Learning Graphical Models
Learning causal representations for robust domain adaptation
Yang, Shuai, Yu, Kui, Cao, Fuyuan, Liu, Lin, Wang, Hao, Li, Jiuyong
Domain adaptation solves the learning problem in a target domain by leveraging the knowledge in a relevant source domain. While remarkable advances have been made, almost all existing domain adaptation methods heavily require large amounts of unlabeled target domain data for learning domain invariant representations to achieve good generalizability on the target domain. In fact, in many real-world applications, target domain data may not always be available. In this paper, we study the cases where at the training phase the target domain data is unavailable and only well-labeled source domain data is available, called robust domain adaptation. To tackle this problem, under the assumption that causal relationships between features and the class variable are robust across domains, we propose a novel Causal AutoEncoder (CAE), which integrates deep autoencoder and causal structure learning into a unified model to learn causal representations only using data from a single source domain. Specifically, a deep autoencoder model is adopted to learn low-dimensional representations, and a causal structure learning model is designed to separate the low-dimensional representations into two groups: causal representations and task-irrelevant representations. Using three real-world datasets the extensive experiments have validated the effectiveness of CAE compared to eleven state-of-the-art methods.
Steady State Analysis of Episodic Reinforcement Learning
This paper proves that the episodic learning environment of every finite-horizon decision task has a unique steady state under any behavior policy, and that the marginal distribution of the agent's input indeed approaches to the steady-state distribution in essentially all episodic learning processes. This observation supports an interestingly reversed mindset against conventional wisdom: While steady states are usually presumed to exist in continual learning and are considered less relevant in episodic learning, it turns out they are guaranteed to exist for the latter. Based on this insight, the paper further develops connections between episodic and continual RL for several important concepts that have been separately treated in the two RL formalisms. Practically, the existence of unique and approachable steady state enables a general, reliable, and efficient way to collect data in episodic RL tasks, which the paper applies to policy gradient algorithms as a demonstration, based on a new steady-state policy gradient theorem. The paper also proposes and empirically evaluates a perturbation method that facilitates rapid mixing in real-world tasks.
A Survey on Recent Advances in Sequence Labeling from Deep Learning Models
He, Zhiyong, Wang, Zanbo, Wei, Wei, Feng, Shanshan, Mao, Xianling, Jiang, Sheng
Sequence labeling (SL) is a fundamental research problem encompassing a variety of tasks, e.g., part-of-speech (POS) tagging, named entity recognition (NER), text chunking, etc. Though prevalent and effective in many downstream applications (e.g., information retrieval, question answering, and knowledge graph embedding), conventional sequence labeling approaches heavily rely on hand-crafted or language-specific features. Recently, deep learning has been employed for sequence labeling tasks due to its powerful capability in automatically learning complex features of instances and effectively yielding the stat-of-the-art performances. In this paper, we aim to present a comprehensive review of existing deep learning-based sequence labeling models, which consists of three related tasks, e.g., part-of-speech tagging, named entity recognition, and text chunking. Then, we systematically present the existing approaches base on a scientific taxonomy, as well as the widely-used experimental datasets and popularly-adopted evaluation metrics in the SL domain. Furthermore, we also present an in-depth analysis of different SL models on the factors that may affect the performance and future directions in the SL domain.
Dependency-based Anomaly Detection: Framework, Methods and Benchmark
Lu, Sha, Liu, Lin, Li, Jiuyong, Le, Thuc Duy, Liu, Jixue
Anomaly detection is an important research problem because anomalies often contain critical insights for understanding the unusual behavior in data. One type of anomaly detection approach is dependency-based, which identifies anomalies by examining the violations of the normal dependency among variables. These methods can discover subtle and meaningful anomalies with better interpretation. Existing dependency-based methods adopt different implementations and show different strengths and weaknesses. However, the theoretical fundamentals and the general process behind them have not been well studied. This paper proposes a general framework, DepAD, to provide a unified process for dependency-based anomaly detection. DepAD decomposes unsupervised anomaly detection tasks into feature selection and prediction problems. Utilizing off-the-shelf techniques, the DepAD framework can have various instantiations to suit different application domains. Comprehensive experiments have been conducted over one hundred instantiated DepAD methods with 32 real-world datasets to evaluate the performance of representative techniques in DepAD. To show the effectiveness of DepAD, we compare two DepAD methods with nine state-of-the-art anomaly detection methods, and the results show that DepAD methods outperform comparison methods in most cases. Through the DepAD framework, this paper gives guidance and inspiration for future research of dependency-based anomaly detection and provides a benchmark for its evaluation.
Active Reinforcement Learning: Observing Rewards at a Cost
Krueger, David, Leike, Jan, Evans, Owain, Salvatier, John
Active reinforcement learning (ARL) is a variant on reinforcement learning where the agent does not observe the reward unless it chooses to pay a query cost c > 0. The central question of ARL is how to quantify the long-term value of reward information. Even in multi-armed bandits, computing the value of this information is intractable and we have to rely on heuristics. We propose and evaluate several heuristic approaches for ARL in multi-armed bandits and (tabular) Markov decision processes, and discuss and illustrate some challenging aspects of the ARL problem.
