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Multi-way Interacting Regression via Factorization Machines

Neural Information Processing Systems

We propose a Bayesian regression method that accounts for multi-way interactions of arbitrary orders among the predictor variables. Our model makes use of a factorization mechanism for representing the regression coefficients of interactions among the predictors, while the interaction selection is guided by a prior distribution on random hypergraphs, a construction which generalizes the Finite Feature Model. We present a posterior inference algorithm based on Gibbs sampling, and establish posterior consistency of our regression model. Our method is evaluated with extensive experiments on simulated data and demonstrated to be able to identify meaningful interactions in applications in genetics and retail demand forecasting.


Information Theoretic Properties of Markov Random Fields, and their Algorithmic Applications

Neural Information Processing Systems

Markov random fields are a popular model for high-dimensional probability distributions. Over the years, many mathematical, statistical and algorithmic problems on them have been studied. Until recently, the only known algorithms for provably learning them relied on exhaustive search, correlation decay or various incoherence assumptions. Bresler gave an algorithm for learning general Ising models on bounded degree graphs. His approach was based on a structural result about mutual information in Ising models. Here we take a more conceptual approach to proving lower bounds on the mutual information.


Unsupervised Learning for Physical Interaction through Video Prediction

Neural Information Processing Systems

A core challenge for an agent learning to interact with the world is to predict how its actions affect objects in its environment. Many existing methods for learning the dynamics of physical interactions require labeled object information. However, to scale real-world interaction learning to a variety of scenes and objects, acquiring labeled data becomes increasingly impractical. To learn about physical object motion without labels, we develop an action-conditioned video prediction model that explicitly models pixel motion, by predicting a distribution over pixel motion from previous frames. Because our model explicitly predicts motion, it is partially invariant to object appearance, enabling it to generalize to previously unseen objects. To explore video prediction for real-world interactive agents, we also introduce a dataset of 59,000 robot interactions involving pushing motions, including a test set with novel objects. In this dataset, accurate prediction of videos conditioned on the robot's future actions amounts to learning a visual imagination of different futures based on different courses of action. Our experiments show that our proposed method produces more accurate video predictions both quantitatively and qualitatively, when compared to prior methods.


Data-Efficient Hierarchical Reinforcement Learning

Neural Information Processing Systems

Hierarchical reinforcement learning (HRL) is a promising approach to extend traditional reinforcement learning (RL) methods to solve more complex tasks. Yet, the majority of current HRL methods require careful task-specific design and on-policy training, making them difficult to apply in real-world scenarios. In this paper, we study how we can develop HRL algorithms that are general, in that they do not make onerous additional assumptions beyond standard RL algorithms, and efficient, in the sense that they can be used with modest numbers of interaction samples, making them suitable for real-world problems such as robotic control. For generality, we develop a scheme where lower-level controllers are supervised with goals that are learned and proposed automatically by the higher-level controllers. To address efficiency, we propose to use off-policy experience for both higher-and lower-level training.


Bilinear Attention Networks

Neural Information Processing Systems

Attention networks in multimodal learning provide an efficient way to utilize given visual information selectively. However, the computational cost to learn attention distributions for every pair of multimodal input channels is prohibitively expensive. To solve this problem, co-attention builds two separate attention distributions for each modality neglecting the interaction between multimodal inputs. In this paper, we propose bilinear attention networks (BAN) that find bilinear attention distributions to utilize given vision-language information seamlessly. BAN considers bilinear interactions among two groups of input channels, while low-rank bilinear pooling extracts the joint representations for each pair of channels. Furthermore, we propose a variant of multimodal residual networks to exploit eight-attention maps of the BAN efficiently. We quantitatively and qualitatively evaluate our model on visual question answering (VQA 2.0) and Flickr30k Entities datasets, showing that BAN significantly outperforms previous methods and achieves new state-of-the-arts on both datasets.


