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Grade Inflation in Generative Models

arXiv.org Machine Learning

Generative models hold great potential, but only if one can trust the evaluation of the data they generate. We show that many commonly used quality scores for comparing two-dimensional distributions of synthetic vs. ground-truth data give better results than they should, a phenomenon we call the "grade inflation problem." We show that the correlation score, Jaccard score, earth-mover's score, and Kullback-Leibler (relative-entropy) score all suffer grade inflation. We propose that any score that values all datapoints equally, as these do, will also exhibit grade inflation; we refer to such scores as "equipoint" scores. We introduce the concept of "equidensity" scores, and present the Eden score, to our knowledge the first example of such a score. We found that Eden avoids grade inflation and agrees better with human perception of goodness-of-fit than the equipoint scores above. We propose that any reasonable equidensity score will avoid grade inflation. We identify a connection between equidensity scores and R\'enyi entropy of negative order. We conclude that equidensity scores are likely to outperform equipoint scores for generative models, and for comparing low-dimensional distributions more generally.


Bayesian Surprise Attracts Human Attention

Neural Information Processing Systems

The concept of surprise is central to sensory processing, adaptation, learning, and attention. Yet, no widely-accepted mathematical theory currently exists to quantitatively characterize surprise elicited by a stimulus or event, for observers that range from single neurons to complex natural or engineered systems. We describe a formal Bayesian definition of surprise that is the only consistent formulation under minimal axiomatic assumptions. Surprise quantifies how data affects a natural or artificial observer, by measuring the difference between posterior and prior beliefs of the observer. Using this framework we measure the extent to which humans direct their gaze towards surprising items while watching television and video games. We find that subjects are strongly attracted towards surprising locations, with 72% of all human gaze shifts directed towards locations more surprising than the average, a figure which rises to 84% when considering only gaze targets simultaneously selected by all subjects.


Bayesian Surprise Attracts Human Attention

Neural Information Processing Systems

The concept of surprise is central to sensory processing, adaptation, learning, and attention. Yet, no widely-accepted mathematical theory currently exists to quantitatively characterize surprise elicited by a stimulus orevent, for observers that range from single neurons to complex natural or engineered systems. We describe a formal Bayesian definition ofsurprise that is the only consistent formulation under minimal axiomatic assumptions.Surprise quantifies how data affects a natural or artificial observer, by measuring the difference between posterior and prior beliefs of the observer. Using this framework we measure the extent to which humans direct their gaze towards surprising items while watching television and video games. We find that subjects are strongly attracted towards surprising locations, with 72% of all human gaze shifts directed towards locations more surprising than the average, a figure which rises to 84% when considering only gaze targets simultaneously selected by all subjects. The resulting theory of surprise is applicable across different spatio-temporalscales, modalities, and levels of abstraction.