Learning Graphical Models
Learning Structures in Earth Observation Data with Gaussian Processes
Mateo, Fernando, Munoz-Mari, Jordi, Laparra, Valero, Verrelst, Jochem, Camps-Valls, Gustau
Gaussian Processes (GPs) has experienced tremendous success in geoscience in general and for bio-geophysical parameter retrieval in the last years. GPs constitute a solid Bayesian framework to formulate many function approximation problems consistently. This paper reviews the main theoretical GP developments in the field. We review new algorithms that respect the signal and noise characteristics, that provide feature rankings automatically, and that allow applicability of associated uncertainty intervals to transport GP models in space and time. All these developments are illustrated in the field of geoscience and remote sensing at a local and global scales through a set of illustrative examples.
Evolutionary Variational Optimization of Generative Models
Drefs, Jakob, Guiraud, Enrico, Lücke, Jörg
We combine two popular optimization approaches to derive learning algorithms for generative models: variational optimization and evolutionary algorithms. The combination is realized for generative models with discrete latents by using truncated posteriors as the family of variational distributions. The variational parameters of truncated posteriors are sets of latent states. By interpreting these states as genomes of individuals and by using the variational lower bound to define a fitness, we can apply evolutionary algorithms to realize the variational loop. The used variational distributions are very flexible and we show that evolutionary algorithms can effectively and efficiently optimize the variational bound. Furthermore, the variational loop is generally applicable ("black box") with no analytical derivations required. To show general applicability, we apply the approach to three generative models (we use noisy-OR Bayes Nets, Binary Sparse Coding, and Spike-and-Slab Sparse Coding). To demonstrate effectiveness and efficiency of the novel variational approach, we use the standard competitive benchmarks of image denoising and inpainting. The benchmarks allow quantitative comparisons to a wide range of methods including probabilistic approaches, deep deterministic and generative networks, and non-local image processing methods. In the category of "zero-shot" learning (when only the corrupted image is used for training), we observed the evolutionary variational algorithm to significantly improve the state-of-the-art in many benchmark settings. For one well-known inpainting benchmark, we also observed state-of-the-art performance across all categories of algorithms although we only train on the corrupted image. In general, our investigations highlight the importance of research on optimization methods for generative models to achieve performance improvements.
QVMix and QVMix-Max: Extending the Deep Quality-Value Family of Algorithms to Cooperative Multi-Agent Reinforcement Learning
Leroy, Pascal, Ernst, Damien, Geurts, Pierre, Louppe, Gilles, Pisane, Jonathan, Sabatelli, Matthia
This paper introduces four new algorithms that can be used for tackling multi-agent reinforcement learning (MARL) problems occurring in cooperative settings. All algorithms are based on the Deep Quality-Value (DQV) family of algorithms, a set of techniques that have proven to be successful when dealing with single-agent reinforcement learning problems (SARL). The key idea of DQV algorithms is to jointly learn an approximation of the state-value function $V$, alongside an approximation of the state-action value function $Q$. We follow this principle and generalise these algorithms by introducing two fully decentralised MARL algorithms (IQV and IQV-Max) and two algorithms that are based on the centralised training with decentralised execution training paradigm (QVMix and QVMix-Max). We compare our algorithms with state-of-the-art MARL techniques on the popular StarCraft Multi-Agent Challenge (SMAC) environment. We show competitive results when QVMix and QVMix-Max are compared to well-known MARL techniques such as QMIX and MAVEN and show that QVMix can even outperform them on some of the tested environments, being the algorithm which performs best overall. We hypothesise that this is due to the fact that QVMix suffers less from the overestimation bias of the $Q$ function.
