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 Undirected Networks


EmoDiarize: Speaker Diarization and Emotion Identification from Speech Signals using Convolutional Neural Networks

arXiv.org Artificial Intelligence

In the era of advanced artificial intelligence and human-computer interaction, identifying emotions in spoken language is paramount. This research explores the integration of deep learning techniques in speech emotion recognition, offering a comprehensive solution to the challenges associated with speaker diarization and emotion identification. It introduces a framework that combines a pre-existing speaker diarization pipeline and an emotion identification model built on a Convolutional Neural Network (CNN) to achieve higher precision. The proposed model was trained on data from five speech emotion datasets, namely, RAVDESS, CREMA-D, SAVEE, TESS, and Movie Clips, out of which the latter is a speech emotion dataset created specifically for this research. The features extracted from each sample include Mel Frequency Cepstral Coefficients (MFCC), Zero Crossing Rate (ZCR), Root Mean Square (RMS), and various data augmentation algorithms like pitch, noise, stretch, and shift. This feature extraction approach aims to enhance prediction accuracy while reducing computational complexity. The proposed model yields an unweighted accuracy of 63%, demonstrating remarkable efficiency in accurately identifying emotional states within speech signals.


ArtWhisperer: A Dataset for Characterizing Human-AI Interactions in Artistic Creations

arXiv.org Artificial Intelligence

As generative AI becomes more prevalent, it is important to study how human users interact with such models. In this work, we investigate how people use text-to-image models to generate desired target images. To study this interaction, we created ArtWhisperer, an online game where users are given a target image and are tasked with iteratively finding a prompt that creates a similar-looking image as the target. Through this game, we recorded over 50,000 human-AI interactions; each interaction corresponds to one text prompt created by a user and the corresponding generated image. The majority of these are repeated interactions where a user iterates to find the best prompt for their target image, making this a unique sequential dataset for studying human-AI collaborations. In an initial analysis of this dataset, we identify several characteristics of prompt interactions and user strategies. People submit diverse prompts and are able to discover a variety of text descriptions that generate similar images. Interestingly, prompt diversity does not decrease as users find better prompts. We further propose a new metric to quantify the steerability of AI using our dataset. We define steerability as the expected number of interactions required to adequately complete a task. We estimate this value by fitting a Markov chain for each target task and calculating the expected time to reach an adequate score in the Markov chain. We quantify and compare AI steerability across different types of target images and two different models, finding that images of cities and natural world images are more steerable than artistic and fantasy images. These findings provide insights into human-AI interaction behavior, present a concrete method of assessing AI steerability, and demonstrate the general utility of the ArtWhisperer dataset.


Reinforcement Learning and Bandits for Speech and Language Processing: Tutorial, Review and Outlook

arXiv.org Artificial Intelligence

As two cornerstones of modern day technologies, speech processing and natural language processing (NLP) are innately sequence learning problems to extract information from these linguistic or speech signals and provide insights into interactive systems to communicate in human understandable languages. The sequential and interactive nature of these problems can make them well-suited into the algorithmic framework of reinforcement learning (RL). In a reinforcement learning setting, an agent interacts with an environment through observations and actions, and based on the reward feedback attributed by the underlying reward function of this environment, the agent learns how to perform the task of interest through trials and errors. While the successful applications of reinforcement learning have been highlighted by a wide range of surveys in many real-world engineering domains such as robotics [1], vision [2], finance [3], healthcare [4], linguistics [5], and energy management [6], there have not been one for the rich community of both the speech and language domains. This is the first survey that emphasizes the synergy among the growing fields of the speech processing, natural language processing and the reinforcement learning. We aim to fill this gap by adopting a complete, timely and classical view of the reinforcement learning problems and their connections to speech and language processing.


