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 Learning Graphical Models


Deep Representation Learning for Social Network Analysis

arXiv.org Machine Learning

Social network analysis is an important problem in data mining. A fundamental step for analyzing social networks is to encode network data into low-dimensional representations, i.e., network embeddings, so that the network topology structure and other attribute information can be effectively preserved. Network representation leaning facilitates further applications such as classification, link prediction, anomaly detection and clustering. In addition, techniques based on deep neural networks have attracted great interests over the past a few years. In this survey, we conduct a comprehensive review of current literature in network representation learning utilizing neural network models. First, we introduce the basic models for learning node representations in homogeneous networks. Meanwhile, we will also introduce some extensions of the base models in tackling more complex scenarios, such as analyzing attributed networks, heterogeneous networks and dynamic networks. Then, we introduce the techniques for embedding subgraphs. After that, we present the applications of network representation learning. At the end, we discuss some promising research directions for future work.


ZK-GanDef: A GAN based Zero Knowledge Adversarial Training Defense for Neural Networks

arXiv.org Machine Learning

Neural Network classifiers have been used successfully in a wide range of applications. However, their underlying assumption of attack free environment has been defied by adversarial examples. Researchers tried to develop defenses; however, existing approaches are still far from providing effective solutions to this evolving problem. In this paper, we design a generative adversarial net (GAN) based zero knowledge adversarial training defense, dubbed ZK-GanDef, which does not consume adversarial examples during training. Therefore, ZK-GanDef is not only efficient in training but also adaptive to new adversarial examples. This advantage comes at the cost of small degradation in test accuracy compared to full knowledge approaches. Our experiments show that ZK-GanDef enhances test accuracy on adversarial examples by up-to 49.17% compared to zero knowledge approaches. More importantly, its test accuracy is close to that of the state-of-the-art full knowledge approaches (maximum degradation of 8.46%), while taking much less training time.


A Game Theoretical Framework for the Evaluation of Unmanned Aircraft Systems Airspace Integration Concepts

arXiv.org Machine Learning

Predicting the outcomes of integrating Unmanned Aerial Systems (UAS) into the National Aerospace (NAS) is a complex problem which is required to be addressed by simulation studies before allowing the routine access of UAS into the NAS. This thesis focuses on providing 2D and 3D simulation frameworks using a game theoretical methodology to evaluate integration concepts in scenarios where manned and unmanned air vehicles co-exist. The fundamental gap in the literature is that the models of interaction between manned and unmanned vehicles are insufficient: a) they assume that pilot behavior is known a priori and b) they disregard decision making processes. The contribution of this work is to propose a modeling framework, in which, human pilot reactions are modeled using reinforcement learning and a game theoretical concept called level-k reasoning to fill this gap. The level-k reasoning concept is based on the assumption that humans have various levels of decision making. Reinforcement learning is a mathematical learning method that is rooted in human learning. In this work, a classical and an approximate reinforcement learning (Neural Fitted Q Iteration) methods are used to model time-extended decisions of pilots with 2D and 3D maneuvers. An analysis of UAS integration is conducted using example scenarios in the presence of manned aircraft and fully autonomous UAS equipped with sense and avoid algorithms.


Robust Exploration with Tight Bayesian Plausibility Sets

arXiv.org Artificial Intelligence

Optimism about the poorly understood states and actions is the main driving force of exploration for many provably-efficient reinforcement learning algorithms. We propose optimism in the face of sensible value functions (OFVF)- a novel data-driven Bayesian algorithm to constructing Plausibility sets for MDPs to explore robustly minimizing the worst case exploration cost. The method computes policies with tighter optimistic estimates for exploration by introducing two new ideas. First, it is based on Bayesian posterior distributions rather than distribution-free bounds. Second, OFVF does not construct plausibility sets as simple confidence intervals. Confidence intervals as plausibility sets are a sufficient but not a necessary condition. OFVF uses the structure of the value function to optimize the location and shape of the plausibility set to guarantee upper bounds directly without necessarily enforcing the requirement for the set to be a confidence interval. OFVF proceeds in an episodic manner, where the duration of the episode is fixed and known. Our algorithm is inherently Bayesian and can leverage prior information. Our theoretical analysis shows the robustness of OFVF, and the empirical results demonstrate its practical promise.


Off-Policy Policy Gradient with State Distribution Correction

arXiv.org Artificial Intelligence

The ability to use data about prior decisions and their outcomes to make counterfactual inferences about how alternative decision policies might perform, is a cornerstone of intelligent behavior. It also has immense practical potential - it can enable the use of electronic medical record data to infer better treatment decisions for patients, the use of prior product recommendations to inform more effective strategies for presenting recommendations, and previously collected data from students using educational software to better teach those and future students. Such counterfactual reasoning, particularly when one is deriving decision policies that will be used to make not one but a sequence of decisions, is important since online sampling during a learning procedure is both costly and dangerous, and not practical in many of the applications above. While amply motivated, doing such counterfactual reasoning is also challenging because the data is censored - we can only observe the result of providing a particular chemotherapy treatment policy to a particular patient, not the counterfactual of if we were then to start with a radiation sequence. We focus on the problem of performing such counterfactual inferences in the context of sequential decision making in a Markov decision process (MDP).


