Deep Learning
Solving optimal stopping problems with Deep Q-Learning
We propose a reinforcement learning (RL) approach to model optimal exercise strategies for option-type products. We pursue the RL avenue in order to learn the optimal action-value function of the underlying stopping problem. In addition to retrieving the optimal Q-function at any time step, one can also price the contract at inception. We first discuss the standard setting with one exercise right, and later extend this framework to the case of multiple stopping opportunities in the presence of constraints. We propose to approximate the Q-function with a deep neural network, which does not require the specification of basis functions as in the least-squares Monte Carlo framework and is scalable to higher dimensions. We derive a lower bound on the option price obtained from the trained neural network and an upper bound from the dual formulation of the stopping problem, which can also be expressed in terms of the Q-function. Our methodology is illustrated with examples covering the pricing of swing options.
Fast Sequence Generation with Multi-Agent Reinforcement Learning
Guo, Longteng, Liu, Jing, Zhu, Xinxin, Lu, Hanqing
Autoregressive sequence Generation models have achieved state-of-the-art performance in areas like machine translation and image captioning. These models are autoregressive in that they generate each word by conditioning on previously generated words, which leads to heavy latency during inference. Recently, non-autoregressive decoding has been proposed in machine translation to speed up the inference time by generating all words in parallel. Typically, these models use the word-level cross-entropy loss to optimize each word independently. However, such a learning process fails to consider the sentence-level consistency, thus resulting in inferior generation quality of these non-autoregressive models. In this paper, we propose a simple and efficient model for Non-Autoregressive sequence Generation (NAG) with a novel training paradigm: Counterfactuals-critical Multi-Agent Learning (CMAL). CMAL formulates NAG as a multi-agent reinforcement learning system where element positions in the target sequence are viewed as agents that learn to cooperatively maximize a sentence-level reward. On MSCOCO image captioning benchmark, our NAG method achieves a performance comparable to state-of-the-art autoregressive models, while brings 13.9x decoding speedup. On WMT14 EN-DE machine translation dataset, our method outperforms cross-entropy trained baseline by 6.0 BLEU points while achieves the greatest decoding speedup of 17.46x.
Pruning and Quantization for Deep Neural Network Acceleration: A Survey
Liang, Tailin, Glossner, John, Wang, Lei, Shi, Shaobo
Deep neural networks have been applied in many applications exhibiting extraordinary abilities in the field of computer vision. However, complex network architectures challenge efficient real-time deployment and require significant computation resources and energy costs. These challenges can be overcome through optimizations such as network compression. This paper provides a survey on two types of network compression: pruning and quantization. We compare current techniques, analyze their strengths and weaknesses, provide guidance for compressing networks, and discuss possible future compression techniques.
Medical Information Retrieval and Interpretation: A Question-Answer based Interaction Model
Sinhababu, Nilanjan, Saxena, Rahul, Sarma, Monalisa, Samanta, Debasis
The Internet has become a very powerful platform where diverse medical information are expressed daily. Recently, a huge growth is seen in searches like symptoms, diseases, medicines, and many other health related queries around the globe. The search engines typically populate the result by using the single query provided by the user and hence reaching to the final result may require a lot of manual filtering from the user's end. Current search engines and recommendation systems still lack real time interactions that may provide more precise result generation. This paper proposes an intelligent and interactive system tied up with the vast medical big data repository on the web and illustrates its potential in finding medical information.
The Next Decade of Telecommunications Artificial Intelligence
Ouyang, Ye, Wang, Lilei, Yang, Aidong, Su, Le, Belanger, David, Gao, Tongqing, Wei, Leping, Zhang, Yaqin
It has been an exciting journey since the mobile communications and artificial intelligence were conceived 37 years and 64 years ago. While both fields evolved independently and profoundly changed communications and computing industries, the rapid convergence of 5G and deep learning is beginning to significantly transform the core communication infrastructure, network management and vertical applications. The paper first outlines the individual roadmaps of mobile communications and artificial intelligence in the early stage, with a concentration to review the era from 3G to 5G when AI and mobile communications started to converge. With regard to telecommunications artificial intelligence, the paper further introduces in detail the progress of artificial intelligence in the ecosystem of mobile communications. The paper then summarizes the classifications of AI in telecom ecosystems along with its evolution paths specified by various international telecommunications standardization bodies. Towards the next decade, the paper forecasts the prospective roadmap of telecommunications artificial intelligence. In line with 3GPP and ITU-R timeline of 5G & 6G, the paper further explores the network intelligence following 3GPP and ORAN routes respectively, experience and intention driven network management and operation, network AI signalling system, intelligent middle-office based BSS, intelligent customer experience management and policy control driven by BSS and OSS convergence, evolution from SLA to ELA, and intelligent private network for verticals. The paper is concluded with the vision that AI will reshape the future B5G or 6G landscape and we need pivot our R&D, standardizations, and ecosystem to fully take the unprecedented opportunities.
