Technology
The continuum-of-urns scheme, generalized beta and Indian buffet processes, and hierarchies thereof
We describe the combinatorial stochastic process underlying a sequence of conditionally independent Bernoulli processes with a shared beta process hazard measure. As shown by Thibaux and Jordan [TJ07], in the special case when the underlying beta process has a constant concentration function and a finite and nonatomic mean, the combinatorial structure is that of the Indian buffet process (IBP) introduced by Griffiths and Ghahramani [GG05]. By reinterpreting the beta process introduced by Hjort [Hjo90] as a measurable family of Dirichlet processes, we obtain a simple predictive rule for the general case, which can be thought of as a continuum of Blackwell-MacQueen urn schemes (or equivalently, one-parameter Hoppe urn schemes). The corresponding measurable family of Perman-Pitman-Yor processes leads to a continuum of two-parameter Hoppe urn schemes, whose ordinary component is the three-parameter IBP introduced by Teh and G\"or\"ur [TG09], which exhibits power-law behavior, as further studied by Broderick, Jordan, and Pitman [BJP12]. The idea extends to arbitrary measurable families of exchangeable partition probability functions and gives rise to generalizations of the beta process with matching buffet processes. Finally, in the same way that hierarchies of Dirichlet processes were given Chinese restaurant franchise representations by Teh, Jordan, Beal, and Blei [Teh+06], one can construct representations of sequences of Bernoulli processes directed by hierarchies of beta processes (and their generalizations) using the stochastic process we uncover.
ACCAMS: Additive Co-Clustering to Approximate Matrices Succinctly
Beutel, Alex, Ahmed, Amr, Smola, Alexander J.
Matrix completion and approximation are popular tools to capture a user's preferences for recommendation and to approximate missing data. Instead of using low-rank factorization we take a drastically different approach, based on the simple insight that an additive model of co-clusterings allows one to approximate matrices efficiently. This allows us to build a concise model that, per bit of model learned, significantly beats all factorization approaches to matrix approximation. Even more surprisingly, we find that summing over small co-clusterings is more effective in modeling matrices than classic co-clustering, which uses just one large partitioning of the matrix. Following Occam's razor principle suggests that the simple structure induced by our model better captures the latent preferences and decision making processes present in the real world than classic co-clustering or matrix factorization. We provide an iterative minimization algorithm, a collapsed Gibbs sampler, theoretical guarantees for matrix approximation, and excellent empirical evidence for the efficacy of our approach. We achieve state-of-the-art results on the Netflix problem with a fraction of the model complexity.
Solving Games with Functional Regret Estimation
Waugh, Kevin, Morrill, Dustin, Bagnell, J. Andrew, Bowling, Michael
We propose a novel online learning method for minimizing regret in large extensive-form games. The approach learns a function approximator online to estimate the regret for choosing a particular action. A no-regret algorithm uses these estimates in place of the true regrets to define a sequence of policies. We prove the approach sound by providing a bound relating the quality of the function approximation and regret of the algorithm. A corollary being that the method is guaranteed to converge to a Nash equilibrium in self-play so long as the regrets are ultimately realizable by the function approximator. Our technique can be understood as a principled generalization of existing work on abstraction in large games; in our work, both the abstraction as well as the equilibrium are learned during self-play. We demonstrate empirically the method achieves higher quality strategies than state-of-the-art abstraction techniques given the same resources.
Learning a Concept Hierarchy from Multi-labeled Documents
Nguyen, Viet-An, Ying, Jordan L., Resnik, Philip, Chang, Jonathan
While topic models can discover patterns of word usage in large corpora, it is difficult to meld this unsupervised structure with noisy, human-provided labels, especially when the label space is large. In this paper, we present a model-Label to Hierarchy (L2H)-that can induce a hierarchy of user-generated labels and the topics associated with those labels from a set of multi-labeled documents. The model is robust enough to account for missing labels from untrained, disparate annotators and provide an interpretable summary of an otherwise unwieldy label set. We show empirically the effectiveness of L2H in predicting held-out words and labels for unseen documents.
Communication Efficient Distributed Machine Learning with the Parameter Server
Li, Mu, Andersen, David G., Smola, Alexander J., Yu, Kai
This paper describes a third-generation parameter server framework for distributed machine learning. This framework offers two relaxations to balance system performance and algorithm efficiency. We propose a new algorithm that takes advantage of this framework to solve non-convex non-smooth problems with convergence guarantees. We present an in-depth analysis of two large scale machine learning problems ranging from $\ell_1$-regularized logistic regression on CPUs to reconstruction ICA on GPUs, using 636TB of real data with hundreds of billions of samples and dimensions. We demonstrate using these examples that the parameter server framework is an effective and straightforward way to scale machine learning to larger problems and systems than have been previously achieved.
Semi-Separable Hamiltonian Monte Carlo for Inference in Bayesian Hierarchical Models
Zhang, Yichuan, Sutton, Charles
Sampling from hierarchical Bayesian models is often difficult for MCMC methods, because of the strong correlations between the model parameters and the hyperparameters. Recent Riemannian manifold Hamiltonian Monte Carlo (RMHMC) methods have significant potential advantages in this setting, but are computationally expensive. We introduce a new RMHMC method, which we call semi-separable Hamiltonian Monte Carlo, which uses a specially designed mass matrix that allows the joint Hamiltonian over model parameters and hyperparameters to decompose into two simpler Hamiltonians. This structure is exploited by a new integrator which we call the alternating blockwise leapfrog algorithm. The resulting method can mix faster than simpler Gibbs sampling while being simpler and more efficient than previous instances of RMHMC.
