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 Learning Graphical Models


Firefly Monte Carlo: Exact MCMC with Subsets of Data

arXiv.org Machine Learning

Markov chain Monte Carlo (MCMC) is a popular and successful general-purpose tool for Bayesian inference. However, MCMC cannot be practically applied to large data sets because of the prohibitive cost of evaluating every likelihood term at every iteration. Here we present Firefly Monte Carlo (FlyMC) an auxiliary variable MCMC algorithm that only queries the likelihoods of a potentially small subset of the data at each iteration yet simulates from the exact posterior distribution, in contrast to recent proposals that are approximate even in the asymptotic limit. FlyMC is compatible with a wide variety of modern MCMC algorithms, and only requires a lower bound on the per-datum likelihood factors. In experiments, we find that FlyMC generates samples from the posterior more than an order of magnitude faster than regular MCMC, opening up MCMC methods to larger datasets than were previously considered feasible.


Using n-grams models for visual semantic place recognition

arXiv.org Machine Learning

Semantic mapping (see (Nüchter and Hertzberg, 2008)) is a relatively new field in robotics which aims to give the robot a high-level, human-compatible, understanding of its environment in order to ease the integration of robots in daily environments, notably homes or workplaces. Such environments are usually composed of discrete places which correspond to different functions. For instance a house is usually made of different rooms and corridors used to move between them. Such places are called semantic places because they are defined in high-level human concepts as opposed to traditional low-level landmarks used in robot mapping. In this context, it's important for the robot to be able to recognize in which place or category of places it lies.


Asymptotically Exact, Embarrassingly Parallel MCMC

arXiv.org Machine Learning

Communication costs, resulting from synchronization requirements during learning, can greatly slow down many parallel machine learning algorithms. In this paper, we present a parallel Markov chain Monte Carlo (MCMC) algorithm in which subsets of data are processed independently, with very little communication. First, we arbitrarily partition data onto multiple machines. Then, on each machine, any classical MCMC method (e.g., Gibbs sampling) may be used to draw samples from a posterior distribution given the data subset. Finally, the samples from each machine are combined to form samples from the full posterior. This embarrassingly parallel algorithm allows each machine to act independently on a subset of the data (without communication) until the final combination stage. We prove that our algorithm generates asymptotically exact samples and empirically demonstrate its ability to parallelize burn-in and sampling in several models.


Text-Based Twitter User Geolocation Prediction

Journal of Artificial Intelligence Research

Geographical location is vital to geospatial applications like local search and event detection. In this paper, we investigate and improve on the task of text-based geolocation prediction of Twitter users. Previous studies on this topic have typically assumed that geographical references (e.g., gazetteer terms, dialectal words) in a text are indicative of its authors location. However, these references are often buried in informal, ungrammatical, and multilingual data, and are therefore non-trivial to identify and exploit. We present an integrated geolocation prediction framework and investigate what factors impact on prediction accuracy. First, we evaluate a range of feature selection methods to obtain location indicative words. We then evaluate the impact of non-geotagged tweets, language, and user-declared metadata on geolocation prediction. In addition, we evaluate the impact of temporal variance on model generalisation, and discuss how users differ in terms of their geolocatability. We achieve state-of-the-art results for the text-based Twitter user geolocation task, and also provide the most extensive exploration of the task to date. Our findings provide valuable insights into the design of robust, practical text-based geolocation prediction systems.


A reversible infinite HMM using normalised random measures

arXiv.org Machine Learning

We present a nonparametric prior over reversible Markov chains. We use completely random measures, specifically gamma processes, to construct a countably infinite graph with weighted edges. By enforcing symmetry to make the edges undirected we define a prior over random walks on graphs that results in a reversible Markov chain. The resulting prior over infinite transition matrices is closely related to the hierarchical Dirichlet process but enforces reversibility. A reinforcement scheme has recently been proposed with similar properties, but the de Finetti measure is not well characterised. We take the alternative approach of explicitly constructing the mixing measure, which allows more straightforward and efficient inference at the cost of no longer having a closed form predictive distribution. We use our process to construct a reversible infinite HMM which we apply to two real datasets, one from epigenomics and one ion channel recording.


