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Neural Information Processing Systems

The provided insights would be of interest to the ICA community even though the practical usefulness of the method for real-world data remains to be demonstrated.


A Bayesian optimization approach to find Nash equilibria

arXiv.org Machine Learning

Game theory finds nowadays a broad range of applications in engineering and machine learning. However, in a derivative-free, expensive black-box context, very few algorithmic solutions are available to find game equilibria. Here, we propose a novel Gaussian-process based approach for solving games in this context. We follow a classical Bayesian optimization framework, with sequential sampling decisions based on acquisition functions. Two strategies are proposed, based either on the probability of achieving equilibrium or on the Stepwise Uncertainty Reduction paradigm. Practical and numerical aspects are discussed in order to enhance the scalability and reduce computation time. Our approach is evaluated on several synthetic game problems with varying number of players and decision space dimensions. We show that equilibria can be found reliably for a fraction of the cost (in terms of black-box evaluations) compared to classical, derivative-based algorithms. The method is available in the R package GPGame available on CRAN at https://cran.r-project.org/package=GPGame.


Inference and Mixture Modeling with the Elliptical Gamma Distribution

arXiv.org Machine Learning

We study modeling and inference with the Elliptical Gamma Distribution (EGD). We consider maximum likelihood (ML) estimation for EGD scatter matrices, a task for which we develop new fixed-point algorithms. Our algorithms are efficient and converge to global optima despite nonconvexity. Moreover, they turn out to be much faster than both a well-known iterative algorithm of Kent & Tyler (1991) and sophisticated manifold optimization algorithms. Subsequently, we invoke our ML algorithms as subroutines for estimating parameters of a mixture of EGDs. We illustrate our methods by applying them to model natural image statistics---the proposed EGD mixture model yields the most parsimonious model among several competing approaches.


Heavy-Tailed Symmetric Stochastic Neighbor Embedding

Neural Information Processing Systems

Stochastic Neighbor Embedding (SNE) has shown to be quite promising for data visualization. Currently, the most popular implementation, t-SNE, is restricted to a particular Student t-distribution as its embedding distribution. Moreover, it uses a gradient descent algorithm that may require users to tune parameters such as the learning step size, momentum, etc., in finding its optimum. In this paper, we propose the Heavy-tailed Symmetric Stochastic Neighbor Embedding (HSSNE) method, which is a generalization of the t-SNE to accommodate various heavy-tailed embedding similarity functions. With this generalization, we are presented with two difficulties. The first is how to select the best embedding similarity among all heavy-tailed functions and the second is how to optimize the objective function once the heave-tailed function has been selected. Our contributions then are: (1) we point out that various heavy-tailed embedding similarities can be characterized by their negative score functions. Based on this finding, we present a parameterized subset of similarity functions for choosing the best tail-heaviness for HSSNE; (2) we present a fixed-point optimization algorithm that can be applied to all heavy-tailed functions and does not require the user to set any parameters; and (3) we present two empirical studies, one for unsupervised visualization showing that our optimization algorithm runs as fast and as good as the best known t-SNE implementation and the other for semi-supervised visualization showing quantitative superiority using the homogeneity measure as well as qualitative advantage in cluster separation over t-SNE.





Receptive Field Formation in Natural Scene Environments: Comparison of Single Cell Learning Rules

Neural Information Processing Systems

We study several statistically and biologically motivated learning rules using the same visual environment, one made up of natural scenes, and the same single cell neuronal architecture. This allows us to concentrate on the feature extraction and neuronal coding properties of these rules. Included in these rules are kurtosis and skewness maximization, the quadratic form of the BCM learning rule, and single cell ICA. Using a structure removal method, we demonstrate that receptive fields developed using these rules depend on a small portion of the distribution. We find that the quadratic form of the BCM rule behaves in a manner similar to a kurtosis maximization rule when the distribution contains kurtotic directions, although the BCM modification equations are computationally simpler.


Receptive Field Formation in Natural Scene Environments: Comparison of Single Cell Learning Rules

Neural Information Processing Systems

We study several statistically and biologically motivated learning rules using the same visual environment, one made up of natural scenes, and the same single cell neuronal architecture. This allows us to concentrate on the feature extraction and neuronal coding properties of these rules. Included in these rules are kurtosis and skewness maximization, the quadratic form of the BCM learning rule, and single cell ICA. Using a structure removal method, we demonstrate that receptive fields developed using these rules depend on a small portion of the distribution. We find that the quadratic form of the BCM rule behaves in a manner similar to a kurtosis maximization rule when the distribution contains kurtotic directions, although the BCM modification equations are computationally simpler.