Kernel Mean Estimation via Spectral Filtering
Muandet, Krikamol, Sriperumbudur, Bharath, Schölkopf, Bernhard
The problem of estimating the kernel mean in a reproducing kernel Hilbert space (RKHS) is central to kernel methods in that it is used by classical approaches (e.g., when centering a kernel PCA matrix), and it also forms the core inference step of modern kernel methods (e.g., kernel-based non-parametric tests) that rely on embedding probability distributions in RKHSs. Previous work [1] has shown that shrinkage can help in constructing “better” estimators of the kernel mean than the empirical estimator. The present paper studies the consistency and admissibility of the estimators in [1], and proposes a wider class of shrinkage estimators that improve upon the empirical estimator by considering appropriate basis functions. Using the kernel PCA basis, we show that some of these estimators can be constructed using spectral filtering algorithms which are shown to be consistent under some technical assumptions. Our theoretical analysis also reveals a fundamental connection to the kernel-based supervised learning framework. The proposed estimators are simple to implement and perform well in practice.
An Exact Double-Oracle Algorithm for Zero-Sum Extensive-Form Games with Imperfect Information
Bosansky, B., Kiekintveld, C., Lisy, V., Pechoucek, M.
Developing scalable solution algorithms is one of the central problems in computational game theory. We present an iterative algorithm for computing an exact Nash equilibrium for two-player zero-sum extensive-form games with imperfect information. Our approach combines two key elements: (1) the compact sequence-form representation of extensive-form games and (2) the algorithmic framework of double-oracle methods. The main idea of our algorithm is to restrict the game by allowing the players to play only selected sequences of available actions. After solving the restricted game, new sequences are added by finding best responses to the current solution using fast algorithms. We experimentally evaluate our algorithm on a set of games inspired by patrolling scenarios, board, and card games. The results show significant runtime improvements in games admitting an equilibrium with small support, and substantial improvement in memory use even on games with large support. The improvement in memory use is particularly important because it allows our algorithm to solve much larger game instances than existing linear programming methods. Our main contributions include (1) a generic sequence-form double-oracle algorithm for solving zero-sum extensive-form games; (2) fast methods for maintaining a valid restricted game model when adding new sequences; (3) a search algorithm and pruning methods for computing best-response sequences; (4) theoretical guarantees about the convergence of the algorithm to a Nash equilibrium; (5) experimental analysis of our algorithm on several games, including an approximate version of the algorithm.
A Hidden Markov Model-Based Acoustic Cicada Detector for Crowdsourced Smartphone Biodiversity Monitoring
Zilli, D., Parson, O., Merrett, G. V., Rogers, A.
In recent years, the field of computational sustainability has striven to apply artificial intelligence techniques to solve ecological and environmental problems. In ecology, a key issue for the safeguarding of our planet is the monitoring of biodiversity. Automated acoustic recognition of species aims to provide a cost-effective method for biodiversity monitoring. This is particularly appealing for detecting endangered animals with a distinctive call, such as the New Forest cicada. To this end, we pursue a crowdsourcing approach, whereby the millions of visitors to the New Forest, where this insect was historically found, will help to monitor its presence by means of a smartphone app that can detect its mating call. Existing research in the field of acoustic insect detection has typically focused upon the classification of recordings collected from fixed field microphones. Such approaches segment a lengthy audio recording into individual segments of insect activity, which are independently classified using cepstral coefficients extracted from the recording as features. This paper reports on a contrasting approach, whereby we use crowdsourcing to collect recordings via a smartphone app, and present an immediate feedback to the users as to whether an insect has been found. Our classification approach does not remove silent parts of the recording via segmentation, but instead uses the temporal patterns throughout each recording to classify the insects present. We show that our approach can successfully discriminate between the call of the New Forest cicada and similar insects found in the New Forest, and is robust to common types of environment noise. A large scale trial deployment of our smartphone app collected over 6000 reports of insect activity from over 1000 users. Despite the cicada not having been rediscovered in the New Forest, the effectiveness of this approach was confirmed for both the detection algorithm, which successfully identified the same cicada through the app in countries where the same species is still present, and of the crowdsourcing methodology, which collected a vast number of recordings and involved thousands of contributors.
BDD Ordering Heuristics for Classical Planning
Symbolic search using binary decision diagrams (BDDs) can often save large amounts of memory due to its concise representation of state sets. A decisive factor for this method's success is the chosen variable ordering. Generally speaking, it is plausible that dependent variables should be brought close together in order to reduce BDD sizes. In planning, variable dependencies are typically captured by means of causal graphs, and in preceding work these were taken as the basis for finding BDD variable orderings. Starting from the observation that the two concepts of "dependency" are actually quite different, we introduce a framework for assessing the strength of variable ordering heuristics in sub-classes of planning. It turns out that, even for extremely simple planning tasks, causal graph based variable orders may be exponentially worse than optimal. Experimental results on a wide range of variable ordering variants corroborate our theoretical findings. Furthermore, we show that dynamic reordering is much more effective at reducing BDD size, but it is not cost-effective due to a prohibitive runtime overhead. We exhibit the potential of middle-ground techniques, running dynamic reordering until simple stopping criteria hold.