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Theoretical Analysis of Adversarial Learning: A Minimax Approach

arXiv.org Machine Learning

We propose a general theoretical method for analyzing the risk bound in the presence of adversaries. In particular, we try to fit the adversarial learning problem into the minimax framework. We first show that the original adversarial learning problem could be reduced to a minimax statistical learning problem by introducing a transport map between distributions. Then we prove a risk bound for this minimax problem in terms of covering numbers. In contrast to previous minimax bounds in \cite{lee,far}, our bound is informative when the radius of the ambiguity set is small. Our method could be applied to multi-class classification problems and commonly-used loss functions such as hinge loss and ramp loss. As two illustrative examples, we derive the adversarial risk bounds for kernel-SVM and deep neural networks. Our results indicate that a stronger adversary might have a negative impact on the complexity of the hypothesis class and the existence of margin could serve as a defense mechanism to counter adversarial attacks.


Controllability, Multiplexing, and Transfer Learning in Networks using Evolutionary Learning

arXiv.org Artificial Intelligence

Networks are fundamental building blocks for representing data, and computations. Remarkable progress in learning in structurally defined (shallow or deep) networks has recently been achieved. Here we introduce evolutionary exploratory search and learning method of topologically flexible networks under the constraint of producing elementary computational steady-state input-output operations. Our results include; (1) the identification of networks, over four orders of magnitude, implementing computation of steady-state input-output functions, such as a band-pass filter, a threshold function, and an inverse band-pass function. Next, (2) the learned networks are technically controllable as only a small number of driver nodes are required to move the system to a new state. Furthermore, we find that the fraction of required driver nodes is constant during evolutionary learning, suggesting a stable system design. (3), our framework allows multiplexing of different computations using the same network. For example, using a binary representation of the inputs, the network can readily compute three different input-output functions. Finally, (4) the proposed evolutionary learning demonstrates transfer learning. If the system learns one function A, then learning B requires on average less number of steps as compared to learning B from tabula rasa. We conclude that the constrained evolutionary learning produces large robust controllable circuits, capable of multiplexing and transfer learning. Our study suggests that network-based computations of steady-state functions, representing either cellular modules of cell-to-cell communication networks or internal molecular circuits communicating within a cell, could be a powerful model for biologically inspired computing. This complements conceptualizations such as attractor based models, or reservoir computing.


Vectorization of hypotheses and speech for faster beam search in encoder decoder-based speech recognition

arXiv.org Machine Learning

Attention-based encoder decoder network uses a left-to-right beam search algorithm in the inference step. The current beam search expands hypotheses and traverses the expanded hypotheses at the next time step. This traversal is implemented using a for-loop program in general, and it leads to speed down of the recognition process. In this paper, we propose a parallelism technique for beam search, which accelerates the search process by vectorizing multiple hypotheses to eliminate the for-loop program. We also propose a technique to batch multiple speech utterances for off-line recognition use, which reduces the for-loop program with regard to the traverse of multiple utterances. This extension is not trivial during beam search unlike during training due to several pruning and thresholding techniques for efficient decoding. In addition, our method can combine scores of external modules, RNNLM and CTC, in a batch as shallow fusion. We achieved 3.7 x speedup compared with the original beam search algorithm by vectoring hypotheses, and achieved 10.5 x speedup by further changing processing unit to GPU.


Automated Multi-Label Classification based on ML-Plan

arXiv.org Machine Learning

Automated machine learning (AutoML) has received increasing attention in the recent past. While the main tools for AutoML, such as Auto-WEKA, TPOT, and auto-sklearn, mainly deal with single-label classification and regression, there is very little work on other types of machine learning tasks. In particular, there is almost no work on automating the engineering of machine learning applications for multi-label classification. This paper makes two contributions. First, it discusses the usefulness and feasibility of an AutoML approach for multi-label classification. Second, we show how the scope of ML-Plan, an AutoML-tool for multi-class classification, can be extended towards multi-label classification using MEKA, which is a multi-label extension of the well-known Java library WEKA. The resulting approach recursively refines MEKA's multi-label classifiers, which sometimes nest another multi-label classifier, up to the selection of a single-label base learner provided by WEKA. In our evaluation, we find that the proposed approach yields superb results and performs significantly better than a set of baselines.


Scalable Robust Kidney Exchange

arXiv.org Artificial Intelligence

In barter exchanges, participants directly trade their endowed goods in a constrained economic setting without money. Transactions in barter exchanges are often facilitated via a central clearinghouse that must match participants even in the face of uncertainty---over participants, existence and quality of potential trades, and so on. Leveraging robust combinatorial optimization techniques, we address uncertainty in kidney exchange, a real-world barter market where patients swap (in)compatible paired donors. We provide two scalable robust methods to handle two distinct types of uncertainty in kidney exchange---over the quality and the existence of a potential match. The latter case directly addresses a weakness in all stochastic-optimization-based methods to the kidney exchange clearing problem, which all necessarily require explicit estimates of the probability of a transaction existing---a still-unsolved problem in this nascent market. We also propose a novel, scalable kidney exchange formulation that eliminates the need for an exponential-time constraint generation process in competing formulations, maintains provable optimality, and serves as a subsolver for our robust approach. For each type of uncertainty we demonstrate the benefits of robustness on real data from a large, fielded kidney exchange in the United States. We conclude by drawing parallels between robustness and notions of fairness in the kidney exchange setting.


