Deep Learning
FML-based Dynamic Assessment Agent for Human-Machine Cooperative System on Game of Go
Lee, Chang-Shing, Wang, Mei-Hui, Yang, Sheng-Chi, Hung, Pi-Hsia, Lin, Su-Wei, Shuo, Nan, Kubota, Naoyuki, Chou, Chun-Hsun, Chou, Ping-Chiang, Kao, Chia-Hsiu
In this paper, we demonstrate the application of Fuzzy Markup Language (FML) to construct an FML-based Dynamic Assessment Agent (FDAA), and we present an FML-based Human-Machine Cooperative System (FHMCS) for the game of Go. The proposed FDAA comprises an intelligent decision-making and learning mechanism, an intelligent game bot, a proximal development agent, and an intelligent agent. The intelligent game bot is based on the open-source code of Facebook Darkforest, and it features a representational state transfer application programming interface mechanism. The proximal development agent contains a dynamic assessment mechanism, a GoSocket mechanism, and an FML engine with a fuzzy knowledge base and rule base. The intelligent agent contains a GoSocket engine and a summarization agent that is based on the estimated win rate, real-time simulation number, and matching degree of predicted moves. Additionally, the FML for player performance evaluation and linguistic descriptions for game results commentary are presented. We experimentally verify and validate the performance of the FDAA and variants of the FHMCS by testing five games in 2016 and 60 games of Google Master Go, a new version of the AlphaGo program, in January 2017. The experimental results demonstrate that the proposed FDAA can work effectively for Go applications.
Theoretical insights into the optimization landscape of over-parameterized shallow neural networks
Soltanolkotabi, Mahdi, Javanmard, Adel, Lee, Jason D.
In this paper we study the problem of learning a shallow artificial neural network that best fits a training data set. We study this problem in the over-parameterized regime where the number of observations are fewer than the number of parameters in the model. We show that with quadratic activations the optimization landscape of training such shallow neural networks has certain favorable characteristics that allow globally optimal models to be found efficiently using a variety of local search heuristics. This result holds for an arbitrary training data of input/output pairs. For differentiable activation functions we also show that gradient descent, when suitably initialized, converges at a linear rate to a globally optimal model. This result focuses on a realizable model where the inputs are chosen i.i.d. from a Gaussian distribution and the labels are generated according to planted weight coefficients.
On Unifying Deep Generative Models
Hu, Zhiting, Yang, Zichao, Salakhutdinov, Ruslan, Xing, Eric P.
Deep generative models have achieved impressive success in recent years. Generative Adversarial Networks (GANs) and Variational Autoencoders (VAEs), as powerful frameworks for deep generative model learning, have largely been considered as two distinct paradigms and received extensive independent study respectively. This paper establishes formal connections between deep generative modeling approaches through a new formulation of GANs and VAEs. We show that GANs and VAEs are essentially minimizing KL divergences of respective posterior and inference distributions with opposite directions, extending the two learning phases of classic wake-sleep algorithm, respectively. The unified view provides a powerful tool to analyze a diverse set of existing model variants, and enables to exchange ideas across research lines in a principled way. For example, we transfer the importance weighting method in VAE literatures for improved GAN learning, and enhance VAEs with an adversarial mechanism for leveraging generated samples. Quantitative experiments show generality and effectiveness of the imported extensions.
Accelerating Convolutional Neural Networks on Raspberry Pi
This article was written by Koustubh. Unless you have been living under the rock, you must have heard of the revolution that deep learning and convolutional neural networks have brought in computer vision. Computers have achieved near-human level accuracy for most of the tasks. This problem gets worse for an application like object detection where multiple windows at different locations and scale need to be processed. Models that achieve state of the art accuracy are too large to fit into mobile devices or small devices like Raspberry Pi.
How a new wave of machine learning will impact today's enterprise
Advances in deep learning and other machine learning algorithms are currently causing a tectonic shift in the technology landscape. Technology behemoths like Google, Microsoft, Amazon, Facebook and Salesforce are engaged in an artificial intelligence (AI) arms race, gobbling up machine learning talent and startups at an alarming pace. They are building AI technology war chests in an effort to develop an insurmountable competitive advantage. Today, you can watch a 30-minute deep learning tutorial online, spin up a 10-node cluster over the weekend to experiment, and shut it down on Monday when you're done – all for the cost of a few hundred bucks. Betting big on an AI future, cloud providers are investing resources to simplify and promote machine learning to win new cloud customers.
Hottest areas in Artificial Intelligence NextBigFuture.com
IDC sees widespread adoption of cognitive systems and artificial intelligence (AI) across a broad range of industries will drive worldwide revenues from nearly $8.0 billion in 2016 to more than $47 billion in 2020. According to a new Worldwide Semiannual Cognitive/Artificial Intelligence Systems Spending Guide from International Data Corporation (IDC), the market for cognitive/AI solutions will experience a compound annual growth rate (CAGR) of 55.1% over the 2016-2020 forecast period. "Near-term opportunities for cognitive systems are in industries such as banking, securities and investments, and manufacturing," said Jessica Goepfert, program director, Customer Insights and Analysis at IDC. "In these segments, we find a wealth of unstructured data, a desire to harness insights from this information, and an openness to innovative technologies. For instance, cognitive technologies are being used in the banking industry to detect and combat fraud – consistently a top industry pain point. Meanwhile, in manufacturing, executives cite improving product quality as a top initiative. In this case, cognitive systems recognize and know how to respond to dynamic fluctuations in product specs by adapting the production to stay within quality targets."
Machine learning: What to expect from AI and how it is changing our lives - iQ UK
Before looking ahead and seeing what tomorrow has in store, let's take a step back to find out about the history of artificial intelligence and what the main reasons behind its creation are. The first steps that led to the birth of this discipline date back to the 1600s. It was only in the last century, however--in 1959 to be exact--that Arthur Samuel, a pioneer in artificial intelligence, suggested that, instead of receiving everything they needed from programmers, computers could learn autonomously. This belief was consolidated over the years, and with the spread of the Internet and the increased use of sensors and mobile devices, it became possible to create and aggregate huge amounts of data from which machines are now able to extract meaningful information. In the world of artificial intelligence, machine learning (or automatic learning) represents a further step forward.
AlphaGo, Deep Learning, and the Future of the Human Microscopist
In March of last year, Google's (Menlo Park, California) artificial intelligence (AI) computer program AlphaGo beat the best Go player in the world, 18-time champion Lee Se-dol, in a tournament, winning 4 of 5 games.1 At first glance this news would seem of little interest to a pathologist, or to anyone else for that matter. After all, many will remember that IBM's (Armonk, New York) computer program Deep Blue beat Garry Kasparov--at the time the greatest chess player in the world--and that was 19 years ago. The rules of the several-thousand-year-old game of Go are extremely simple. The board consists of 19 horizontal and 19 vertical black lines. Players take turns placing either black or white stones on vacant intersections of the grid with the goal of surrounding the largest area and capturing their opponent's stones.
Cartoon: The First Ever Self-Driving, Deep Learning Grill
Self-driving cars and Deep Learning are among the hottest tech trends. New KDnuggets Cartoon looks at what happens when they collide with the traditional summer pastime of grilling. "This is Jim's Hobby Project: A self-driving grill, but he accidentally programmed an adversarial grill, so now he cannot catch it!" This cartoon was ably drawn by Jon Carter. If you find it funny, congratulations - you know enough about Deep Learning and adversarial networks.