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 Learning Graphical Models


Toward Sensor-based Sleep Monitoring with Electrodermal Activity Measures

arXiv.org Machine Learning

We use self-report and electrodermal activity (EDA) wearable sensor data from 77 nights of sleep on six participants to test the efficacy of EDA data for sleep monitoring. We used factor analysis to find latent factors in the EDA data, and causal model search to find the most probable graphical model accounting for self-reported sleep efficiency (SE), sleep quality (SQ), and the latent EDA factors. Structural equation modeling was used to confirm fit of the extracted graph. Based on the generated graph, logistic regression and naive Bayes models were used to test the efficacy of the EDA data in predicting SE and SQ. Six EDA features extracted from the total signal over a night's sleep could be explained by two latent factors, EDA Magnitude and EDA Storms. EDA Magnitude performed as a strong predictor for SE to aid detection of substantial changes in time asleep. The performance of EDA Magnitured and SE in classifying SQ showed promise for wearable sleep monitoring applications. However, our data suggest that obtaining a more accurate sensor-based measure of SE will be necessary before smaller changes in SQ can be detected from EDA sensor data alone.


Sequential Bayesian Detection of Spike Activities from Fluorescence Observations

arXiv.org Machine Learning

Extracting and detecting spike activities from the fluorescence observations is an important step in understanding how neuron systems work. The main challenge lies in that the combination of the ambient noise with dynamic baseline fluctuation, often contaminates the observations, thereby deteriorating the reliability of spike detection. This may be even worse in the face of the nonlinear biological process, the coupling interactions between spikes and baseline, and the unknown critical parameters of an underlying physiological model, in which erroneous estimations of parameters will affect the detection of spikes causing further error propagation. In this paper, we propose a random finite set (RFS) based Bayesian approach. The dynamic behaviors of spike sequence, fluctuated baseline and unknown parameters are formulated as one RFS. This RFS state is capable of distinguishing the hidden active/silent states induced by spike and non-spike activities respectively, thereby \emph{negating the interaction role} played by spikes and other factors. Then, premised on the RFS states, a Bayesian inference scheme is designed to simultaneously estimate the model parameters, baseline, and crucial spike activities. Our results demonstrate that the proposed scheme can gain an extra $12\%$ detection accuracy in comparison with the state-of-the-art MLSpike method.


Geometric fluid approximation for general continuous-time Markov chains

arXiv.org Machine Learning

Fluid approximations have seen great success in approximating the macro-scale behaviour of Markov systems with a large number of discrete states. However, these methods rely on the continuous-time Markov chain (CTMC) having a particular population structure which suggests a natural continuous state-space endowed with a dynamics for the approximating process. We construct here a general method based on spectral analysis of the transition matrix of the CTMC, without the need for a population structure. Specifically, we use the popular manifold learning method of diffusion maps to analyse the transition matrix as the operator of a hidden continuous process. An embedding of states in a continuous space is recovered, and the space is endowed with a drift vector field inferred via Gaussian process regression. In this manner, we construct an ODE whose solution approximates the evolution of the CTMC mean, mapped onto the continuous space (known as the fluid limit).


A Theory of Regularized Markov Decision Processes

arXiv.org Machine Learning

Many recent successful (deep) reinforcement learning algorithms make use of regularization, generally based on entropy or on Kullback-Leibler divergence. We propose a general theory of regularized Markov Decision Processes that generalizes these approaches in two directions: we consider a larger class of regularizers, and we consider the general modified policy iteration approach, encompassing both policy iteration and value iteration. The core building blocks of this theory are a notion of regularized Bellman operator and the Legendre-Fenchel transform, a classical tool of convex optimization. This approach allows for error propagation analyses of general algorithmic schemes of which (possibly variants of) classical algorithms such as Trust Region Policy Optimization, Soft Q-learning, Stochastic Actor Critic or Dynamic Policy Programming are special cases. This also draws connections to proximal convex optimization, especially to Mirror Descent.


Divergence Triangle for Joint Training of Generator Model, Energy-based Model, and Inference Model

arXiv.org Machine Learning

This paper proposes the divergence triangle as a framework for joint training of generator model, energy-based model and inference model. The divergence triangle is a compact and symmetric (anti-symmetric) objective function that seamlessly integrates variational learning, adversarial learning, wake-sleep algorithm, and contrastive divergence in a unified probabilistic formulation. This unification makes the processes of sampling, inference, energy evaluation readily available without the need for costly Markov chain Monte Carlo methods. Our experiments demonstrate that the divergence triangle is capable of learning (1) an energy-based model with well-formed energy landscape, (2) direct sampling in the form of a generator network, and (3) feed-forward inference that faithfully reconstructs observed as well as synthesized data. The divergence triangle is a robust training method that can learn from incomplete data.