Neural Interaction Transparency (NIT): Disentangling Learned Interactions for Improved Interpretability

Neural Information Processing Systems

Neural networks are known to model statistical interactions, but they entangle the interactions at intermediate hidden layers for shared representation learning. We propose a framework, Neural Interaction Transparency (NIT), that disentangles the shared learning across different interactions to obtain their intrinsic lower-order and interpretable structure. This is done through a novel regularizer that directly penalizes interaction order. We show that disentangling interactions reduces a feedforward neural network to a generalized additive model with interactions, which can lead to transparent models that perform comparably to the state-of-the-art models. NIT is also flexible and efficient; it can learn generalized additive models with maximum $K$-order interactions by training only $O(1)$ models.


Learning to Share and Hide Intentions using Information Regularization

Neural Information Processing Systems

Learning to cooperate with friends and compete with foes is a key component of multi-agent reinforcement learning. Typically to do so, one requires access to either a model of or interaction with the other agent(s). Here we show how to learn effective strategies for cooperation and competition in an asymmetric information game with no such model or interaction. Our approach is to encourage an agent to reveal or hide their intentions using an information-theoretic regularizer. We consider both the mutual information between goal and action given state, as well as the mutual information between goal and state. We show how to stochastically optimize these regularizers in a way that is easy to integrate with policy gradient reinforcement learning. Finally, we demonstrate that cooperative (competitive) policies learned with our approach lead to more (less) reward for a second agent in two simple asymmetric information games.


Modelling sparsity, heterogeneity, reciprocity and community structure in temporal interaction data

Neural Information Processing Systems

We propose a novel class of network models for temporal dyadic interaction data. Our objective is to capture important features often observed in social interactions: sparsity, degree heterogeneity, community structure and reciprocity. We use mutually-exciting Hawkes processes to model the interactions between each (directed) pair of individuals. The intensity of each process allows interactions to arise as responses to opposite interactions (reciprocity), or due to shared interests between individuals (community structure). For sparsity and degree heterogeneity, we build the non time dependent part of the intensity function on compound random measures following Todeschini et al., 2016. We conduct experiments on real-world temporal interaction data and show that the proposed model outperforms competing approaches for link prediction, and leads to interpretable parameters.


Predict Responsibly: Improving Fairness and Accuracy by Learning to Defer

Neural Information Processing Systems

In many machine learning applications, there are multiple decision-makers involved, both automated and human. The interaction between these agents often goes unaddressed in algorithmic development. In this work, we explore a simple version of this interaction with a two-stage framework containing an automated model and an external decision-maker. The model can choose to say PASS, and pass the decision downstream, as explored in rejection learning. We extend this concept by proposing learning to defer, which generalizes rejection learning by considering the effect of other agents in the decision-making process. We propose a learning algorithm which accounts for potential biases held by external decision-makers in a system. Experiments demonstrate that learning to defer can make systems not only more accurate but also less biased. Even when working with inconsistent or biased users, we show that deferring models still greatly improve the accuracy and/or fairness of the entire system.


Context-dependent upper-confidence bounds for directed exploration

Neural Information Processing Systems

Directed exploration strategies for reinforcement learning are critical for learning an optimal policy in a minimal number of interactions with the environment. Many algorithms use optimism to direct exploration, either through visitation estimates or upper confidence bounds, as opposed to data-inefficient strategies like e-greedy that use random, undirected exploration. Most data-efficient exploration methods require significant computation, typically relying on a learned model to guide exploration. Least-squares methods have the potential to provide some of the data-efficiency benefits of model-based approaches--because they summarize past interactions--with the computation closer to that of model-free approaches. In this work, we provide a novel, computationally efficient, incremental exploration strategy, leveraging this property of least-squares temporal difference learning (LSTD). We derive upper confidence bounds on the action-values learned by LSTD, with context-dependent (or state-dependent) noise variance. Such context-dependent noise focuses exploration on a subset of variable states, and allows for reduced exploration in other states. We empirically demonstrate that our algorithm can converge more quickly than other incremental exploration strategies using confidence estimates on action-values.