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 Learning Graphical Models


Regime Switching Bandits

arXiv.org Machine Learning

We study a multi-armed bandit problem where the rewards exhibit regime-switching. Specifically, the distributions of the random rewards generated from all arms depend on a common underlying state modeled as a finite-state Markov chain. The agent does not observe the underlying state and has to learn the unknown transition probability matrix as well as the reward distribution. We propose an efficient learning algorithm for this problem, building on spectral method-of-moments estimations for hidden Markov models and upper confidence bound methods for reinforcement learning. We also establish $O(T^{2/3}\sqrt{\log T})$ bound on the regret of the proposed learning algorithm where $T$ is the unknown horizon. Finally, we conduct numerical experiments to illustrate the effectiveness of the learning algorithm.


Particle-Gibbs Sampling For Bayesian Feature Allocation Models

arXiv.org Machine Learning

Bayesian feature allocation models are a popular tool for modelling data with a combinatorial latent structure. Exact inference in these models is generally intractable and so practitioners typically apply Markov Chain Monte Carlo (MCMC) methods for posterior inference. The most widely used MCMC strategies rely on an element wise Gibbs update of the feature allocation matrix. These element wise updates can be inefficient as features are typically strongly correlated. To overcome this problem we have developed a Gibbs sampler that can update an entire row of the feature allocation matrix in a single move. However, this sampler is impractical for models with a large number of features as the computational complexity scales exponentially in the number of features. We develop a Particle Gibbs sampler that targets the same distribution as the row wise Gibbs updates, but has computational complexity that only grows linearly in the number of features. We compare the performance of our proposed methods to the standard Gibbs sampler using synthetic data from a range of feature allocation models. Our results suggest that row wise updates using the PG methodology can significantly improve the performance of samplers for feature allocation models.


The role of surrogate models in the development of digital twins of dynamic systems

arXiv.org Machine Learning

Digital twin technology has significant promise, relevance and potential of widespread applicability in various industrial sectors such as aerospace, infrastructure and automotive. However, the adoption of this technology has been slower due to the lack of clarity for specific applications. A discrete damped dynamic system is used in this paper to explore the concept of a digital twin. As digital twins are also expected to exploit data and computational methods, there is a compelling case for the use of surrogate models in this context. Motivated by this synergy, we have explored the possibility of using surrogate models within the digital twin technology. In particular, the use of Gaussian process (GP) emulator within the digital twin technology is explored. GP has the inherent capability of addressing noise and sparse data and hence, makes a compelling case to be used within the digital twin framework. Cases involving stiffness variation and mass variation are considered, individually and jointly along with different levels of noise and sparsity in data. Our numerical simulation results clearly demonstrate that surrogate models such as GP emulators have the potential to be an effective tool for the development of digital twins. Aspects related to data quality and sampling rate are analysed. Key concepts introduced in this paper are summarised and ideas for urgent future research needs are proposed.


Learning Non-Markovian Reward Models in MDPs

arXiv.org Artificial Intelligence

There are situations in which an agent should receive rewards only after having accomplished a series of previous tasks. In other words, the reward that the agent receives is non-Markovian. One natural and quite general way to represent history-dependent rewards is via a Mealy machine; a finite state automaton that produces output sequences (rewards in our case) from input sequences (state/action observations in our case). In our formal setting, we consider a Markov decision process (MDP) that models the dynamic of the environment in which the agent evolves and a Mealy machine synchronised with this MDP to formalise the non-Markovian reward function. While the MDP is known by the agent, the reward function is unknown from the agent and must be learnt. Learning non-Markov reward functions is a challenge. Our approach to overcome this challenging problem is a careful combination of the Angluin's L* active learning algorithm to learn finite automata, testing techniques for establishing conformance of finite model hypothesis and optimisation techniques for computing optimal strategies in Markovian (immediate) reward MDPs. We also show how our framework can be combined with classical heuristics such as Monte Carlo Tree Search. We illustrate our algorithms and a preliminary implementation on two typical examples for AI.


Machine Learning using Python : Learn Hands-On

#artificialintelligence

Learn to use Python, the ideal programming language for Machine Learning, with this comprehensive course from Hands-On System. Python plays a important role in the adoption of Machine Learning (ML) in the business environment. Now a day's Machine Learning is one of the most sought after skills in industry. After completion of this course students will understand and apply the concepts of machine learning and applied statistics for real world problems. The topics we will be covering in this course are: Python libraries for data manipulation and visualization such as numpy, matplotlib and pandas.


