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Gradient and Hamiltonian Dynamics Applied to Learning in Neural Networks

Neural Information Processing Systems

James W. Howse Chaouki T. Abdallah Gregory L. Heileman Department of Electrical and Computer Engineering University of New Mexico Albuquerque, NM 87131 Abstract The process of machine learning can be considered in two stages: model selection and parameter estimation. In this paper a technique is presented for constructing dynamical systems with desired qualitative properties. The approach is based on the fact that an n-dimensional nonlinear dynamical system can be decomposed into one gradient and (n - 1) Hamiltonian systems. Thus, the model selection stage consists of choosing the gradient and Hamiltonian portions appropriately so that a certain behavior is obtainable. To estimate the parameters, a stably convergent learning rule is presented.


Universal Approximation and Learning of Trajectories Using Oscillators

Neural Information Processing Systems

Natural and artificial neural circuits must be capable of traversing specific state space trajectories. A natural approach to this problem is to learn the relevant trajectories from examples. Unfortunately, gradient descent learning of complex trajectories in amorphous networks is unsuccessful. We suggest a possible approach where trajectories are realized by combining simple oscillators, in various modular ways. We contrast two regimes of fast and slow oscillations. In all cases, we show that banks of oscillators with bounded frequencies have universal approximation properties. Open questions are also discussed briefly.


SEEMORE: A View-Based Approach to 3-D Object Recognition Using Multiple Visual Cues

Neural Information Processing Systems

In natural contexts, visual object recognition in humans is remarkably fast, reliable, and viewpoint invariant. The present approach to object recognition is "view-based" (e.g.


Stable Fitted Reinforcement Learning

Neural Information Processing Systems

We describe the reinforcement learning problem, motivate algorithms which seek an approximation to the Q function, and present new convergence results for two such algorithms. 1 INTRODUCTION AND BACKGROUND Imagine an agent acting in some environment. At time t, the environment is in some state Xt chosen from a finite set of states. The agent perceives Xt, and is allowed to choose an action at from some finite set of actions. Meanwhile, the agent experiences a real-valued cost Ct, chosen from a distribution which also depends only on Xt and at and which has finite mean and variance. Such an environment is called a Markov decision process, or MDP.


Primitive Manipulation Learning with Connectionism

Neural Information Processing Systems

Infants' manipulative exploratory behavior within the environment is a vehicle of cognitive stimulation[McCall 1974]. During this time, infants practice and perfect sensorimotor patterns that become behavioral modules which will be seriated and imbedded in more complex actions. This paper explores the development of such primitive learning systems using an embodied lightweight hand which will be used for a humanoid being developed at the MIT Artificial Intelligence Laboratory[Brooks and Stein 1993]. Primitive grasping procedures are learned from sensory inputs using a connectionist reinforcement algorithm while two submodules preprocess sensory data to recognize the hardness of objects and detect shear using competitive learning and back-propagation algorithm strategies, respectively. This system is not only consistent and quick during the initial learning stage, but also adaptable to new situations after training is completed.


Improving Policies without Measuring Merits

Neural Information Processing Systems

Performing policy iteration in dynamic programming should only require knowledge of relative rather than absolute measures of the utility of actions (Werbos, 1991) - what Baird (1993) calls the ad vantages of actions at states. Nevertheless, most existing methods in dynamic programming (including Baird's) compute some form of absolute utility function. For smooth problems, advantages satisfy two differential consistency conditions (including the requirement that they be free of curl), and we show that enforcing these can lead to appropriate policy improvement solely in terms of advantages.


Does the Wake-sleep Algorithm Produce Good Density Estimators?

Neural Information Processing Systems

The wake-sleep algorithm (Hinton, Dayan, Frey and Neal 1995) is a relatively efficient method of fitting a multilayer stochastic generative model to high-dimensional data. In addition to the top-down connections in the generative model, it makes use of bottom-up connections for approximating the probability distribution over the hidden units given the data, and it trains these bottom-up connections using a simple delta rule. We use a variety of synthetic and real data sets to compare the performance of the wake-sleep algorithm with Monte Carlo and mean field methods for fitting the same generative model and also compare it with other models that are less powerful but easier to fit. 1 INTRODUCTION Neural networks are often used as bottom-up recognition devices that transform input vectors into representations of those vectors in one or more hidden layers. But multilayer networks of stochastic neurons can also be used as top-down generative models that produce patterns with complicated correlational structure in the bottom visible layer. In this paper we consider generative models composed of layers of stochastic binary logistic units. Given a generative model parameterized by top-down weights, there is an obvious way to perform unsupervised learning. The generative weights are adjusted to maximize the probability that the visible vectors generated by the model would match the observed data.


A Model of Auditory Streaming

Neural Information Processing Systems

The formation of associations between signals, which are considered to arise from the same external source, allows the organism to recognise significant patterns and relationships within the signals from each source without being confused by accidental coincidences between unrelated signals (Bregman, 1990). The intrinsically temporal nature of sound means that in addition to being able to focus on the signal of interest, perhaps of equal significance, is the ability to predict how that signal is expected to progress; such expectations can then be used to facilitate further processing of the signal. It is important to remember that perception is a creative act (Luria, 1980). The organism creates its interpretation of the world in response to the current stimuli, within the context of its current state of alertness, attention, and previous experience. The creative aspects of perception are exemplified in the auditory system where peripheral processing decomposes acoustic stimuli.


Fast Learning by Bounding Likelihoods in Sigmoid Type Belief Networks

Neural Information Processing Systems

Sigmoid type belief networks, a class of probabilistic neural networks, provide a natural framework for compactly representing probabilistic information in a variety of unsupervised and supervised learning problems. Often the parameters used in these networks need to be learned from examples. Unfortunately, estimating the parameters via exact probabilistic calculations (i.e, the EMalgorithm) is intractable even for networks with fairly small numbers of hidden units. We propose to avoid the infeasibility of the E step by bounding likelihoods instead of computing them exactly. We introduce extended and complementary representations for these networks and show that the estimation of the network parameters can be made fast (reduced to quadratic optimization) by performing the estimation in either of the alternative domains.


Softassign versus Softmax: Benchmarks in Combinatorial Optimization

Neural Information Processing Systems

A new technique, termed soft assign, is applied for the first time to two classic combinatorial optimization problems, the traveling salesman problem and graph partitioning. Soft assign, which has emerged from the recurrent neural network/statistical physics framework, enforces two-way (assignment) constraints without the use of penalty terms in the energy functions. The soft assign can also be generalized from two-way winner-take-all constraints to multiple membership constraints which are required for graph partitioning. The soft assign technique is compared to the softmax (Potts glass). Within the statistical physics framework, softmax and a penalty term has been a widely used method for enforcing the two-way constraints common within many combinatorial optimization problems.