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 Learning Graphical Models


Learning to combine foveal glimpses with a third-order Boltzmann machine

Neural Information Processing Systems

We describe a model based on a Boltzmann machine with third-order connections that can learn how to accumulate information about a shape over several fixations. The model uses a retina that only has enough high resolution pixels to cover a small area of the image, so it must decide on a sequence of fixations and it must combine the glimpse" at each fixation with the location of the fixation before integrating the information with information from other glimpses of the same object. We evaluate this model on a synthetic dataset and two image classification datasets, showing that it can perform at least as well as a model trained on whole images."


Efficient Relational Learning with Hidden Variable Detection

Neural Information Processing Systems

Markov networks (MNs) can incorporate arbitrarily complex features in modeling relational data. However, this flexibility comes at a sharp price of training an exponentially complex model. To address this challenge, we propose a novel relational learning approach, which consists of a restricted class of relational MNs (RMNs) called relation tree-based RMN (treeRMN), and an efficient Hidden Variable Detection algorithm called Contrastive Variable Induction (CVI). On one hand, the restricted treeRMN only considers simple (e.g., unary and pairwise) features in relational data and thus achieves computational efficiency; and on the other hand, the CVI algorithm efficiently detects hidden variables which can capture long range dependencies. Therefore, the resultant approach is highly efficient yet does not sacrifice its expressive power. Empirical results on four real datasets show that the proposed relational learning method can achieve similar prediction quality as the state-of-the-art approaches, but is significantly more efficient in training; and the induced hidden variables are semantically meaningful and crucial to improve the training speed and prediction qualities of treeRMNs.


Evaluation of Rarity of Fingerprints in Forensics

Neural Information Processing Systems

A method for computing the rarity of latent fingerprints represented by minutiae is given. It allows determining the probability of finding a match for an evidence print in a database of n known prints. The probability of random correspondence between evidence and database is determined in three procedural steps. In the registration step the latent print is aligned by finding its core point; which is done using a procedure based on a machine learning approach based on Gaussian processes. In the evidence probability evaluation step a generative model based on Bayesian networks is used to determine the probability of the evidence; it takes into account both the dependency of each minutia on nearby minutiae and the confidence of their presence in the evidence. In the specific probability of random correspondence step the evidence probability is used to determine the probability of match among n for a given tolerance; the last evaluation is similar to the birthday correspondence probability for a specific birthday. The generative model is validated using a goodness-of-fit test evaluated with a standard database of fingerprints. The probability of random correspondence for several latent fingerprints are evaluated for varying numbers of minutiae.


Self-Paced Learning for Latent Variable Models

Neural Information Processing Systems

Latent variable models are a powerful tool for addressing several tasks in machine learning. However, the algorithms for learning the parameters of latent variable models are prone to getting stuck in a bad local optimum. To alleviate this problem, we build on the intuition that, rather than considering all samples simultaneously, the algorithm should be presented with the training data in a meaningful order that facilitates learning. The order of the samples is determined by how easy they are. The main challenge is that often we are not provided with a readily computable measure of the easiness of samples. We address this issue by proposing a novel, iterative self-paced learning algorithm where each iteration simultaneously selects easy samples and learns a new parameter vector. The number of samples selected is governed by a weight that is annealed until the entire training data has been considered. We empirically demonstrate that the self-paced learning algorithm outperforms the state of the art method for learning a latent structural SVM on four applications: object localization, noun phrase coreference, motif finding and handwritten digit recognition.


MAP Estimation for Graphical Models by Likelihood Maximization

Neural Information Processing Systems

Computing a {\em maximum a posteriori} (MAP) assignment in graphical models is a crucial inference problem for many practical applications. Several provably convergent approaches have been successfully developed using linear programming (LP) relaxation of the MAP problem. We present an alternative approach, which transforms the MAP problem into that of inference in a finite mixture of simple Bayes nets. We then derive the Expectation Maximization (EM) algorithm for this mixture that also monotonically increases a lower bound on the MAP assignment until convergence. The update equations for the EM algorithm are remarkably simple, both conceptually and computationally, and can be implemented using a graph-based message passing paradigm similar to max-product computation. We experiment on the real-world protein design dataset and show that EM's convergence rate is significantly higher than the previous LP relaxation based approach MPLP. EM achieves a solution quality within $95$\% of optimal for most instances and is often an order-of-magnitude faster than MPLP.


