practice both perform similarly), uses a novel null space projection method, which extracts information from a sequence of $p$-norms to estimate the maximum value in the vector (this is equivalent to querying a small number of moments from a distribution of bounded support in order to estimate the maximum). The $p$-norm approaches are compared to one another and are shown to compute an approximation of the Viterbi path in a hidden Markov model where the transition matrix is a Toeplitz matrix; the runtime of approximating the Viterbi path is thus reduced from $O( n k^2 )$ steps to $O( n $k \log(k))$ steps in practice, and is demonstrated by inferring the U.S. unemployment rate from the S&P 500 stock index.