Hardware-accelerated Simulation-based Inference of Stochastic Epidemiology Models for COVID-19
Kulkarni, Sourabh, Krell, Mario Michael, Nabarro, Seth, Moritz, Csaba Andras
Epidemiology models are central in understanding and controlling large scale pandemics. Several epidemiology models require simulation-based inference such as Approximate Bayesian Computation (ABC) to fit their parameters to observations. ABC inference is highly amenable to efficient hardware acceleration. In this work, we develop parallel ABC inference of a stochastic epidemiology model for COVID-19. The statistical inference framework is implemented and compared on Intel Xeon CPU, NVIDIA Tesla V100 GPU and the Graphcore Mk1 IPU, and the results are discussed in the context of their computational architectures. Results show that GPUs are 4x and IPUs are 30x faster than Xeon CPUs. Extensive performance analysis indicates that the difference between IPU and GPU can be attributed to higher communication bandwidth, closeness of memory to compute, and higher compute power in the IPU. The proposed framework scales across 16 IPUs, with scaling overhead not exceeding 8% for the experiments performed. We present an example of our framework in practice, performing inference on the epidemiology model across three countries, and giving a brief overview of the results.
Learning to Play Imperfect-Information Games by Imitating an Oracle Planner
Boney, Rinu, Ilin, Alexander, Kannala, Juho, Seppänen, Jarno
We consider learning to play multiplayer imperfect-information games with simultaneous moves and large state-action spaces. Previous attempts to tackle such challenging games have largely focused on model-free learning methods, often requiring hundreds of years of experience to produce competitive agents. Our approach is based on model-based planning. We tackle the problem of partial observability by first building an (oracle) planner that has access to the full state of the environment and then distilling the knowledge of the oracle to a (follower) agent which is trained to play the imperfect-information game by imitating the oracle's choices. We experimentally show that planning with naive Monte Carlo tree search does not perform very well in large combinatorial action spaces. We therefore propose planning with a fixed-depth tree search and decoupled Thompson sampling for action selection. We show that the planner is able to discover efficient playing strategies in the games of Clash Royale and Pommerman and the follower policy successfully learns to implement them by training on a few hundred battles.
Neural Methods for Effective, Efficient, and Exposure-Aware Information Retrieval
Neural networks with deep architectures have demonstrated significant performance improvements in computer vision, speech recognition, and natural language processing. The challenges in information retrieval (IR), however, are different from these other application areas. A common form of IR involves ranking of documents -- or short passages -- in response to keyword-based queries. Effective IR systems must deal with query-document vocabulary mismatch problem, by modeling relationships between different query and document terms and how they indicate relevance. Models should also consider lexical matches when the query contains rare terms -- such as a person's name or a product model number -- not seen during training, and to avoid retrieving semantically related but irrelevant results. In many real-life IR tasks, the retrieval involves extremely large collections -- such as the document index of a commercial Web search engine -- containing billions of documents. Efficient IR methods should take advantage of specialized IR data structures, such as inverted index, to efficiently retrieve from large collections. Given an information need, the IR system also mediates how much exposure an information artifact receives by deciding whether it should be displayed, and where it should be positioned, among other results. Exposure-aware IR systems may optimize for additional objectives, besides relevance, such as parity of exposure for retrieved items and content publishers. In this thesis, we present novel neural architectures and methods motivated by the specific needs and challenges of IR tasks.
Empirical Bayes PCA in high dimensions
Zhong, Xinyi, Su, Chang, Fan, Zhou
When the dimension of data is comparable to or larger than the number of available data samples, Principal Components Analysis (PCA) is known to exhibit problematic phenomena of high-dimensional noise. In this work, we propose an Empirical Bayes PCA method that reduces this noise by estimating a structural prior for the joint distributions of the principal components. This EB-PCA method is based upon the classical Kiefer-Wolfowitz nonparametric MLE for empirical Bayes estimation, distributional results derived from random matrix theory for the sample PCs, and iterative refinement using an Approximate Message Passing (AMP) algorithm. In theoretical "spiked" models, EB-PCA achieves Bayes-optimal estimation accuracy in the same settings as the oracle Bayes AMP procedure that knows the true priors. Empirically, EB-PCA can substantially improve over PCA when there is strong prior structure, both in simulation and on several quantitative benchmarks constructed using data from the 1000 Genomes Project and the International HapMap Project. A final illustration is presented for an analysis of gene expression data obtained by single-cell RNA-seq.