An intro to the fast-paced world of artificial intelligence
The field of artificial intelligence is moving at a staggering clip, with breakthroughs emerging in labs across MIT. Through the Undergraduate Research Opportunities Program (UROP), undergraduates get to join in. In two years, the MIT Quest for Intelligence has placed 329 students in research projects aimed at pushing the frontiers of computing and artificial intelligence, and using these tools to revolutionize how we study the brain, diagnose and treat disease, and search for new materials with mind-boggling properties. Rafael Gomez-Bombarelli, an assistant professor in the MIT Department of Materials Science and Engineering, has enlisted several Quest-funded undergraduates in his mission to discover new molecules and materials with the help of AI. "They bring a blue-sky open mind and a lot of energy," he says. "Through the Quest, we had the chance to connect with students from other majors who probably wouldn't have thought to reach out."
Multi-Task Time Series Forecasting With Shared Attention
Chen, Zekai, E, Jiaze, Zhang, Xiao, Sheng, Hao, Cheng, Xiuzheng
Time series forecasting is a key component in many industrial and business decision processes and recurrent neural network (RNN) based models have achieved impressive progress on various time series forecasting tasks. However, most of the existing methods focus on single-task forecasting problems by learning separately based on limited supervised objectives, which often suffer from insufficient training instances. As the Transformer architecture and other attention-based models have demonstrated its great capability of capturing long term dependency, we propose two self-attention based sharing schemes for multi-task time series forecasting which can train jointly across multiple tasks. We augment a sequence of paralleled Transformer encoders with an external public multi-head attention function, which is updated by all data of all tasks. Experiments on a number of real-world multi-task time series forecasting tasks show that our proposed architectures can not only outperform the state-of-the-art single-task forecasting baselines but also outperform the RNN-based multi-task forecasting method.
ReliefE: Feature Ranking in High-dimensional Spaces via Manifold Embeddings
ล krlj, Blaลพ, Dลพeroski, Saลกo, Lavraฤ, Nada, Petkoviฤ, Matej
Feature ranking has been widely adopted in machine learning applications such as high-throughput biology and social sciences. The approaches of the popular Relief family of algorithms assign importances to features by iteratively accounting for nearest relevant and irrelevant instances. Despite their high utility, these algorithms can be computationally expensive and not-well suited for high-dimensional sparse input spaces. In contrast, recent embedding-based methods learn compact, low-dimensional representations, potentially facilitating down-stream learning capabilities of conventional learners. This paper explores how the Relief branch of algorithms can be adapted to benefit from (Riemannian) manifold-based embeddings of instance and target spaces, where a given embedding's dimensionality is intrinsic to the dimensionality of the considered data set. The developed ReliefE algorithm is faster and can result in better feature rankings, as shown by our evaluation on 20 real-life data sets for multi-class and multi-label classification tasks. The utility of ReliefE for high-dimensional data sets is ensured by its implementation that utilizes sparse matrix algebraic operations. Finally, the relation of ReliefE to other ranking algorithms is studied via the Fuzzy Jaccard Index.
B-HAR: an open-source baseline framework for in depth study of human activity recognition datasets and workflows
Demrozi, Florenc, Turetta, Cristian, Pravadelli, Graziano
Human Activity Recognition (HAR), based on machine and deep learning algorithms is considered one of the most promising technologies to monitor professional and daily life activities for different categories of people (e.g., athletes, elderly, kids, employers) in order to provide a variety of services related, for example to well-being, empowering of technical performances, prevention of risky situation, and educational purposes. However, the analysis of the effectiveness and the efficiency of HAR methodologies suffers from the lack of a standard workflow, which might represent the baseline for the estimation of the quality of the developed pattern recognition models. This makes the comparison among different approaches a challenging task. In addition, researchers can make mistakes that, when not detected, definitely affect the achieved results. To mitigate such issues, this paper proposes an open-source automatic and highly configurable framework, named B-HAR, for the definition, standardization, and development of a baseline framework in order to evaluate and compare HAR methodologies. It implements the most popular data processing methods for data preparation and the most commonly used machine and deep learning pattern recognition models.
Deep Learning for General Game Playing with Ludii and Polygames
Soemers, Dennis J. N. J., Mella, Vegard, Browne, Cameron, Teytaud, Olivier
Combinations of Monte-Carlo tree search and Deep Neural Networks, trained through self-play, have produced state-of-the-art results for automated game-playing in many board games. The training and search algorithms are not game-specific, but every individual game that these approaches are applied to still requires domain knowledge for the implementation of the game's rules, and constructing the neural network's architecture -- in particular the shapes of its input and output tensors. Ludii is a general game system that already contains over 500 different games, which can rapidly grow thanks to its powerful and user-friendly game description language. Polygames is a framework with training and search algorithms, which has already produced superhuman players for several board games. This paper describes the implementation of a bridge between Ludii and Polygames, which enables Polygames to train and evaluate models for games that are implemented and run through Ludii. We do not require any game-specific domain knowledge anymore, and instead leverage our domain knowledge of the Ludii system and its abstract state and move representations to write functions that can automatically determine the appropriate shapes for input and output tensors for any game implemented in Ludii. We describe experimental results for short training runs in a wide variety of different board games, and discuss several open problems and avenues for future research.