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 Learning Graphical Models


Spatio-Temporal Graphical Model Selection

arXiv.org Machine Learning

This paper treats the problem of learning the interaction structure of a spatiotemporal graphical model for a discrete state and discrete time stochastic process known as the susceptible, infected, recovered (SIR) model. The presence of spatial interactions cause adjacent nodes in the graph to affect each others states over time. Learning the topology of this graph is known as model selection. We cast this graphical model selection problem as a penalized likelihood problem, resulting in a convex program for which convex optimization solvers can be applied. SIR spatiotemporal graphical models are commonly used in modeling the random propagation of information between nodes in large networks in bioinformatics, signal processing, public health, and national security (4; 9; 21). Knowing the network link structure allows accurate prediction of individual node states and can aid the development of control and intervention strategies for such networks. This paper develops a tractable method to estimate the topology of the network for the SIR spatiotemporal graphical model from empirical data. Exact solutions of the graphical model selection problem is NP hard due to the combinatorial nature of enumeration through the discrete space of possible graph topologies.


A Minimum Relative Entropy Principle for Learning and Acting

arXiv.org Artificial Intelligence

This paper proposes a method to construct an adaptive agent that is universal with respect to a given class of experts, where each expert is an agent that has been designed specifically for a particular environment. This adaptive control problem is formalized as the problem of minimizing the relative entropy of the adaptive agent from the expert that is most suitable for the unknown environment. If the agent is a passive observer, then the optimal solution is the well-known Bayesian predictor. However, if the agent is active, then its past actions need to be treated as causal interventions on the I/O stream rather than normal probability conditions. Here it is shown that the solution to this new variational problem is given by a stochastic controller called the Bayesian control rule, which implements adaptive behavior as a mixture of experts. Furthermore, it is shown that under mild assumptions, the Bayesian control rule converges to the control law of the most suitable expert.


Faster Algorithms for Max-Product Message-Passing

arXiv.org Artificial Intelligence

It is well-known that exact inference in tree-structured graphical models can be accomplished efficiently by message-passing operations following a simple protocol making use of the distributive law (Aji and McEliece, 2000; Kschischang et al., 2001). It is also well-known that exact inference in arbitrary graphical models can be solved by the junction-tree algorithm; its efficiency is determined by the size of the maximal cliques after triangulation, a quantity related to the treewidth of the graph. Figure 1 illustrates an attempt to apply the junction-tree algorithm to some graphical models containing cycles. If the graphs are not chordal ((a) and (b)), they need to be triangulated, or made chordal (red edges in (c) and (d)). Their clique-graphs are then guaranteed to be junction-trees, and the distributive law can be applied with the same protocol used for trees; see Aji and McEliece (2000) for a beautiful tutorial on exact inference in arbitrary graphs.


A stochastic model of human visual attention with a dynamic Bayesian network

arXiv.org Machine Learning

Recent studies in the field of human vision science suggest that the human responses to the stimuli on a visual display are non-deterministic. People may attend to different locations on the same visual input at the same time. Based on this knowledge, we propose a new stochastic model of visual attention by introducing a dynamic Bayesian network to predict the likelihood of where humans typically focus on a video scene. The proposed model is composed of a dynamic Bayesian network with 4 layers. Our model provides a framework that simulates and combines the visual saliency response and the cognitive state of a person to estimate the most probable attended regions. Sample-based inference with Markov chain Monte-Carlo based particle filter and stream processing with multi-core processors enable us to estimate human visual attention in near real time. Experimental results have demonstrated that our model performs significantly better in predicting human visual attention compared to the previous deterministic models.


Training a Multilingual Sportscaster: Using Perceptual Context to Learn Language

Journal of Artificial Intelligence Research

We present a novel framework for learning to interpret and generate language using only perceptual context as supervision. We demonstrate its capabilities by developing a system that learns to sportscast simulated robot soccer games in both English and Korean without any language-specific prior knowledge. Training employs only ambiguous supervision consisting of a stream of descriptive textual comments and a sequence of events extracted from the simulation trace. The system simultaneously establishes correspondences between individual comments and the events that they describe while building a translation model that supports both parsing and generation. We also present a novel algorithm for learning which events are worth describing. Human evaluations of the generated commentaries indicate they are of reasonable quality and in some cases even on par with those produced by humans for our limited domain.