Improper Learning for Non-Stochastic Control

arXiv.org Machine Learning

We consider the problem of controlling a possibly unknown linear dynamical system with adversarial perturbations, adversarially chosen convex loss functions, and partially observed states, known as non-stochastic control. We introduce a controller parametrization based on the denoised observations, and prove that applying online gradient descent to this parametrization yields a new controller which attains sublinear regret vs. a large class of closed-loop policies. In the fully-adversarial setting, our controller attains an optimal regret bound of $\sqrt{T}$-when the system is known, and, when combined with an initial stage of least-squares estimation, $T^{2/3}$ when the system is unknown; both yield the first sublinear regret for the partially observed setting. Our bounds are the first in the non-stochastic control setting that compete with \emph{all} stabilizing linear dynamical controllers, not just state feedback. Moreover, in the presence of semi-adversarial noise containing both stochastic and adversarial components, our controller attains the optimal regret bounds of $\mathrm{poly}(\log T)$ when the system is known, and $\sqrt{T}$ when unknown. To our knowledge, this gives the first end-to-end $\sqrt{T}$ regret for online Linear Quadratic Gaussian controller, and applies in a more general setting with adversarial losses and semi-adversarial noise.


Sparse Semi-supervised Heterogeneous Interbattery Bayesian Analysis

arXiv.org Machine Learning

The Bayesian approach to feature extraction, known as factor analysis (FA), has been widely studied in machine learning to obtain a latent representation of the data. An adequate selection of the probabilities and priors of these bayesian models allows the model to better adapt to the data nature (i.e. heterogeneity, sparsity), obtaining a more representative latent space. The objective of this article is to propose a general FA framework capable of modelling any problem. To do so, we start from the Bayesian Inter-Battery Factor Analysis (BIBFA) model, enhancing it with new functionalities to be able to work with heterogeneous data, include feature selection, and handle missing values as well as semi-supervised problems. The performance of the proposed model, Sparse Semi-supervised Heterogeneous Interbattery Bayesian Analysis (SSHIBA) has been tested on 4 different scenarios to evaluate each one of its novelties, showing not only a great versatility and an interpretability gain, but also outperforming most of the state-of-the-art algorithms.


PCGRL: Procedural Content Generation via Reinforcement Learning

arXiv.org Artificial Intelligence

We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is learned. By seeing the design problem as a sequential task, we can use reinforcement learning to learn how to take the next action so that the expected final level quality is maximized. This approach can be used when few or no examples exist to train from, and the trained generator is very fast. We investigate three different ways of transforming two-dimensional level design problems into Markov decision processes and apply these to three game environments.


Adventures With Artificial Intelligence and Machine Learning

#artificialintelligence

Since October of last year I have had the opportunity to work with an startup working on automated machine learning and I thought that I would share some thoughts on the experience and the details of what one might want to consider around the start of a journey with a "data scientist in a box". I'll start by saying that machine learning and'artificial intelligence has almost forced itself into my work several times in the past eighteen months, all in slightly different ways. The first brush was back in June 2018 when one of the developers I was working with wanted to demonstrate to me a scoring model for loan applications based on the analysis of some other transactional data that indicated loans that had been previously granted. The model had no explanation and no details other than the fact that it allowed you to stitch together a transactional dataset which it assessed using a naïve Bayes algorithm. We had a run at showing this to a wider audience but the palate for examination seemed low and I suspect that in the end the real reason was we didn't have real data and only had a conceptual problem to be solved.


Adventures With Artificial Intelligence and Machine Learning

#artificialintelligence

Since October of last year I have had the opportunity to work with an startup working on automated machine learning and I thought that I would share some thoughts on the experience and the details of what one might want to consider around the start of a journey with a "data scientist in a box". I'll start by saying that machine learning and'artificial intelligence has almost forced itself into my work several times in the past eighteen months, all in slightly different ways. The first brush was back in June 2018 when one of the developers I was working with wanted to demonstrate to me a scoring model for loan applications based on the analysis of some other transactional data that indicated loans that had been previously granted. The model had no explanation and no details other than the fact that it allowed you to stitch together a transactional dataset which it assessed using a naïve Bayes algorithm. We had a run at showing this to a wider audience but the palate for examination seemed low and I suspect that in the end the real reason was we didn't have real data and only had a conceptual problem to be solved.