Scalable Deep Reinforcement Learning for Routing and Spectrum Access in Physical Layer
This paper proposes a novel and scalable reinforcement learning approach for simultaneous routing and spectrum access in wireless ad-hoc networks. In most previous works on reinforcement learning for network optimization, routing and spectrum access are tackled as separate tasks; further, the wireless links in the network are assumed to be fixed, and a different agent is trained for each transmission node -- this limits scalability and generalizability. In this paper, we account for the inherent signal-to-interference-plus-noise ratio (SINR) in the physical layer and propose a more scalable approach in which a single agent is associated with each flow. Specifically, a single agent makes all routing and spectrum access decisions as it moves along the frontier nodes of each flow. The agent is trained according to the physical layer characteristics of the environment using the future bottleneck SINR as a novel reward definition. This allows a highly effective routing strategy based on the geographic locations of the nodes in the wireless ad-hoc network. The proposed deep reinforcement learning strategy is capable of accounting for the mutual interference between the links. It learns to avoid interference by intelligently allocating spectrum slots and making routing decisions for the entire network in a scalable manner.
Offline Reinforcement Learning from Images with Latent Space Models
Rafailov, Rafael, Yu, Tianhe, Rajeswaran, Aravind, Finn, Chelsea
Offline reinforcement learning (RL) refers to the problem of learning policies from a static dataset of environment interactions. Offline RL enables extensive use and re-use of historical datasets, while also alleviating safety concerns associated with online exploration, thereby expanding the real-world applicability of RL. Most prior work in offline RL has focused on tasks with compact state representations. However, the ability to learn directly from rich observation spaces like images is critical for real-world applications such as robotics. In this work, we build on recent advances in model-based algorithms for offline RL, and extend them to high-dimensional visual observation spaces. Model-based offline RL algorithms have achieved state of the art results in state based tasks and have strong theoretical guarantees. However, they rely crucially on the ability to quantify uncertainty in the model predictions, which is particularly challenging with image observations. To overcome this challenge, we propose to learn a latent-state dynamics model, and represent the uncertainty in the latent space. Our approach is both tractable in practice and corresponds to maximizing a lower bound of the ELBO in the unknown POMDP. In experiments on a range of challenging image-based locomotion and manipulation tasks, we find that our algorithm significantly outperforms previous offline model-free RL methods as well as state-of-the-art online visual model-based RL methods. Moreover, we also find that our approach excels on an image-based drawer closing task on a real robot using a pre-existing dataset. All results including videos can be found online at https://sites.google.com/view/lompo/ .
Variational Transport: A Convergent Particle-BasedAlgorithm for Distributional Optimization
Yang, Zhuoran, Zhang, Yufeng, Chen, Yongxin, Wang, Zhaoran
We consider the optimization problem of minimizing a functional defined over a family of probability distributions, where the objective functional is assumed to possess a variational form. Such a distributional optimization problem arises widely in machine learning and statistics, with Monte-Carlo sampling, variational inference, policy optimization, and generative adversarial network as examples. For this problem, we propose a novel particle-based algorithm, dubbed as variational transport, which approximately performs Wasserstein gradient descent over the manifold of probability distributions via iteratively pushing a set of particles. Specifically, we prove that moving along the geodesic in the direction of functional gradient with respect to the second-order Wasserstein distance is equivalent to applying a pushforward mapping to a probability distribution, which can be approximated accurately by pushing a set of particles. Specifically, in each iteration of variational transport, we first solve the variational problem associated with the objective functional using the particles, whose solution yields the Wasserstein gradient direction. Then we update the current distribution by pushing each particle along the direction specified by such a solution. By characterizing both the statistical error incurred in estimating the Wasserstein gradient and the progress of the optimization algorithm, we prove that when the objective function satisfies a functional version of the Polyak-\L{}ojasiewicz (PL) (Polyak, 1963) and smoothness conditions, variational transport converges linearly to the global minimum of the objective functional up to a certain statistical error, which decays to zero sublinearly as the number of particles goes to infinity.