Goto

Collaborating Authors

 Undirected Networks


Discrete Restricted Boltzmann Machines

arXiv.org Machine Learning

A restricted Boltzmann machine (RBM) is a probabilistic graphical model with bipartite interactions between an observed set and a hidden set of units [see Smolensky, 1986, Freund and Haussler, 1991, Hinton, 2002, 2010]. A characterizing property of these models is that the observed units are independent given the states of the hidden units and vice versa. This is a consequence of the bipartiteness of the interaction graph and does not depend on the units' state spaces. Typically RBMs are defined with binary units, but other types of units have also been considered, including continuous, discrete, and mixed type units [see Welling et al., 2005, Marks and Movellan, 2001, Salakhutdinov et al., 2007, Dahl et al., 2012, Tran et al., 2011]. We study discrete RBMs, also called multinomial or softmax RBMs, which are special types of exponential family harmoniums [Welling et al., 2005].


Partially Observed, Multi-objective Markov Games

arXiv.org Artificial Intelligence

The intent of this research is to generate a set of non-dominated policies from which one of two agents (the leader) can select a most preferred policy to control a dynamic system that is also affected by the control decisions of the other agent (the follower). The problem is described by an infinite horizon, partially observed Markov game (POMG). At each decision epoch, each agent knows: its past and present states, its past actions, and noise corrupted observations of the other agent's past and present states. The actions of each agent are determined at each decision epoch based on these data. The leader considers multiple objectives in selecting its policy. The follower considers a single objective in selecting its policy with complete knowledge of and in response to the policy selected by the leader. This leader-follower assumption allows the POMG to be transformed into a specially structured, partially observed Markov decision process (POMDP). This POMDP is used to determine the follower's best response policy. A multi-objective genetic algorithm (MOGA) is used to create the next generation of leader policies based on the fitness measures of each leader policy in the current generation. Computing a fitness measure for a leader policy requires a value determination calculation, given the leader policy and the follower's best response policy. The policies from which the leader can select a most preferred policy are the non-dominated policies of the final generation of leader policies created by the MOGA. An example is presented that illustrates how these results can be used to support a manager of a liquid egg production process (the leader) in selecting a sequence of actions to best control this process over time, given that there is an attacker (the follower) who seeks to contaminate the liquid egg production process with a chemical or biological toxin.


Learning optimization models in the presence of unknown relations

arXiv.org Artificial Intelligence

In a sequential auction with multiple bidding agents, it is highly challenging to determine the ordering of the items to sell in order to maximize the revenue due to the fact that the autonomy and private information of the agents heavily influence the outcome of the auction. The main contribution of this paper is two-fold. First, we demonstrate how to apply machine learning techniques to solve the optimal ordering problem in sequential auctions. We learn regression models from historical auctions, which are subsequently used to predict the expected value of orderings for new auctions. Given the learned models, we propose two types of optimization methods: a black-box best-first search approach, and a novel white-box approach that maps learned models to integer linear programs (ILP) which can then be solved by any ILP-solver. Although the studied auction design problem is hard, our proposed optimization methods obtain good orderings with high revenues. Our second main contribution is the insight that the internal structure of regression models can be efficiently evaluated inside an ILP solver for optimization purposes. To this end, we provide efficient encodings of regression trees and linear regression models as ILP constraints. This new way of using learned models for optimization is promising. As the experimental results show, it significantly outperforms the black-box best-first search in nearly all settings.


Inapproximability of Treewidth and Related Problems

Journal of Artificial Intelligence Research

Graphical models, such as Bayesian Networks and Markov networks play an important role in artificial intelligence and machine learning. Inference is a central problem to be solved on these networks. This, and other problems on these graph models are often known to be hard to solve in general, but tractable on graphs with bounded Treewidth. Therefore, finding or approximating the Treewidth of a graph is a fundamental problem related to inference in graphical models. In this paper, we study the approximability of a number of graph problems: Treewidth and Pathwidth of graphs, Minimum Fill-In, One-Shot Black (and Black-White) pebbling costs of directed acyclic graphs, and a variety of different graph layout problems such as Minimum Cut Linear Arrangement and Interval Graph Completion. We show that, assuming the recently introduced Small Set Expansion Conjecture, all of these problems are NP-hard to approximate to within any constant factor in polynomial time.


Affect Control Processes: Intelligent Affective Interaction using a Partially Observable Markov Decision Process

arXiv.org Artificial Intelligence

This paper describes a novel method for building affectively intelligent human-interactive agents. The method is based on a key sociological insight that has been developed and extensively verified over the last twenty years, but has yet to make an impact in artificial intelligence. The insight is that resource bounded humans will, by default, act to maintain affective consistency. Humans have culturally shared fundamental affective sentiments about identities, behaviours, and objects, and they act so that the transient affective sentiments created during interactions confirm the fundamental sentiments. Humans seek and create situations that confirm or are consistent with, and avoid and supress situations that disconfirm or are inconsistent with, their culturally shared affective sentiments. This "affect control principle" has been shown to be a powerful predictor of human behaviour. In this paper, we present a probabilistic and decision-theoretic generalisation of this principle, and we demonstrate how it can be leveraged to build affectively intelligent artificial agents. The new model, called BayesAct, can maintain multiple hypotheses about sentiments simultaneously as a probability distribution, and can make use of an explicit utility function to make value-directed action choices. This allows the model to generate affectively intelligent interactions with people by learning about their identity, predicting their behaviours using the affect control principle, and taking actions that are simultaneously goal-directed and affect-sensitive. We demonstrate this generalisation with a set of simulations. We then show how our model can be used as an emotional "plug-in" for artificially intelligent systems that interact with humans in two different settings: an exam practice assistant (tutor) and an assistive device for persons with a cognitive disability.


