Learning Graphical Models
Factored Particles for Scalable Monitoring
Ng, Brenda, Peshkin, Leonid, Pfeffer, Avi
Exact monitoring in dynamic Bayesian networks is intractable, so approximate algorithms are necessary. This paper presents a new family of approximate monitoring algorithms that combine the best qualities of the particle filtering and Boyen-Koller methods. Our algorithms maintain an approximate representation the belief state in the form of sets of factored particles, that correspond to samples of clusters of state variables. Empirical results show that our algorithms outperform both ordinary particle filtering and the Boyen-Koller algorithm on large systems.
Decayed MCMC Filtering
Marthi, Bhaskara, Pasula, Hanna, Russell, Stuart, Peres, Yuval
Filtering---estimating the state of a partially observable Markov process from a sequence of observations---is one of the most widely studied problems in control theory, AI, and computational statistics. Exact computation of the posterior distribution is generally intractable for large discrete systems and for nonlinear continuous systems, so a good deal of effort has gone into developing robust approximation algorithms. This paper describes a simple stochastic approximation algorithm for filtering called {em decayed MCMC}. The algorithm applies Markov chain Monte Carlo sampling to the space of state trajectories using a proposal distribution that favours flips of more recent state variables. The formal analysis of the algorithm involves a generalization of standard coupling arguments for MCMC convergence. We prove that for any ergodic underlying Markov process, the convergence time of decayed MCMC with inverse-polynomial decay remains bounded as the length of the observation sequence grows. We show experimentally that decayed MCMC is at least competitive with other approximation algorithms such as particle filtering.
Monitoring a Complez Physical System using a Hybrid Dynamic Bayes Net
Lerner, Uri, Moses, Brooks, Scott, Maricia, McIlraith, Sheila, Koller, Daphne
The Reverse Water Gas Shift system (RWGS) is a complex physical system designed to produce oxygen from the carbon dioxide atmosphere on Mars. If sent to Mars, it would operate without human supervision, thus requiring a reliable automated system for monitoring and control. The RWGS presents many challenges typical of real-world systems, including: noisy and biased sensors, nonlinear behavior, effects that are manifested over different time granularities, and unobservability of many important quantities. In this paper we model the RWGS using a hybrid (discrete/continuous) Dynamic Bayesian Network (DBN), where the state at each time slice contains 33 discrete and 184 continuous variables. We show how the system state can be tracked using probabilistic inference over the model. We discuss how to deal with the various challenges presented by the RWGS, providing a suite of techniques that are likely to be useful in a wide range of applications. In particular, we describe a general framework for dealing with nonlinear behavior using numerical integration techniques, extending the successful Unscented Filter. We also show how to use a fixed-point computation to deal with effects that develop at different time scales, specifically rapid changes occurring during slowly changing processes. We test our model using real data collected from the RWGS, demonstrating the feasibility of hybrid DBNs for monitoring complex real-world physical systems.
Value Function Approximation in Zero-Sum Markov Games
Lagoudakis, Michail, Parr, Ron
This paper investigates value function approximation in the context of zero-sum Markov games, which can be viewed as a generalization of the Markov decision process (MDP) framework to the two-agent case. We generalize error bounds from MDPs to Markov games and describe generalizations of reinforcement learning algorithms to Markov games. We present a generalization of the optimal stopping problem to a two-player simultaneous move Markov game. For this special problem, we provide stronger bounds and can guarantee convergence for LSTD and temporal difference learning with linear value function approximation. We demonstrate the viability of value function approximation for Markov games by using the Least squares policy iteration (LSPI) algorithm to learn good policies for a soccer domain and a flow control problem. 1 Introduction Markov games can be viewed as generalizations of both classical game theory and the Markov decision process (MDP) framework1. In this paper, we consider the twoplayer zero-sum case, in which two players make simultaneous decisions in the same environment with shared state information. The reward function and the state transition probabilities depend on the current state and the current agents' joint actions. The reward function in each state is the payoff matrix of a zero-sum game.
A Bayesian Network Scoring Metric That Is Based On Globally Uniform Parameter Priors
Kayaalp, Mehmet, Cooper, Gregory F.
