Stochastic matrix factorization (SMF) can be regarded as a restriction of non-negative matrix factorization (NMF). SMF is useful for inference of topic models, NMF for binary matrices data, Markov chains, and Bayesian networks. However, SMF needs strong assumptions to reach a unique factorization and its theoretical prediction accuracy has not yet been clarified. In this paper, we study the maximum the pole of zeta function (real log canonical threshold) of a general SMF and derive an upper bound of the generalization error in Bayesian inference. The results give a foundation for a widely applicable and rigorous factorization method of SMF and mean that the generalization error in SMF becomes smaller than regular statistical models by Bayesian inference.
Generative dynamic texture models (GDTMs) are widely used for dynamic texture (DT) segmentation in the video sequences. GDTMs represent DTs as a set of linear dynamical systems (LDSs). A major limitation of these models concerns the automatic selection of a proper number of DTs. Dirichlet process mixture (DPM) models which have appeared recently as the cornerstone of the non-parametric Bayesian statistics, is an optimistic candidate toward resolving this issue. Under this motivation to resolve the aforementioned drawback, we propose a novel non-parametric fully Bayesian approach for DT segmentation, formulated on the basis of a joint DPM and GDTM construction. This interaction causes the algorithm to overcome the problem of automatic segmentation properly. We derive the Variational Bayesian Expectation-Maximization (VBEM) inference for the proposed model. Moreover, in the E-step of inference, we apply Rauch-Tung-Striebel smoother (RTSS) algorithm on Variational Bayesian LDSs. Ultimately, experiments on different video sequences are performed. Experiment results indicate that the proposed algorithm outperforms the previous methods in efficiency and accuracy noticeably.
When operating in stochastic, partially observable, multiagent settings, it is crucial to accurately predict the actions of other agents. In my thesis work, I propose methodologies for learning the policy of external agents from their observed behavior, in the form of finite state controllers. To perform this task, I adopt Bayesian learning algorithms based on nonparametric prior distributions, that provide the flexibility required to infer models of unknown complexity. These methods are to be embedded in decision making frameworks for autonomous planning in partially observable multiagent systems.
We analyze the asymptotic behavior of agents engaged in an infinite horizon partially observable stochastic game as formalized by the interactive POMDP framework. We show that when agents' initial beliefs satisfy a truth compatibility condition, their behavior converges to a subjective ɛ-equilibrium in a finite time, and subjective equilibrium in the limit. This result is a generalization of a similar result in repeated games, to partially observable stochastic games. However, it turns out that the equilibrating process is difficult to demonstrate computationally because of the difficulty in coming up with initial beliefs that are both natural and satisfy the truth compatibility condition. Our results, therefore, shed some negative light on using equilibria as a solution concept for decision making in partially observable stochastic games.
We present a theoretical analysis of Gaussian-binary restricted Boltzmann machines (GRBMs) from the perspective of density models. The key aspect of this analysis is to show that GRBMs can be formulated as a constrained mixture of Gaussians, which gives a much better insight into the model's capabilities and limitations. We show that GRBMs are capable of learning meaningful features both in a two-dimensional blind source separation task and in modeling natural images. Further, we show that reported difficulties in training GRBMs are due to the failure of the training algorithm rather than the model itself. Based on our analysis we are able to propose several training recipes, which allowed successful and fast training in our experiments. Finally, we discuss the relationship of GRBMs to several modifications that have been proposed to improve the model.