Interaction Screening and Pseudolikelihood Approaches for Tensor Learning in Ising Models

arXiv.org Machine Learning

In this paper, we study two well known methods of Ising structure learning, namely the pseudolikelihood approach and the interaction screening approach, in the context of tensor recovery in $k$-spin Ising models. We show that both these approaches, with proper regularization, retrieve the underlying hypernetwork structure using a sample size logarithmic in the number of network nodes, and exponential in the maximum interaction strength and maximum node-degree. We also track down the exact dependence of the rate of tensor recovery on the interaction order $k$, that is allowed to grow with the number of samples and nodes, for both the approaches. Finally, we provide a comparative discussion of the performance of the two approaches based on simulation studies, which also demonstrate the exponential dependence of the tensor recovery rate on the maximum coupling strength.


STANLEY: Stochastic Gradient Anisotropic Langevin Dynamics for Learning Energy-Based Models

arXiv.org Machine Learning

We propose in this paper, STANLEY, a STochastic gradient ANisotropic LangEvin dYnamics, for sampling high dimensional data. With the growing efficacy and potential of Energy-Based modeling, also known as non-normalized probabilistic modeling, for modeling a generative process of different natures of high dimensional data observations, we present an end-to-end learning algorithm for Energy-Based models (EBM) with the purpose of improving the quality of the resulting sampled data points. While the unknown normalizing constant of EBMs makes the training procedure intractable, resorting to Markov Chain Monte Carlo (MCMC) is in general a viable option. Realizing what MCMC entails for the EBM training, we propose in this paper, a novel high dimensional sampling method, based on an anisotropic stepsize and a gradient-informed covariance matrix, embedded into a discretized Langevin diffusion. We motivate the necessity for an anisotropic update of the negative samples in the Markov Chain by the nonlinearity of the backbone of the EBM, here a Convolutional Neural Network. Our resulting method, namely STANLEY, is an optimization algorithm for training Energy-Based models via our newly introduced MCMC method. We provide a theoretical understanding of our sampling scheme by proving that the sampler leads to a geometrically uniformly ergodic Markov Chain. Several image generation experiments are provided in our paper to show the effectiveness of our method.


Piecewise Deterministic Markov Processes for Bayesian Neural Networks

arXiv.org Machine Learning

Inference on modern Bayesian Neural Networks (BNNs) often relies on a variational inference treatment, imposing violated assumptions of independence and the form of the posterior. Traditional MCMC approaches avoid these assumptions at the cost of increased computation due to its incompatibility to subsampling of the likelihood. New Piecewise Deterministic Markov Process (PDMP) samplers permit subsampling, though introduce a model specific inhomogenous Poisson Process (IPPs) which is difficult to sample from. This work introduces a new generic and adaptive thinning scheme for sampling from these IPPs, and demonstrates how this approach can accelerate the application of PDMPs for inference in BNNs. Experimentation illustrates how inference with these methods is computationally feasible, can improve predictive accuracy, MCMC mixing performance, and provide informative uncertainty measurements when compared against other approximate inference schemes.


Log-density gradient covariance and automatic metric tensors for Riemann manifold Monte Carlo methods

arXiv.org Machine Learning

A metric tensor for Riemann manifold Monte Carlo particularly suited for non-linear Bayesian hierarchical models is proposed. The metric tensor is built from symmetric positive semidefinite log-density gradient covariance (LGC) matrices, which are also proposed and further explored here. The LGCs generalize the Fisher information matrix by measuring the joint information content and dependence structure of both a random variable and the parameters of said variable. Consequently, positive definite Fisher/LGC-based metric tensors may be constructed not only from the observation likelihoods as is current practice, but also from arbitrarily complicated non-linear prior/latent variable structures, provided the LGC may be derived for each conditional distribution used to construct said structures. The proposed methodology is highly automatic and allows for exploitation of any sparsity associated with the model in question. When implemented in conjunction with a Riemann manifold variant of the recently proposed numerical generalized randomized Hamiltonian Monte Carlo processes, the proposed methodology is highly competitive, in particular for the more challenging target distributions associated with Bayesian hierarchical models.