Explainability in Human-Agent Systems

arXiv.org Artificial Intelligence

This paper presents a taxonomy of explainability in Human-Agent Systems. We consider fundamental questions about the Why, Who, What, When and How of explainability. First, we define explainability, and its relationship to the related terms of interpretability, transparency, explicitness, and faithfulness. These definitions allow us to answer why explainability is needed in the system, whom it is geared to and what explanations can be generated to meet this need. We then consider when the user should be presented with this information. Last, we consider how objective and subjective measures can be used to evaluate the entire system. This last question is the most encompassing as it will need to evaluate all other issues regarding explainability.


A Bayesian Perspective on the Deep Image Prior

arXiv.org Machine Learning

The deep image prior was recently introduced as a prior for natural images. It represents images as the output of a convolutional network with random inputs. For "inference", gradient descent is performed to adjust network parameters to make the output match observations. This approach yields good performance on a range of image reconstruction tasks. We show that the deep image prior is asymptotically equivalent to a stationary Gaussian process prior in the limit as the number of channels in each layer of the network goes to infinity, and derive the corresponding kernel. This informs a Bayesian approach to inference. We show that by conducting posterior inference using stochastic gradient Langevin we avoid the need for early stopping, which is a drawback of the current approach, and improve results for denoising and impainting tasks. We illustrate these intuitions on a number of 1D and 2D signal reconstruction tasks.


Detection and Prediction of Cardiac Anomalies Using Wireless Body Sensors and Bayesian Belief Networks

arXiv.org Machine Learning

Intricating cardiac complexities are the primary factor associated with healthcare costs and the highest cause of death rate in the world. However, preventive measures like the early detection of cardiac anomalies can prevent severe cardiovascular arrests of varying complexities and can impose a substantial impact on healthcare cost. Encountering such scenarios usually the electrocardiogram (ECG or EKG) is the first diagnostic choice of a medical practitioner or clinical staff to measure the electrical and muscular fitness of an individual heart. This paper presents a system which is capable of reading the recorded ECG and predict the cardiac anomalies without the intervention of a human expert. The paper purpose an algorithm which read and perform analysis on electrocardiogram datasets. The proposed architecture uses the Discrete Wavelet Transform (DWT) at first place to perform preprocessing of ECG data followed by undecimated Wavelet transform (UWT) to extract nine relevant features which are of high interest to a cardiologist. The probabilistic mode named Bayesian Network Classifier is trained using the extracted nine parameters on UCL arrhythmia dataset. The proposed system classifies a recorded heartbeat into four classes using Bayesian Network classifier and Tukey's box analysis. The four classes for the prediction of a heartbeat are (a) Normal Beat, (b) Premature Ventricular Contraction (PVC) (c) Premature Atrial Contraction (PAC) and (d) Myocardial Infarction. The results of experimental setup depict that the proposed system has achieved an average accuracy of 96.6 for PAC\% 92.8\% for MI and 87\% for PVC, with an average error rate of 3.3\% for PAC, 6\% for MI and 12.5\% for PVC on real electrocardiogram datasets including Physionet and European ST-T Database (EDB).


3D Shape Synthesis for Conceptual Design and Optimization Using Variational Autoencoders

arXiv.org Machine Learning

We propose a data-driven 3D shape design method that can learn a generative model from a corpus of existing designs, and use this model to produce a wide range of new designs. The approach learns an encoding of the samples in the training corpus using an unsupervised variational autoencoder-decoder architecture, without the need for an explicit parametric representation of the original designs. To facilitate the generation of smooth final surfaces, we develop a 3D shape representation based on a distance transformation of the original 3D data, rather than using the commonly utilized binary voxel representation. Once established, the generator maps the latent space representations to the high-dimensional distance transformation fields, which are then automatically surfaced to produce 3D representations amenable to physics simulations or other objective function evaluation modules. We demonstrate our approach for the computational design of gliders that are optimized to attain prescribed performance scores. Our results show that when combined with genetic optimization, the proposed approach can generate a rich set of candidate concept designs that achieve prescribed functional goals, even when the original dataset has only a few or no solutions that achieve these goals.


Learning 3D Navigation Protocols on Touch Interfaces with Cooperative Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Using touch devices to navigate in virtual 3D environments such as computer assisted design (CAD) models or geographical information systems (GIS) is inherently difficult for humans, as the 3D operations have to be performed by the user on a 2D touch surface. This ill-posed problem is classically solved with a fixed and handcrafted interaction protocol, which must be learned by the user. We propose to automatically learn a new interaction protocol allowing to map a 2D user input to 3D actions in virtual environments using reinforcement learning (RL). A fundamental problem of RL methods is the vast amount of interactions often required, which are difficult to come by when humans are involved. To overcome this limitation, we make use of two collaborative agents. The first agent models the human by learning to perform the 2D finger trajectories. The second agent acts as the interaction protocol, interpreting and translating to 3D operations the 2D finger trajectories from the first agent. We restrict the learned 2D trajectories to be similar to a training set of collected human gestures by first performing state representation learning, prior to reinforcement learning. This state representation learning is addressed by projecting the gestures into a latent space learned by a variational auto encoder (VAE).