Structured Determinantal Point Processes

Neural Information Processing Systems

We present a novel probabilistic model for distributions over sets of structures -- for example, sets of sequences, trees, or graphs. The critical characteristic of our model is a preference for diversity: sets containing dissimilar structures are more likely. Our model is a marriage of structured probabilistic models, like Markov random fields and context free grammars, with determinantal point processes, which arise in quantum physics as models of particles with repulsive interactions. We extend the determinantal point process model to handle an exponentially-sized set of particles (structures) via a natural factorization of the model into parts. We show how this factorization leads to tractable algorithms for exact inference, including computing marginals, computing conditional probabilities, and sampling. Our algorithms exploit a novel polynomially-sized dual representation of determinantal point processes, and use message passing over a special semiring to compute relevant quantities. We illustrate the advantages of the model on tracking and articulated pose estimation problems.


Probabilistic Belief Revision with Structural Constraints

Neural Information Processing Systems

Experts (human or computer) are often required to assess the probability of uncertain events. When a collection of experts independently assess events that are structurally interrelated, the resulting assessment may violate fundamental laws of probability. Such an assessment is termed incoherent. In this work we investigate how the problem of incoherence may be affected by allowing experts to specify likelihood models and then update their assessments based on the realization of a globally-observable random sequence.


Synergies in learning words and their referents

Neural Information Processing Systems

This paper presents Bayesian non-parametric models that simultaneously learn to segment words from phoneme strings and learn the referents of some of those words, and shows that there is a synergistic interaction in the acquisition of these two kinds of linguistic information. The models themselves are novel kinds of Adaptor Grammars that are an extension of an embedding of topic models into PCFGs. These models simultaneously segment phoneme sequences into words and learn the relationship between non-linguistic objects to the words that refer to them. We show (i) that modelling inter-word dependencies not only improves the accuracy of the word segmentation but also of word-object relationships, and (ii) that a model that simultaneously learns word-object relationships and word segmentation segments more accurately than one that just learns word segmentation on its own. We argue that these results support an interactive view of language acquisition that can take advantage of synergies such as these.


On a Connection between Importance Sampling and the Likelihood Ratio Policy Gradient

Neural Information Processing Systems

Likelihood ratio policy gradient methods have been some of the most successful reinforcement learning algorithms, especially for learning on physical systems. We describe how the likelihood ratio policy gradient can be derived from an importance sampling perspective. This derivation highlights how likelihood ratio methods under-use past experience by (a) using the past experience to estimate {\em only} the gradient of the expected return $U(\theta)$ at the current policy parameterization $\theta$, rather than to obtain a more complete estimate of $U(\theta)$, and (b) using past experience under the current policy {\em only} rather than using all past experience to improve the estimates. We present a new policy search method, which leverages both of these observations as well as generalized baselines---a new technique which generalizes commonly used baseline techniques for policy gradient methods. Our algorithm outperforms standard likelihood ratio policy gradient algorithms on several testbeds.


Bayesian Action-Graph Games

Neural Information Processing Systems

Games of incomplete information, or Bayesian games, are an important game-theoretic model and have many applications in economics. We propose Bayesian action-graph games (BAGGs), a novel graphical representation for Bayesian games. BAGGs can represent arbitrary Bayesian games, and furthermore can compactly express Bayesian games exhibiting commonly encountered types of structure including symmetry, action- and type-specific utility independence, and probabilistic independence of type distributions. We provide an algorithm for computing expected utility in BAGGs, and discuss conditions under which the algorithm runs in polynomial time. Bayes-Nash equilibria of BAGGs can be computed by adapting existing algorithms for complete-information normal form games and leveraging our expected utility algorithm. We show both theoretically and empirically that our approaches improve significantly on the state of the art.