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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.


Efficient Computation of Complex Distance Metrics Using Hierarchical Filtering

Neural Information Processing Systems

By their very nature, memory based algorithms such as KNN or Parzen windows require a computationally expensive search of a large database of prototypes. In this paper we optimize the searching process for tangent distance (Simard, LeCun and Denker, 1993) to improve speed performance. The closest prototypes are found by recursively searching included subset.s of the database using distances of increasing complexit.y. This is done by using a hierarchy of tangent distances (increasing the Humber of tangent.


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].



Learning in Compositional Hierarchies: Inducing the Structure of Objects from Data

Neural Information Processing Systems

Model-based object recognition solves the problem of invariant recognition by relying on stored prototypes at unit scale positioned at the origin of an object-centered coordinate system. Elastic matching techniques are used to find a correspondence between features of the stored model and the data and can also compute the parameters of the transformation the observed instance has undergone relative to the stored model.



Constructive Learning Using Internal Representation Conflicts

Neural Information Processing Systems

The first class of network adaptation algorithms start out with a redundant architecture and proceed by pruning away seemingly unimportant weights (Sietsma and Dow, 1988; Le Cun et aI, 1990). A second class of algorithms starts off with a sparse architecture and grows the network to the complexity required by the problem. Several algorithms have been proposed for growing feedforward networks. The upstart algorithm of Frean (1990) and the cascade-correlation algorithm of Fahlman (1990) are examples of this approach.