Towards A Sentiment Analyzer for Low-Resource Languages
Indriani, Dian, Nasution, Arbi Haza, Monika, Winda, Nasution, Salhazan
Twitter is one of the top influenced social media which has a million number of active users. It is commonly used for microblogging that allows users to share messages, ideas, thoughts and many more. Thus, millions interaction such as short messages or tweets are flowing around among the twitter users discussing various topics that has been happening world-wide. This research aims to analyse a sentiment of the users towards a particular trending topic that has been actively and massively discussed at that time. We chose a hashtag \textit{\#kpujangancurang} that was the trending topic during the Indonesia presidential election in 2019. We use the hashtag to obtain a set of data from Twitter to analyse and investigate further the positive or the negative sentiment of the users from their tweets. This research utilizes rapid miner tool to generate the twitter data and comparing Naive Bayes, K-Nearest Neighbor, Decision Tree, and Multi-Layer Perceptron classification methods to classify the sentiment of the twitter data. There are overall 200 labeled data in this experiment. Overall, Naive Bayes and Multi-Layer Perceptron classification outperformed the other two methods on 11 experiments with different size of training-testing data split. The two classifiers are potential to be used in creating sentiment analyzer for low-resource languages with small corpus.
A Review of Uncertainty Quantification in Deep Learning: Techniques, Applications and Challenges
Abdar, Moloud, Pourpanah, Farhad, Hussain, Sadiq, Rezazadegan, Dana, Liu, Li, Ghavamzadeh, Mohammad, Fieguth, Paul, Khosravi, Abbas, Acharya, U Rajendra, Makarenkov, Vladimir, Nahavandi, Saeid
Uncertainty quantification (UQ) plays a pivotal role in reduction of uncertainties during both optimization and decision making processes. It can be applied to solve a variety of real-world applications in science and engineering. Bayesian approximation and ensemble learning techniques are two most widely-used UQ methods in the literature. In this regard, researchers have proposed different UQ methods and examined their performance in a variety of applications such as computer vision (e.g., self-driving cars and object detection), image processing (e.g., image restoration), medical image analysis (e.g., medical image classification and segmentation), natural language processing (e.g., text classification, social media texts and recidivism risk-scoring), bioinformatics, etc.This study reviews recent advances in UQ methods used in deep learning. Moreover, we also investigate the application of these methods in reinforcement learning (RL). Then, we outline a few important applications of UQ methods. Finally, we briefly highlight the fundamental research challenges faced by UQ methods and discuss the future research directions in this field.
Deep Learning: Recurrent Neural Networks in Python
Created by Lazy Programmer Inc. English [Auto-generated], Indonesian [Auto-generated], 5 more Created by Lazy Programmer Inc. Like the course I just released on Hidden Markov Models, Recurrent Neural Networks are all about learning sequences - but whereas Markov Models are limited by the Markov assumption, Recurrent Neural Networks are not - and as a result, they are more expressive, and more powerful than anything we've seen on tasks that we haven't made progress on in decades. So what's going to be in this course and how will it build on the previous neural network courses and Hidden Markov Models? In the first section of the course we are going to add the concept of time to our neural networks. I'll introduce you to the Simple Recurrent Unit, also known as the Elman unit.
Algorithms in Reinforcement Learning
To learn the optimal action in unknown environment, Q-learning is the simple algorithm in reinforcement learning. Without having a model of an environment, it can learn the optimal and long-term action. And there have two policies called target policy and behavior policy. Tabular methods give correct policies and functions in tables. In Q-learning, to find optimal action value function, behavior policy can be achieved using policy iteration.
Exploratory Grasping: Asymptotically Optimal Algorithms for Grasping Challenging Polyhedral Objects
Danielczuk, Michael, Balakrishna, Ashwin, Brown, Daniel S., Devgon, Shivin, Goldberg, Ken
There has been significant recent work on data-driven algorithms for learning general-purpose grasping policies. However, these policies can consistently fail to grasp challenging objects which are significantly out of the distribution of objects in the training data or which have very few high quality grasps. Motivated by such objects, we propose a novel problem setting, Exploratory Grasping, for efficiently discovering reliable grasps on an unknown polyhedral object via sequential grasping, releasing, and toppling. We formalize Exploratory Grasping as a Markov Decision Process, study the theoretical complexity of Exploratory Grasping in the context of reinforcement learning and present an efficient bandit-style algorithm, Bandits for Online Rapid Grasp Exploration Strategy (BORGES), which leverages the structure of the problem to efficiently discover high performing grasps for each object stable pose. BORGES can be used to complement any general-purpose grasping algorithm with any grasp modality (parallel-jaw, suction, multi-fingered, etc) to learn policies for objects in which they exhibit persistent failures. Simulation experiments suggest that BORGES can significantly outperform both general-purpose grasping pipelines and two other online learning algorithms and achieves performance within 5% of the optimal policy within 1000 and 8000 timesteps on average across 46 challenging objects from the Dex-Net adversarial and EGAD! object datasets, respectively. Initial physical experiments suggest that BORGES can improve grasp success rate by 45% over a Dex-Net baseline with just 200 grasp attempts in the real world. See https://tinyurl.com/exp-grasping for supplementary material and videos.