Learning Graphical Models
Generative Prior Knowledge for Discriminative Classification
We present a novel framework for integrating prior knowledge into discriminative classifiers. Our framework allows discriminative classifiers such as Support Vector Machines (SVMs) to utilize prior knowledge specified in the generative setting. The dual objective of fitting the data and respecting prior knowledge is formulated as a bilevel program, which is solved (approximately) via iterative application of second-order cone programming. To test our approach, we consider the problem of using WordNet (a semantic database of English language) to improve low-sample classification accuracy of newsgroup categorization. WordNet is viewed as an approximate, but readily available source of background knowledge, and our framework is capable of utilizing it in a flexible way.
A Variational Inference Procedure Allowing Internal Structure for Overlapping Clusters and Deterministic Constraints
Geiger, D., Meek, C., Wexler, Y.
We develop a novel algorithm, called VIP*, for structured variational approximate inference. This algorithm extends known algorithms to allow efficient multiple potential updates for overlapping clusters, and overcomes the difficulties imposed by deterministic constraints. The algorithm's convergence is proven and its applicability demonstrated for genetic linkage analysis.
Convexity Arguments for Efficient Minimization of the Bethe and Kikuchi Free Energies
Loopy and generalized belief propagation are popular algorithms for approximate inference in Markov random fields and Bayesian networks. Fixed points of these algorithms have been shown to correspond to extrema of the Bethe and Kikuchi free energy, both of which are approximations of the exact Helmholtz free energy. However, belief propagation does not always converge, which motivates approaches that explicitly minimize the Kikuchi/Bethe free energy, such as CCCP and UPS. Here we describe a class of algorithms that solves this typically non-convex constrained minimization problem through a sequence of convex constrained minimizations of upper bounds on the Kikuchi free energy. Intuitively one would expect tighter bounds to lead to faster algorithms, which is indeed convincingly demonstrated in our simulations. Several ideas are applied to obtain tight convex bounds that yield dramatic speed-ups over CCCP.
A Cognitive Substrate for Achieving Human-Level Intelligence
Making progress toward human-level artificial intelligence often seems to require a large number of difficult-to-integrate computational methods and enormous amounts of knowledge about the world. This article provides evidence from linguistics, cognitive psychology, and neuroscience for the cognitive substrate hypothesis that a relatively small set of properly integrated data structures and algorithms can underlie the whole range of cognition required for human-level intelligence. Some computational principles (embodied in the Polyscheme cognitive architecture) are proposed to solve the integration problems involved in implementing such a substrate. A natural language syntactic parser that uses only the mechanisms of an infant physical reasoning model developed in Polyscheme demonstrates that a single cognitive substrate can underlie intelligent systems in superficially very dissimilar domains. This work suggests that identifying and implementing a cognitive substrate will accelerate progress toward human-level artificial intelligence.
A Continuation Method for Nash Equilibria in Structured Games
Blum, B., Shelton, C. R., Koller, D.
Structured game representations have recently attracted interest as models for multi-agent artificial intelligence scenarios, with rational behavior most commonly characterized by Nash equilibria. This paper presents efficient, exact algorithms for computing Nash equilibria in structured game representations, including both graphical games and multi-agent influence diagrams (MAIDs). The algorithms are derived from a continuation method for normal-form and extensive-form games due to Govindan and Wilson; they follow a trajectory through a space of perturbed games and their equilibria, exploiting game structure through fast computation of the Jacobian of the payoff function. They are theoretically guaranteed to find at least one equilibrium of the game, and may find more. Our approach provides the first efficient algorithm for computing exact equilibria in graphical games with arbitrary topology, and the first algorithm to exploit fine-grained structural properties of MAIDs. Experimental results are presented demonstrating the effectiveness of the algorithms and comparing them to predecessors. The running time of the graphical game algorithm is similar to, and often better than, the running time of previous approximate algorithms. The algorithm for MAIDs can effectively solve games that are much larger than those solvable by previous methods.
Logical Hidden Markov Models
Kersting, K., De Raedt, L., Raiko, T.