Active Discovery of Network Roles for Predicting the Classes of Network Nodes

arXiv.org Machine Learning

Nodes in real world networks often have class labels, or underlying attributes, that are related to the way in which they connect to other nodes. Sometimes this relationship is simple, for instance nodes of the same class are may be more likely to be connected. In other cases, however, this is not true, and the way that nodes link in a network exhibits a different, more complex relationship to their attributes. Here, we consider networks in which we know how the nodes are connected, but we do not know the class labels of the nodes or how class labels relate to the network links. We wish to identify the best subset of nodes to label in order to learn this relationship between node attributes and network links. We can then use this discovered relationship to accurately predict the class labels of the rest of the network nodes. We present a model that identifies groups of nodes with similar link patterns, which we call network roles, using a generative blockmodel. The model then predicts labels by learning the mapping from network roles to class labels using a maximum margin classifier. We choose a subset of nodes to label according to an iterative margin-based active learning strategy. By integrating the discovery of network roles with the classifier optimisation, the active learning process can adapt the network roles to better represent the network for node classification. We demonstrate the model by exploring a selection of real world networks, including a marine food web and a network of English words. We show that, in contrast to other network classifiers, this model achieves good classification accuracy for a range of networks with different relationships between class labels and network links.


A General Framework for Interacting Bayes-Optimally with Self-Interested Agents using Arbitrary Parametric Model and Model Prior

arXiv.org Machine Learning

Recent advances in Bayesian reinforcement learning (BRL) have shown that Bayes-optimality is theoretically achievable by modeling the environment's latent dynamics using Flat-Dirichlet-Multinomial (FDM) prior. In self-interested multi-agent environments, the transition dynamics are mainly controlled by the other agent's stochastic behavior for which FDM's independence and modeling assumptions do not hold. As a result, FDM does not allow the other agent's behavior to be generalized across different states nor specified using prior domain knowledge. To overcome these practical limitations of FDM, we propose a generalization of BRL to integrate the general class of parametric models and model priors, thus allowing practitioners' domain knowledge to be exploited to produce a fine-grained and compact representation of the other agent's behavior. Empirical evaluation shows that our approach outperforms existing multi-agent reinforcement learning algorithms.


Constraint-based Causal Discovery from Multiple Interventions over Overlapping Variable Sets

arXiv.org Machine Learning

Scientific practice typically involves repeatedly studying a system, each time trying to unravel a different perspective. In each study, the scientist may take measurements under different experimental conditions (interventions, manipulations, perturbations) and measure different sets of quantities (variables). The result is a collection of heterogeneous data sets coming from different data distributions. In this work, we present algorithm COmbINE, which accepts a collection of data sets over overlapping variable sets under different experimental conditions; COmbINE then outputs a summary of all causal models indicating the invariant and variant structural characteristics of all models that simultaneously fit all of the input data sets. COmbINE converts estimated dependencies and independencies in the data into path constraints on the data-generating causal model and encodes them as a SAT instance. The algorithm is sound and complete in the sample limit. To account for conflicting constraints arising from statistical errors, we introduce a general method for sorting constraints in order of confidence, computed as a function of their corresponding p-values. In our empirical evaluation, COmbINE outperforms in terms of efficiency the only pre-existing similar algorithm; the latter additionally admits feedback cycles, but does not admit conflicting constraints which hinders the applicability on real data. As a proof-of-concept, COmbINE is employed to co-analyze 4 real, mass-cytometry data sets measuring phosphorylated protein concentrations of overlapping protein sets under 3 different interventions.


Active Learning for Autonomous Intelligent Agents: Exploration, Curiosity, and Interaction

arXiv.org Artificial Intelligence

In this survey we present different approaches that allow an intelligent agent to explore autonomous its environment to gather information and learn multiple tasks. Different communities proposed different solutions, that are in many cases, similar and/or complementary. These solutions include active learning, exploration/exploitation, online-learning and social learning. The common aspect of all these approaches is that it is the agent to selects and decides what information to gather next. Applications for these approaches already include tutoring systems, autonomous grasping learning, navigation and mapping and human-robot interaction. We discuss how these approaches are related, explaining their similarities and their differences in terms of problem assumptions and metrics of success. We consider that such an integrated discussion will improve inter-disciplinary research and applications.


Approximation Models of Combat in StarCraft 2

arXiv.org Artificial Intelligence

Real-time strategy (RTS) games make heavy use of artificial intelligence (AI), especially in the design of computerized opponents. Because of the computational complexity involved in managing all aspects of these games, many AI opponents are designed to optimize only a few areas of playing style. In games like StarCraft 2, a very popular and recently released RTS, most AI strategies revolve around economic and building efficiency: AI opponents try to gather and spend all resources as quickly and effectively as possible while ensuring that no units are idle. The aim of this work was to help address the need for AI combat strategies that are not computationally intensive. Our goal was to produce a computationally efficient model that is accurate at predicting the results of complex battles between diverse armies, including which army will win and how many units will remain. Our results suggest it may be possible to develop a relatively simple approximation model of combat that can accurately predict many battles that do not involve micromanagement. Future designs of AI opponents may be able to incorporate such an approximation model into their decision and planning systems to provide a challenge that is strategically balanced across all aspects of play.