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Dimensionality reduction with subgaussian matrices: a unified theory

arXiv.org Machine Learning

We present a theory for Euclidean dimensionality reduction with subgaussian matrices which unifies several restricted isometry property and Johnson-Lindenstrauss type results obtained earlier for specific data sets. In particular, we recover and, in several cases, improve results for sets of sparse and structured sparse vectors, low-rank matrices and tensors, and smooth manifolds. In addition, we establish a new Johnson-Lindenstrauss embedding for data sets taking the form of an infinite union of subspaces of a Hilbert space.


The More, the Merrier: the Blessing of Dimensionality for Learning Large Gaussian Mixtures

arXiv.org Machine Learning

In this paper we show that very large mixtures of Gaussians are efficiently learnable in high dimension. More precisely, we prove that a mixture with known identical covariance matrices whose number of components is a polynomial of any fixed degree in the dimension n is polynomially learnable as long as a certain non-degeneracy condition on the means is satisfied. It turns out that this condition is generic in the sense of smoothed complexity, as soon as the dimensionality of the space is high enough. Moreover, we prove that no such condition can possibly exist in low dimension and the problem of learning the parameters is generically hard. In contrast, much of the existing work on Gaussian Mixtures relies on low-dimensional projections and thus hits an artificial barrier. Our main result on mixture recovery relies on a new "Poissonization"-based technique, which transforms a mixture of Gaussians to a linear map of a product distribution. The problem of learning this map can be efficiently solved using some recent results on tensor decompositions and Independent Component Analysis (ICA), thus giving an algorithm for recovering the mixture. In addition, we combine our low-dimensional hardness results for Gaussian mixtures with Poissonization to show how to embed difficult instances of low-dimensional Gaussian mixtures into the ICA setting, thus establishing exponential information-theoretic lower bounds for underdetermined ICA in low dimension. To the best of our knowledge, this is the first such result in the literature. In addition to contributing to the problem of Gaussian mixture learning, we believe that this work is among the first steps toward better understanding the rare phenomenon of the "blessing of dimensionality" in the computational aspects of statistical inference.


Proteus: A Hierarchical Portfolio of Solvers and Transformations

arXiv.org Artificial Intelligence

In recent years, portfolio approaches to solving SAT problems and CSPs have become increasingly common. There are also a number of different encodings for representing CSPs as SAT instances. In this paper, we leverage advances in both SAT and CSP solving to present a novel hierarchical portfolio-based approach to CSP solving, which we call Proteus, that does not rely purely on CSP solvers. Instead, it may decide that it is best to encode a CSP problem instance into SAT, selecting an appropriate encoding and a corresponding SAT solver. Our experimental evaluation used an instance of Proteus that involved four CSP solvers, three SAT encodings, and six SAT solvers, evaluated on the most challenging problem instances from the CSP solver competitions, involving global and intensional constraints. We show that significant performance improvements can be achieved by Proteus obtained by exploiting alternative view-points and solvers for combinatorial problem-solving.


Correlation-based construction of neighborhood and edge features

arXiv.org Machine Learning

Motivated by an abstract notion of low-level edge detector filters, we propose a simple method of unsupervised feature construction based on pairwise statistics of features. In the first step, we construct neighborhoods of features by regrouping features that correlate. Then we use these subsets as filters to produce new neighborhood features. Next, we connect neighborhood features that correlate, and construct edge features by subtracting the correlated neighborhood features of each other. To validate the usefulness of the constructed features, we ran AdaBoost.MH on four multi-class classification problems. Our most significant result is a test error of 0.94% on MNIST with an algorithm which is essentially free of any image-specific priors. On CIFAR-10 our method is suboptimal compared to today's best deep learning techniques, nevertheless, we show that the proposed method outperforms not only boosting on the raw pixels, but also boosting on Haar filters.


word2vec Explained: deriving Mikolov et al.'s negative-sampling word-embedding method

arXiv.org Machine Learning

The word2vec software of Tomas Mikolov and colleagues (https://code.google.com/p/word2vec/ ) has gained a lot of traction lately, and provides state-of-the-art word embeddings. The learning models behind the software are described in two research papers. We found the description of the models in these papers to be somewhat cryptic and hard to follow. While the motivations and presentation may be obvious to the neural-networks language-modeling crowd, we had to struggle quite a bit to figure out the rationale behind the equations. This note is an attempt to explain equation (4) (negative sampling) in "Distributed Representations of Words and Phrases and their Compositionality" by Tomas Mikolov, Ilya Sutskever, Kai Chen, Greg Corrado and Jeffrey Dean.



Representing and Reasoning About the Rules of General Games With Imperfect Information

Journal of Artificial Intelligence Research

A general game player is a system that can play previously unknown games just by being given their rules. For this purpose, the Game Description Language (GDL) has been developed as a high-level knowledge representation formalism to communicate game rules to players. In this paper, we address a fundamental limitation of state-of-the-art methods and systems for General Game Playing, namely, their being confined to deterministic games with complete information about the game state. We develop a simple yet expressive extension of standard GDL that allows for formalising the rules of arbitrary finite, n-player games with randomness and incomplete state knowledge. In the second part of the paper, we address the intricate reasoning challenge for general game-playing systems that comes with the new description language. We develop a full embedding of extended GDL into the Situation Calculus augmented by Scherl and Levesque's knowledge fluent. We formally prove that this provides a sound and complete reasoning method for players' knowledge about game states as well as about the knowledge of the other players.


Authorship Analysis based on Data Compression

arXiv.org Machine Learning

This paper proposes to perform authorship analysis using the Fast Compression Distance (FCD), a similarity measure based on compression with dictionaries directly extracted from the written texts. The FCD computes a similarity between two documents through an effective binary search on the intersection set between the two related dictionaries. In the reported experiments the proposed method is applied to documents which are heterogeneous in style, written in five different languages and coming from different historical periods. Results are comparable to the state of the art and outperform traditional compression-based methods.


Stochastic Gradient Estimate Variance in Contrastive Divergence and Persistent Contrastive Divergence

arXiv.org Machine Learning

Contrastive Divergence (CD) and Persistent Contrastive Divergence (PCD) are popular methods for training the weights of Restricted Boltzmann Machines. However, both methods use an approximate method for sampling from the model distribution. As a side effect, these approximations yield significantly different biases and variances for stochastic gradient estimates of individual data points. It is well known that CD yields a biased gradient estimate. In this paper we however show empirically that CD has a lower stochastic gradient estimate variance than exact sampling, while the mean of subsequent PCD estimates has a higher variance than exact sampling. The results give one explanation to the finding that CD can be used with smaller minibatches or higher learning rates than PCD.


Austerity in MCMC Land: Cutting the Metropolis-Hastings Budget

arXiv.org Machine Learning

Can we make Bayesian posterior MCMC sampling more efficient when faced with very large datasets? We argue that computing the likelihood for N datapoints in the Metropolis-Hastings (MH) test to reach a single binary decision is computationally inefficient. We introduce an approximate MH rule based on a sequential hypothesis test that allows us to accept or reject samples with high confidence using only a fraction of the data required for the exact MH rule. While this method introduces an asymptotic bias, we show that this bias can be controlled and is more than offset by a decrease in variance due to our ability to draw more samples per unit of time.