Particle filter-based Gaussian process optimisation for parameter inference

arXiv.org Machine Learning

We propose a novel method for maximum likelihood-based parameter inference in nonlinear and/or non-Gaussian state space models. The method is an iterative procedure with three steps. At each iteration a particle filter is used to estimate the value of the log-likelihood function at the current parameter iterate. Using these log-likelihood estimates, a surrogate objective function is created by utilizing a Gaussian process model. Finally, we use a heuristic procedure to obtain a revised parameter iterate, providing an automatic trade-off between exploration and exploitation of the surrogate model. The method is profiled on two state space models with good performance both considering accuracy and computational cost.


Venture: a higher-order probabilistic programming platform with programmable inference

arXiv.org Machine Learning

We describe Venture, an interactive virtual machine for probabilistic programming that aims to be sufficiently expressive, extensible, and efficient for general-purpose use. Like Church, probabilistic models and inference problems in Venture are specified via a Turing-complete, higher-order probabilistic language descended from Lisp. Unlike Church, Venture also provides a compositional language for custom inference strategies built out of scalable exact and approximate techniques. We also describe four key aspects of Venture's implementation that build on ideas from probabilistic graphical models. First, we describe the stochastic procedure interface (SPI) that specifies and encapsulates primitive random variables. The SPI supports custom control flow, higher-order probabilistic procedures, partially exchangeable sequences and ``likelihood-free'' stochastic simulators. It also supports external models that do inference over latent variables hidden from Venture. Second, we describe probabilistic execution traces (PETs), which represent execution histories of Venture programs. PETs capture conditional dependencies, existential dependencies and exchangeable coupling. Third, we describe partitions of execution histories called scaffolds that factor global inference problems into coherent sub-problems. Finally, we describe a family of stochastic regeneration algorithms for efficiently modifying PET fragments contained within scaffolds. Stochastic regeneration linear runtime scaling in cases where many previous approaches scaled quadratically. We show how to use stochastic regeneration and the SPI to implement general-purpose inference strategies such as Metropolis-Hastings, Gibbs sampling, and blocked proposals based on particle Markov chain Monte Carlo and mean-field variational inference techniques.


Using n-grams models for visual semantic place recognition

arXiv.org Machine Learning

Semantic mapping (see (Nüchter and Hertzberg, 2008)) is a relatively new field in robotics which aims to give the robot a high-level, human-compatible, understanding of its environment in order to ease the integration of robots in daily environments, notably homes or workplaces. Such environments are usually composed of discrete places which correspond to different functions. For instance a house is usually made of different rooms and corridors used to move between them. Such places are called semantic places because they are defined in high-level human concepts as opposed to traditional low-level landmarks used in robot mapping. In this context, it's important for the robot to be able to recognize in which place or category of places it lies.


A reversible infinite HMM using normalised random measures

arXiv.org Machine Learning

We present a nonparametric prior over reversible Markov chains. We use completely random measures, specifically gamma processes, to construct a countably infinite graph with weighted edges. By enforcing symmetry to make the edges undirected we define a prior over random walks on graphs that results in a reversible Markov chain. The resulting prior over infinite transition matrices is closely related to the hierarchical Dirichlet process but enforces reversibility. A reinforcement scheme has recently been proposed with similar properties, but the de Finetti measure is not well characterised. We take the alternative approach of explicitly constructing the mixing measure, which allows more straightforward and efficient inference at the cost of no longer having a closed form predictive distribution. We use our process to construct a reversible infinite HMM which we apply to two real datasets, one from epigenomics and one ion channel recording.


Active Learning for Autonomous Intelligent Agents: Exploration, Curiosity, and Interaction

arXiv.org Artificial Intelligence

In this survey we present different approaches that allow an intelligent agent to explore autonomous its environment to gather information and learn multiple tasks. Different communities proposed different solutions, that are in many cases, similar and/or complementary. These solutions include active learning, exploration/exploitation, online-learning and social learning. The common aspect of all these approaches is that it is the agent to selects and decides what information to gather next. Applications for these approaches already include tutoring systems, autonomous grasping learning, navigation and mapping and human-robot interaction. We discuss how these approaches are related, explaining their similarities and their differences in terms of problem assumptions and metrics of success. We consider that such an integrated discussion will improve inter-disciplinary research and applications.