We introduce a new Bayesian network (BN) scoring metric called the Global Uniform (GU) metric. This metric is based on a particular type of default parameter prior. Such priors may be useful when a BN developer is not willing or able to specify domain-specific parameter priors. The GU parameter prior specifies that every prior joint probability distribution P consistent with a BN structure S is considered to be equally likely. Distribution P is consistent with S if P includes just the set of independence relations defined by S. We show that the GU metric addresses some undesirable behavior of the BDeu and K2 Bayesian network scoring metrics, which also use particular forms of default parameter priors. A closed form formula for computing GU for special classes of BNs is derived. Efficiently computing GU for an arbitrary BN remains an open problem.
Unconstrained Influence Diagrams
Jensen, Finn Verner, Vomlelova, Marta
We extend the language of influence diagrams to cope with decision scenarios where the order of decisions and observations is not determined. As the ordering of decisions is dependent on the evidence, a step-strategy of such a scenario is a sequence of dependent choices of the next action. A strategy is a step-strategy together with selection functions for decision actions. The structure of a step-strategy can be represented as a DAG with nodes labeled with action variables. We introduce the concept of GS-DAG: a DAG incorporating an optimal step-strategy for any instantiation. We give a method for constructing GS-DAGs, and we show how to use a GS-DAG for determining an optimal strategy. Finally we discuss how analysis of relevant past can be used to reduce the size of the GS-DAG.
Expectation Propogation for approximate inference in dynamic Bayesian networks
We describe expectation propagation for approximate inference in dynamic Bayesian networks as a natural extension of Pearl's exact belief propagation. Expectation propagation is a greedy algorithm, converges in many practical cases, but not always. We derive a double-loop algorithm, guaranteed to converge to a local minimum of a Bethe free energy. Furthermore, we show that stable fixed points of (damped) expectation propagation correspond to local minima of this free energy, but that the converse need not be the case. We illustrate the algorithms by applying them to switching linear dynamical systems and discuss implications for approximate inference in general Bayesian networks.
Distributed Planning in Hierarchical Factored MDPs
Guestrin, Carlos E., Gordon, Geoffrey
We present a principled and efficient planning algorithm for collaborative multiagent dynamical systems. All computation, during both the planning and the execution phases, is distributed among the agents; each agent only needs to model and plan for a small part of the system. Each of these local subsystems is small, but once they are combined they can represent an exponentially larger problem. The subsystems are connected through a subsystem hierarchy. Coordination and communication between the agents is not imposed, but derived directly from the structure of this hierarchy. A globally consistent plan is achieved by a message passing algorithm, where messages correspond to natural local reward functions and are computed by local linear programs; another message passing algorithm allows us to execute the resulting policy. When two portions of the hierarchy share the same structure, our algorithm can reuse plans and messages to speed up computation.
Reduction of Maximum Entropy Models to Hidden Markov Models
We show that maximum entropy (maxent) models can be modeled with certain kinds of HMMs, allowing us to construct maxent models with hidden variables, hidden state sequences, or other characteristics. The models can be trained using the forward-backward algorithm. While the results are primarily of theoretical interest, unifying apparently unrelated concepts, we also give experimental results for a maxent model with a hidden variable on a word disambiguation task; the model outperforms standard techniques.
Iterative Join-Graph Propagation
Dechter, Rina, Kask, Kalev, Mateescu, Robert
The paper presents an iterative version of join-tree clustering that applies the message passing of join-tree clustering algorithm to join-graphs rather than to join-trees, iteratively. It is inspired by the success of Pearl's belief propagation algorithm as an iterative approximation scheme on one hand, and by a recently introduced mini-clustering i. success as an anytime approximation method, on the other. The proposed Iterative Join-graph Propagation IJGP belongs to the class of generalized belief propagation methods, recently proposed using analogy with algorithms in statistical physics. Empirical evaluation of this approach on a number of problem classes demonstrates that even the most time-efficient variant is almost always superior to IBP and MC i, and is sometimes more accurate by as much as several orders of magnitude.