Action Abstractions for Combinatorial Multi-Armed Bandit Tree Search

AAAI Conferences

Search algorithms based on combinatorial multi-armed bandits (CMABs) are promising for dealing with state-space sequential decision problems. However, current CMAB-based algorithms do not scale to problem domains with very large actions spaces, such as real-time strategy games played in large maps. In this paper we introduce CMAB-based search algorithms that use action abstraction schemes to reduce the action space considered during search. One of the approaches we introduce use regular action abstractions (A1N), while the other two use asymmetric action abstractions (A2N and A3N). Empirical results on MicroRTS show that A1N, A2N, and A3N are able to outperform an existing CMAB-based algorithm in matches played in large maps, and A3N is able to outperform all state-of-the-art search algorithms tested.


Engaging Turn-Based Combat in the Children of the Galaxy Videogame

AAAI Conferences

In this paper we tackle a problem of tile-based combat in the turn-based strategy (space 4X) video game Children of the Galaxy (CotG). We propose an improved version of Monte Carlo tree search (MCTS) called MCTS considering hit points (MCTS_HP). We show MCTS_HP is superior to Portfolio greedy search (PGS), MCTS and NOKAV reactive agent in small to medium combat scenarios. MCTS_HP performance is shown to be stable when compared to PGS, while it is also more time-efficient than regular MCTS. In smaller scenarios, the performance of MCTS_HP with 100 millisecond time limit is comparable to MCTS with 2 seconds time limit. This fact is crucial for CotG as the combat outcome assessment is precursor to many strategical decisions in CotG game. Finally, if we fix the amount of search time given to the combat agent, we show that different techniques dominate different scales of combat situations. As the result, if search-based techniques are to be deployed in commercial products, a combat agent will need to be implemented with portfolio of techniques it can choose from given the complexity of situation it is dealing with to smooth gameplay experience for human players.


On the Complexity of Reconnaissance Blind Chess

arXiv.org Artificial Intelligence

This paper provides a complexity analysis for the game of reconnaissance blind chess (RBC), a recently-introduced variant of chess where each player does not know the positions of the opponent's pieces a priori but may reveal a subset of them through chosen, private sensing actions. In contrast to commonly studied imperfect information games like poker and Kriegspiel, an RBC player does not know what the opponent knows or has chosen to learn, exponentially expanding the size of the game's information sets (i.e., the number of possible game states that are consistent with what a player has observed). Effective RBC sensing and moving strategies must account for the uncertainty of both players, an essential element of many real-world decision-making problems. Here we evaluate RBC from a game theoretic perspective, tracking the proliferation of information sets from the perspective of selected canonical bot players in tournament play. We show that, even for effective sensing strategies, the game sizes of RBC compare to those of Go while the average size of a player's information set throughout an RBC game is much greater than that of a player in Heads-up Limit Hold 'Em. We compare these measures of complexity among different playing algorithms and provide cursory assessments of the various sensing and moving strategies.


Computing the Value of Computation for Planning

arXiv.org Artificial Intelligence

An intelligent agent performs actions in order to achieve its goals. Such actions can either be externally directed, such as opening a door, or internally directed, such as writing data to a memory location or strengthening a synaptic connection. Some internal actions, to which we refer as computations, potentially help the agent choose better actions. Considering that (external) actions and computations might draw upon the same resources, such as time and energy, deciding when to act or compute, as well as what to compute, are detrimental to the performance of an agent. In an environment that provides rewards depending on an agent's behavior, an action's value is typically defined as the sum of expected long-term rewards succeeding the action (itself a complex quantity that depends on what the agent goes on to do after the action in question). However, defining the value of a computation is not as straightforward, as computations are only valuable in a higher order way, through the alteration of actions. This thesis offers a principled way of computing the value of a computation in a planning setting formalized as a Markov decision process. We present two different definitions of computation values: static and dynamic. They address two extreme cases of the computation budget: affording calculation of zero or infinitely many steps in the future. We show that these values have desirable properties, such as temporal consistency and asymptotic convergence. Furthermore, we propose methods for efficiently computing and approximating the static and dynamic computation values. We describe a sense in which the policies that greedily maximize these values can be optimal. We utilize these principles to construct Monte Carlo tree search algorithms that outperform most of the state-of-the-art in terms of finding higher quality actions given the same simulation resources.


Sparse and Smooth Signal Estimation: Convexification of L0 Formulations

arXiv.org Machine Learning

Signal estimation problems with smoothness and sparsity priors can be naturally modeled as quadratic optimization with $\ell_0$-"norm" constraints. Since such problems are non-convex and hard-to-solve, the standard approach is, instead, to tackle their convex surrogates based on $\ell_1$-norm relaxations. In this paper, we propose new iterative conic quadratic relaxations that exploit not only the $\ell_0$-"norm" terms, but also the fitness and smoothness functions. The iterative convexification approach substantially closes the gap between the $\ell_0$-"norm" and its $\ell_1$ surrogate. Experiments using an off-the-shelf conic quadratic solver on synthetic as well as real datasets indicate that the proposed iterative convex relaxations lead to significantly better estimators than $\ell_1$-norm while preserving the computational efficiency. In addition, the parameters of the model and the resulting estimators are easily interpretable.