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Bayesian Self-Organization

Neural Information Processing Systems

Recent work by Becker and Hinton (Becker and Hinton, 1992) shows a promising mechanism, based on maximizing mutual information assuming spatial coherence, by which a system can selforganize itself to learn visual abilities such as binocular stereo. We introduce a more general criterion, based on Bayesian probability theory, and thereby demonstrate a connection to Bayesian theories of visual perception and to other organization principles for early vision (Atick and Redlich, 1990). Methods for implementation using variants of stochastic learning are described and, for the special case of linear filtering, we derive an analytic expression for the output. 1 Introduction The input intensity patterns received by the human visual system are typically complicated functions of the object surfaces and light sources in the world. It *Lei Xu was a research scholar in the Division of Applied Sciences at Harvard University while this work was performed. Thus the visual system must be able to extract information from the input intensities that is relatively independent of the actual intensity values.


Neural Network Definitions of Highly Predictable Protein Secondary Structure Classes

Neural Information Processing Systems

We use two co-evolving neural networks to determine new classes of protein secondary structure which are significantly more predictable from local amino sequence than the conventional secondary structure classification. Accurate prediction of the conventional secondary structure classes: alpha helix, beta strand, and coil, from primary sequence has long been an important problem in computational molecular biology. Neural networks have been a popular method to attempt to predict these conventional secondary structure classes. Accuracy has been disappointingly low. The algorithm presented here uses neural networks to similtaneously examine both sequence and structure data, and to evolve new classes of secondary structure that can be predicted from sequence with significantly higher accuracy than the conventional classes. These new classes have both similarities to, and differences with the conventional alpha helix, beta strand and coil.


Structural and Behavioral Evolution of Recurrent Networks

Neural Information Processing Systems

This paper introduces GNARL, an evolutionary program which induces recurrent neural networks that are structurally unconstrained. In contrast to constructive and destructive algorithms, GNARL employs a population of networks and uses a fitness function's unsupervised feedback to guide search through network space. Annealing is used in generating both gaussian weight changes and structural modifications. Applying GNARL to a complex search and collection task demonstrates that the system is capable of inducing networks with complex internal dynamics.


Exploiting Chaos to Control the Future

Neural Information Processing Systems

Recently, Ott, Grebogi and Yorke (OGY) [6] found an effective method to control chaotic systems to unstable fixed points by using only small control forces; however, OGY's method is based on and limited to a linear theory and requires considerable knowledge of the dynamics of the system to be controlled. In this paper we use two radial basis function networks: one as a model of an unknown plant and the other as the controller. The controller is trained with a recurrent learning algorithm to minimize a novel objective function such that the controller can locate an unstable fixed point and drive the system into the fixed point with no a priori knowledge of the system dynamics. Our results indicate that the neural controller offers many advantages over OGY's technique.


Asynchronous Dynamics of Continuous Time Neural Networks

Neural Information Processing Systems

Motivated by mathematical modeling, analog implementation and distributed simulation of neural networks, we present a definition of asynchronous dynamics of general CT dynamical systems defined by ordinary differential equations, based on notions of local times and communication times. We provide some preliminary results on globally asymptotical convergence of asynchronous dynamics for contractive and monotone CT dynamical systems. When applying the results to neural networks, we obtain some conditions that ensure additive-type neural networks to be asynchronizable.


Bayesian Backpropagation Over I-O Functions Rather Than Weights

Neural Information Processing Systems

The conventional Bayesian justification of backprop is that it finds the MAP weight vector. As this paper shows, to find the MAP io function instead one must add a correction tenn to backprop. That tenn biases one towards io functions with small description lengths, and in particular favors (some kinds of) feature-selection, pruning, and weight-sharing.


Solvable Models of Artificial Neural Networks

Neural Information Processing Systems

Solvable models of nonlinear learning machines are proposed, and learning in artificial neural networks is studied based on the theory of ordinary differential equations. A learning algorithm is constructed, by which the optimal parameter can be found without any recursive procedure. The solvable models enable us to analyze the reason why experimental results by the error backpropagation often contradict the statistical learning theory.


Comparison Training for a Rescheduling Problem in Neural Networks

Neural Information Processing Systems

Many events such as flight delays or the absence of a member require the crew pool rescheduling team to change the initial schedule (rescheduling). In this paper, we show that the neural network comparison paradigm applied to the backgammon game by Tesauro (Tesauro and Sejnowski, 1989) can also be applied to the rescheduling problem of an aircrew pool. Indeed both problems correspond to choosing the best solut.ion


The Parti-Game Algorithm for Variable Resolution Reinforcement Learning in Multidimensional State-Spaces

Neural Information Processing Systems

Parti-game is a new algorithm for learning from delayed rewards in high dimensional real-valued state-spaces. In high dimensions it is essential that learning does not explore or plan over state space uniformly. Part i-game maintains a decision-tree partitioning of state-space and applies game-theory and computational geometry techniques to efficiently and reactively concentrate high resolution only on critical areas. Many simulated problems have been tested, ranging from 2-dimensional to 9-dimensional state-spaces, including mazes, path planning, nonlinear dynamics, and uncurling snake robots in restricted spaces. In all cases, a good solution is found in less than twenty trials and a few minutes. 1 REINFORCEMENT LEARNING Reinforcement learning [Samuel, 1959, Sutton, 1984, Watkins, 1989, Barto et al., 1991] is a promising method for control systems to program and improve themselves.


Foraging in an Uncertain Environment Using Predictive Hebbian Learning

Neural Information Processing Systems

Survival is enhanced by an ability to predict the availability of food, the likelihood of predators, and the presence of mates. We present a concrete model that uses diffuse neurotransmitter systems to implement a predictive version of a Hebb learning rule embedded in a neural architecture based on anatomical and physiological studies on bees. The model captured the strategies seen in the behavior of bees and a number of other animals when foraging in an uncertain environment. The predictive model suggests a unified way in which neuromodulatory influences can be used to bias actions and control synaptic plasticity. Successful predictions enhance adaptive behavior by allowing organisms to prepare for future actions, rewards, or punishments. Moreover, it is possible to improve upon behavioral choices if the consequences of executing different actions can be reliably predicted. Although classical and instrumental conditioning results from the psychological literature [1] demonstrate that the vertebrate brain is capable of reliable prediction, how these predictions are computed in brains is not yet known. The brains of vertebrates and invertebrates possess small nuclei which project axons throughout large expanses of target tissue and deliver various neurotransmitters such as dopamine, norepinephrine, and acetylcholine [4]. The activity in these systems may report on reinforcing stimuli in the world or may reflect an expectation of future reward [5, 6,7,8].