Optimality Guarantees for Particle Belief Approximation of POMDPs

arXiv.org Machine Learning

Partially observable Markov decision processes (POMDPs) provide a flexible representation for real-world decision and control problems. However, POMDPs are notoriously difficult to solve, especially when the state and observation spaces are continuous or hybrid, which is often the case for physical systems. While recent online sampling-based POMDP algorithms that plan with observation likelihood weighting have shown practical effectiveness, a general theory characterizing the approximation error of the particle filtering techniques that these algorithms use has not previously been proposed. Our main contribution is bounding the error between any POMDP and its corresponding finite sample particle belief MDP (PB-MDP) approximation. This fundamental bridge between PB-MDPs and POMDPs allows us to adapt any sampling-based MDP algorithm to a POMDP by solving the corresponding particle belief MDP, thereby extending the convergence guarantees of the MDP algorithm to the POMDP. Practically, this is implemented by using the particle filter belief transition model as the generative model for the MDP solver. While this requires access to the observation density model from the POMDP, it only increases the transition sampling complexity of the MDP solver by a factor of $\mathcal{O}(C)$, where $C$ is the number of particles. Thus, when combined with sparse sampling MDP algorithms, this approach can yield algorithms for POMDPs that have no direct theoretical dependence on the size of the state and observation spaces. In addition to our theoretical contribution, we perform five numerical experiments on benchmark POMDPs to demonstrate that a simple MDP algorithm adapted using PB-MDP approximation, Sparse-PFT, achieves performance competitive with other leading continuous observation POMDP solvers.


Online Resource Allocation in Episodic Markov Decision Processes

arXiv.org Artificial Intelligence

This paper studies a long-term resource allocation problem over multiple periods where each period requires a multi-stage decision-making process. We formulate the problem as an online allocation problem in an episodic finite-horizon constrained Markov decision process with an unknown non-stationary transition function and stochastic non-stationary reward and resource consumption functions. We propose the observe-then-decide regime and improve the existing decide-then-observe regime, while the two settings differ in how the observations and feedback about the reward and resource consumption functions are given to the decision-maker. We develop an online dual mirror descent algorithm that achieves near-optimal regret bounds for both settings. For the observe-then-decide regime, we prove that the expected regret against the dynamic clairvoyant optimal policy is bounded by $\tilde O(\rho^{-1}{H^{3/2}}S\sqrt{AT})$ where $\rho\in(0,1)$ is the budget parameter, $H$ is the length of the horizon, $S$ and $A$ are the numbers of states and actions, and $T$ is the number of episodes. For the decide-then-observe regime, we show that the regret against the static optimal policy that has access to the mean reward and mean resource consumption functions is bounded by $\tilde O(\rho^{-1}{H^{3/2}}S\sqrt{AT})$ with high probability. We test the numerical efficiency of our method for a variant of the resource-constrained inventory management problem.


Partially Observable Stochastic Games with Neural Perception Mechanisms

arXiv.org Artificial Intelligence

Stochastic games are a well established model for multi-agent sequential decision making under uncertainty. In reality, though, agents have only partial observability of their environment, which makes the problem computationally challenging, even in the single-agent setting of partially observable Markov decision processes. Furthermore, in practice, agents increasingly perceive their environment using data-driven approaches such as neural networks trained on continuous data. To tackle this problem, we propose the model of neuro-symbolic partially-observable stochastic games (NS-POSGs), a variant of continuous-space concurrent stochastic games that explicitly incorporates perception mechanisms. We focus on a one-sided setting, comprising a partially-informed agent with discrete, data-driven observations and a fully-informed agent with continuous observations. We present a new point-based method, called one-sided NS-HSVI, for approximating values of one-sided NS-POSGs and implement it based on the popular particle-based beliefs, showing that it has closed forms for computing values of interest. We provide experimental results to demonstrate the practical applicability of our method for neural networks whose preimage is in polyhedral form.