Logical hidden Markov models (LOHMMs) upgrade traditional hidden Markov models to deal with sequences of structured symbols in the form of logical atoms, rather than flat characters. This note formally introduces LOHMMs and presents solutions to the three central inference problems for LOHMMs: evaluation, most likely hidden state sequence and parameter estimation. The resulting representation and algorithms are experimentally evaluated on problems from the domain of bioinformatics.
Using Educational Robotics to Motivate Complete AI Solutions
Greenwald, Lloyd, Artz, Donovan, Mehta, Yogi, Shirmohammadi, Babak
Robotics is a remarkable domain that may be successfully employed in the classroom both to motivate students to tackle hard AI topics and to provide students experience applying AI representations and algorithms to real-world problems. This article uses two example robotics problems to illustrate these themes. We show how the robot obstacle-detection problem can motivate learning neural networks and Bayesian networks. We also show how the robot-localization problem can motivate learning how to build complete solutions based on particle filtering. Since these lessons can be replicated on many low-cost robot platforms they are accessible to a broad population of AI students. We hope that by outlining our educational exercises and providing pointers to additional resources we can help reduce the effort expended by other educators. We believe that expanding handson active learning to additional AI classrooms provides value both to the students and to the future of the field itself.
Unifying Undergraduate Artificial Intelligence Robotics: Layers of Abstraction over Two Channels
From a computer science and artificial intelligence perspective, robotics often appears as a collection of disjoint, sometimes antagonistic subfields. The lack of a coherent and unified presentation of the field negatively affects teaching, especially to undergraduates. This article presents an alternative synthesis of the various subfields of AI robotics and shows how these traditional subfields fit into the whole. Finally, it presents a curriculum based on these ideas.
Complexity Results and Approximation Strategies for MAP Explanations
MAP is the problem of finding a most probable instantiation of a set of variables given evidence. MAP has always been perceived to be significantly harder than the related problems of computing the probability of a variable instantiation Pr, or the problem of computing the most probable explanation (MPE). This paper investigates the complexity of MAP in Bayesian networks. Specifically, we show that MAP is complete for NP^PP and provide further negative complexity results for algorithms based on variable elimination. We also show that MAP remains hard even when MPE and Pr become easy. For example, we show that MAP is NP-complete when the networks are restricted to polytrees, and even then can not be effectively approximated. Given the difficulty of computing MAP exactly, and the difficulty of approximating MAP while providing useful guarantees on the resulting approximation, we investigate best effort approximations. We introduce a generic MAP approximation framework. We provide two instantiations of the framework; one for networks which are amenable to exact inference Pr, and one for networks for which even exact inference is too hard. This allows MAP approximation on networks that are too complex to even exactly solve the easier problems, Pr and MPE. Experimental results indicate that using these approximation algorithms provides much better solutions than standard techniques, and provide accurate MAP estimates in many cases.
Distributed Reasoning in a Peer-to-Peer Setting: Application to the Semantic Web
Adjiman, P., Chatalic, P., Goasdoue, F., Rousset, M. C., Simon, L.
In a peer-to-peer inference system, each peer can reason locally but can also solicit some of its acquaintances, which are peers sharing part of its vocabulary. In this paper, we consider peer-to-peer inference systems in which the local theory of each peer is a set of propositional clauses defined upon a local vocabulary. An important characteristic of peer-to-peer inference systems is that the global theory (the union of all peer theories) is not known (as opposed to partition-based reasoning systems). The main contribution of this paper is to provide the first consequence finding algorithm in a peer-to-peer setting: DeCA. It is anytime and computes consequences gradually from the solicited peer to peers that are more and more distant. We exhibit a sufficient condition on the acquaintance graph of the peer-to-peer inference system for guaranteeing the completeness of this algorithm. Another important contribution is to apply this general distributed reasoning setting to the setting of the Semantic Web through the Somewhere semantic peer-to-peer data management system. The last contribution of this paper is to provide an experimental analysis of the scalability of the peer-to-peer infrastructure that we propose, on large networks of 1000 peers.