Bootstrapping Robotic Ecological Perception from a Limited Set of Hypotheses Through Interactive Perception

arXiv.org Artificial Intelligence

To solve its task, a robot needs to have the ability to interpret its perceptions. In vision, this interpretation is particularly difficult and relies on the understanding of the structure of the scene, at least to the extent of its task and sensorimotor abilities. A robot with the ability to build and adapt this interpretation process according to its own tasks and capabilities would push away the limits of what robots can achieve in a non controlled environment. A solution is to provide the robot with processes to build such representations that are not specific to an environment or a situation. A lot of works focus on objects segmentation, recognition and manipulation. Defining an object solely on the basis of its visual appearance is challenging given the wide range of possible objects and environments. Therefore, current works make simplifying assumptions about the structure of a scene. Such assumptions reduce the adaptivity of the object extraction process to the environments in which the assumption holds. To limit such assumptions, we introduce an exploration method aimed at identifying moveable elements in a scene without considering the concept of object. By using the interactive perception framework, we aim at bootstrapping the acquisition process of a representation of the environment with a minimum of context specific assumptions. The robotic system builds a perceptual map called relevance map which indicates the moveable parts of the current scene. A classifier is trained online to predict the category of each region (moveable or non-moveable). It is also used to select a region with which to interact, with the goal of minimizing the uncertainty of the classification. A specific classifier is introduced to fit these needs: the collaborative mixture models classifier. The method is tested on a set of scenarios of increasing complexity, using both simulations and a PR2 robot.


A Convolutional Neural Network for the Automatic Diagnosis of Collagen VI related Muscular Dystrophies

arXiv.org Machine Learning

The symptoms include proximal and axial muscle weakness, distal hyperlaxity, joint contractures, and critical respiratory insufficiency,which requires assisted ventilation and results in a reduced live expectancy. Moreover, the skin and other connective tissues where collagen VI is abundant are also affected [1, 2]. The collagen VI structural defects are related to mutations of three main genes (COL6A1, COL6A2, and COL6A3, OMIM 254090 and 158810). Thus, the new advances in genome editing tools open the possibility to successfully treat these neuromuscular diseases for the first time. This opportunity, though, comes with important challenges. Beyond the challenges of gene editing, this paper focuses on the challenges arising when trying to formally evaluate the efficiency of the therapeutic approaches in the recovery of the collagen VI microfibrillar network.


An Evaluation of the Human-Interpretability of Explanation

arXiv.org Machine Learning

Recent years have seen a boom in interest in machine learning systems that can provide a human-understandable rationale for their predictions or decisions. However, exactly what kinds of explanation are truly human-interpretable remains poorly understood. This work advances our understanding of what makes explanations interpretable under three specific tasks that users may perform with machine learning systems: simulation of the response, verification of a suggested response, and determining whether the correctness of a suggested response changes under a change to the inputs. Through carefully controlled human-subject experiments, we identify regularizers that can be used to optimize for the interpretability of machine learning systems. Our results show that the type of complexity matters: cognitive chunks (newly defined concepts) affect performance more than variable repetitions, and these trends are consistent across tasks and domains. This suggests that there may exist some common design principles for explanation systems.


Bayesian nonparametric multiway regression for clustered binomial data

arXiv.org Machine Learning

We introduce a Bayesian nonparametric regression model for data with multiway (tensor) structure, motivated by an application to periodontal disease (PD) data. Our outcome is the number of diseased sites measured over four different tooth types for each subject, with subject-specific covariates available as predictors. The outcomes are not well-characterized by simple parametric models, so we use a nonparametric approach with a binomial likelihood wherein the latent probabilities are drawn from a mixture with an arbitrary number of components, analogous to a Dirichlet Process (DP). We use a flexible probit stick-breaking formulation for the component weights that allows for covariate dependence and clustering structure in the outcomes. The parameter space for this model is large and multiway: patients $\times$ tooth types $\times$ covariates $\times$ components. We reduce its effective dimensionality, and account for the multiway structure, via low-rank assumptions. We illustrate how this can improve performance, and simplify interpretation, while still providing sufficient flexibility. We describe a general and efficient Gibbs sampling algorithm for posterior computation. The resulting fit to the PD data outperforms competitors, and is interpretable and well-calibrated. An interactive visual of the predictive model is available at http://ericfrazerlock.com/toothdata/ToothDisplay.html , and the code is available at https://github.com/lockEF/NonparametricMultiway .


Go-Explore: a New Approach for Hard-Exploration Problems

arXiv.org Machine Learning

A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games, current RL algorithms perform poorly, even those with intrinsic motivation, which is the dominant method to improve performance on hard-exploration domains. To address this shortfall, we introduce a new algorithm called Go-Explore. It exploits the following principles: (1) remember previously visited states, (2) first return to a promising state (without exploration), then explore from it, and (3) solve simulated environments through any available means (including by introducing determinism), then robustify via imitation learning. The combined effect of these principles is a dramatic performance improvement on hard-exploration problems. On Montezuma's Revenge, Go-Explore scores a mean of over 43k points, almost 4 times the previous state of the art. Go-Explore can also harness human-provided domain knowledge and, when augmented with it, scores a mean of over 650k points on Montezuma's Revenge. Its max performance of nearly 18 million surpasses the human world record, meeting even the strictest definition of "superhuman" performance. On Pitfall, Go-Explore with domain knowledge is the first algorithm to score above zero. Its mean score of almost 60k points exceeds expert human performance. Because Go-Explore produces high-performing demonstrations automatically and cheaply, it also outperforms imitation learning work where humans provide solution demonstrations. Go-Explore opens up many new research directions into improving it and weaving its insights into current RL algorithms. It may also enable progress on previously unsolvable hard-exploration problems in many domains, especially those that harness a simulator during training (e.g. robotics).