An Investigation into Mathematical Programming for Finite Horizon Decentralized POMDPs

Journal of Artificial Intelligence Research

Decentralized planning in uncertain environments is a complex task generally dealt with by using a decision-theoretic approach, mainly through the framework of Decentralized Partially Observable Markov Decision Processes (DEC-POMDPs). Although DEC-POMDPS are a general and powerful modeling tool, solving them is a task with an overwhelming complexity that can be doubly exponential. In this paper, we study an alternate formulation of DEC-POMDPs relying on a sequence-form representation of policies. From this formulation, we show how to derive Mixed Integer Linear Programming (MILP) problems that, once solved, give exact optimal solutions to the DEC-POMDPs. We show that these MILPs can be derived either by using some combinatorial characteristics of the optimal solutions of the DEC-POMDPs or by using concepts borrowed from game theory. Through an experimental validation on classical test problems from the DEC-POMDP literature, we compare our approach to existing algorithms. Results show that mathematical programming outperforms dynamic programming but is less efficient than forward search, except for some particular problems. The main contributions of this work are the use of mathematical programming for DEC-POMDPs and a better understanding of DEC-POMDPs and of their solutions. Besides, we argue that our alternate representation of DEC-POMDPs could be helpful for designing novel algorithms looking for approximate solutions to DEC-POMDPs.


Incorporating Side Information in Probabilistic Matrix Factorization with Gaussian Processes

arXiv.org Machine Learning

Probabilistic matrix factorization (PMF) is a powerful method for modeling data associated with pairwise relationships, finding use in collaborative filtering, computational biology, and document analysis, among other areas. In many domains, there is additional information that can assist in prediction. For example, when modeling movie ratings, we might know when the rating occurred, where the user lives, or what actors appear in the movie. It is difficult, however, to incorporate this side information into the PMF model. We propose a framework for incorporating side information by coupling together multiple PMF problems via Gaussian process priors. We replace scalar latent features with functions that vary over the space of side information. The GP priors on these functions require them to vary smoothly and share information. We successfully use this new method to predict the scores of professional basketball games, where side information about the venue and date of the game are relevant for the outcome.


Large Margin Boltzmann Machines and Large Margin Sigmoid Belief Networks

arXiv.org Artificial Intelligence

Current statistical models for structured prediction make simplifying assumptions about the underlying output graph structure, such as assuming a low-order Markov chain, because exact inference becomes intractable as the tree-width of the underlying graph increases. Approximate inference algorithms, on the other hand, force one to trade off representational power with computational efficiency. In this paper, we propose two new types of probabilistic graphical models, large margin Boltzmann machines (LMBMs) and large margin sigmoid belief networks (LMSBNs), for structured prediction. LMSBNs in particular allow a very fast inference algorithm for arbitrary graph structures that runs in polynomial time with a high probability. This probability is data-distribution dependent and is maximized in learning. The new approach overcomes the representation-efficiency trade-off in previous models and allows fast structured prediction with complicated graph structures. We present results from applying a fully connected model to multi-label scene classification and demonstrate that the proposed approach can yield significant performance gains over current state-of-the-art methods.


Utilising Temporal Information in Behaviour Recognition

AAAI Conferences

The correct recognition of behaviours based on sensor observations in a smart home is a challenging problem; the sensor observations themselves can be noisy, and the pattern activity seen for a behaviour is rarely identical for different occurrences of the behaviour. For this reason, probabilistic methods such as Hidden Markov Models are preferred over symbolic reasoning approaches. However, these models do not deal well with interleaved behaviours, nor do they allow small variations in behaviour to be detected as abnormal, although this might be useful for the smart home, since changes in ingrained habit could be early signs of illness. We propose methods for using Allen's temporal relations in order to solve these problems, and demonstrate how they can be used to recognise the interleaving of different behaviours, as well as to reason about behaviours that are frequently seen together, and therefore form a behavioural pattern or habit. In this way we have been able to extend our behaviour recognition system to recognise unusual presentations of behaviours.


An Exact Dynamic Programming Solution for a Decentralized Two-Player Markov Decision Process

AAAI Conferences

We present an exact dynamic programming solution for a finite-horizon decentralized two-player Markov decision process, where player 1 only has access to its own states, while player 2 has access to both player’s states but cannot affect player 1’s states. The solution is obtained by solving several centralized partially-observable Markov decision processes. We then conclude with several computational examples.