Technology
Projected Subgradient Methods for Learning Sparse Gaussians
Duchi, John, Gould, Stephen, Koller, Daphne
Gaussian Markov random fields (GMRFs) are useful in a broad range of applications. In this paper we tackle the problem of learning a sparse GMRF in a high-dimensional space. Our approach uses the l1-norm as a regularization on the inverse covariance matrix. We utilize a novel projected gradient method, which is faster than previous methods in practice and equal to the best performing of these in asymptotic complexity. We also extend the l1-regularized objective to the problem of sparsifying entire blocks within the inverse covariance matrix. Our methods generalize fairly easily to this case, while other methods do not. We demonstrate that our extensions give better generalization performance on two real domains--biological network analysis and a 2D-shape modeling image task.
Learning Convex Inference of Marginals
Graphical models trained using maximum likelihood are a common tool for probabilistic inference of marginal distributions. However, this approach suffers difficulties when either the inference process or the model is approximate. In this paper, the inference process is first defined to be the minimization of a convex function, inspired by free energy approximations. Learning is then done directly in terms of the performance of the inference process at univariate marginal prediction. The main novelty is that this is a direct minimization of emperical risk, where the risk measures the accuracy of predicted marginals.
Bounds on the Bethe Free Energy for Gaussian Networks
We address the problem of computing approximate marginals in Gaussian probabilistic models by using mean field and fractional Bethe approximations. As an extension of Welling and Teh (2001), we define the Gaussian fractional Bethe free energy in terms of the moment parameters of the approximate marginals and derive an upper and lower bound for it. We give necessary conditions for the Gaussian fractional Bethe free energies to be bounded from below. It turns out that the bounding condition is the same as the pairwise normalizability condition derived by Malioutov et al. (2006) as a sufficient condition for the convergence of the message passing algorithm. By giving a counterexample, we disprove the conjecture in Welling and Teh (2001): even when the Bethe free energy is not bounded from below, it can possess a local minimum to which the minimization algorithms can converge.
Multi-View Learning in the Presence of View Disagreement
Christoudias, C., Urtasun, Raquel, Darrell, Trevor
Traditional multi-view learning approaches suffer in the presence of view disagreement,i.e., when samples in each view do not belong to the same class due to view corruption, occlusion or other noise processes. In this paper we present a multi-view learning approach that uses a conditional entropy criterion to detect view disagreement. Once detected, samples with view disagreement are filtered and standard multi-view learning methods can be successfully applied to the remaining samples. Experimental evaluation on synthetic and audio-visual databases demonstrates that the detection and filtering of view disagreement considerably increases the performance of traditional multi-view learning approaches.
Approximating the Partition Function by Deleting and then Correcting for Model Edges
We propose an approach for approximating the partition function which is based on two steps: (1) computing the partition function of a simplified model which is obtained by deleting model edges, and (2) rectifying the result by applying an edge-by-edge correction. The approach leads to an intuitive framework in which one can trade-off the quality of an approximation with the complexity of computing it. It also includes the Bethe free energy approximation as a degenerate case. We develop the approach theoretically in this paper and provide a number of empirical results that reveal its practical utility.
Greedy Block Coordinate Descent for Large Scale Gaussian Process Regression
Bo, Liefeng, Sminchisescu, Cristian
We propose a variable decomposition algorithm -greedy block coordinate descent (GBCD)- in order to make dense Gaussian process regression practical for large scale problems. GBCD breaks a large scale optimization into a series of small sub-problems. The challenge in variable decomposition algorithms is the identification of a subproblem (the active set of variables) that yields the largest improvement. We analyze the limitations of existing methods and cast the active set selection into a zero-norm constrained optimization problem that we solve using greedy methods. By directly estimating the decrease in the objective function, we obtain not only efficient approximate solutions for GBCD, but we are also able to demonstrate that the method is globally convergent. Empirical comparisons against competing dense methods like Conjugate Gradient or SMO show that GBCD is an order of magnitude faster. Comparisons against sparse GP methods show that GBCD is both accurate and capable of handling datasets of 100,000 samples or more.
Clique Matrices for Statistical Graph Decomposition and Parameterising Restricted Positive Definite Matrices
We introduce Clique Matrices as an alternative representation of undirected graphs, being a generalisation of the incidence matrix representation. Here we use clique matrices to decompose a graph into a set of possibly overlapping clusters, de ned as well-connected subsets of vertices. The decomposition is based on a statistical description which encourages clusters to be well connected and few in number. Inference is carried out using a variational approximation. Clique matrices also play a natural role in parameterising positive de nite matrices under zero constraints on elements of the matrix. We show that clique matrices can parameterise all positive de nite matrices restricted according to a decomposable graph and form a structured Factor Analysis approximation in the non-decomposable case.
CORL: A Continuous-state Offset-dynamics Reinforcement Learner
Brunskill, Emma, Leffler, Bethany, Li, Lihong, Littman, Michael L., Roy, Nicholas
Continuous state spaces and stochastic, switching dynamics characterize a number of rich, realworld domains, such as robot navigation across varying terrain. We describe a reinforcementlearning algorithm for learning in these domains and prove for certain environments the algorithm is probably approximately correct with a sample complexity that scales polynomially with the state-space dimension. Unfortunately, no optimal planning techniques exist in general for such problems; instead we use fitted value iteration to solve the learned MDP, and include the error due to approximate planning in our bounds. Finally, we report an experiment using a robotic car driving over varying terrain to demonstrate that these dynamics representations adequately capture real-world dynamics and that our algorithm can be used to efficiently solve such problems.
On Identifying Total Effects in the Presence of Latent Variables and Selection bias
Assume that cause-effect relationships between variables can be described as a directed acyclic graph and the corresponding linear structural equation model.We consider the identification problem of total effects in the presence of latent variables and selection bias between a treatment variable and a response variable. Pearl and his colleagues provided the back door criterion, the front door criterion (Pearl, 2000) and the conditional instrumental variable method (Brito and Pearl, 2002) as identifiability criteria for total effects in the presence of latent variables, but not in the presence of selection bias. In order to solve this problem, we propose new graphical identifiability criteria for total effects based on the identifiable factor models. The results of this paper are useful to identify total effects in observational studies and provide a new viewpoint to the identification conditions of factor models.
Identifying reasoning patterns in games
Antos, Dimitrios, Pfeffer, Avi
We present an algorithm that identifies the reasoning patterns of agents in a game, by iteratively examining the graph structure of its Multi-Agent Influence Diagram (MAID) representation. If the decision of an agent participates in no reasoning patterns, then we can effectively ignore that decision for the purpose of calculating a Nash equilibrium for the game. In some cases, this can lead to exponential time savings in the process of equilibrium calculation. Moreover, our algorithm can be used to enumerate the reasoning patterns in a game, which can be useful for constructing more effective computerized agents interacting with humans.