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23 result(s) for "Madani, Omid"
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An information theoretic score for learning hierarchical concepts
How do humans learn the regularities of their complex noisy world in a robust manner? There is ample evidence that much of this learning and development occurs in an unsupervised fashion via interactions with the environment. Both the structure of the world as well as the brain appear hierarchical in a number of ways, and structured hierarchical representations offer potential benefits for efficient learning and organization of knowledge, such as concepts (patterns) sharing parts (subpatterns), and for providing a foundation for symbolic computation and language. A major question arises: what drives the processes behind acquiring such hierarchical spatiotemporal concepts? We posit that the goal of advancing one's predictions is a major driver for learning such hierarchies and introduce an information-theoretic score that shows promise in guiding the processes, and, in particular, motivating the learner to build larger concepts. We have been exploring the challenges of building an integrated learning and developing system within the framework of prediction games , wherein concepts serve as (1) predictors, (2) targets of prediction, and (3) building blocks for future higher-level concepts. Our current implementation works on raw text: it begins at a low level, such as characters, which are the hardwired or primitive concepts, and grows its vocabulary of networked hierarchical concepts over time. Concepts are strings or n-grams in our current realization, but we hope to relax this limitation, e.g., to a larger subclass of finite automata. After an overview of the current system, we focus on the score, named CORE. CORE is based on comparing the prediction performance of the system with a simple baseline system that is limited to predicting with the primitives. CORE incorporates a tradeoff between how strongly a concept is predicted (or how well it fits its context, i.e., nearby predicted concepts) vs. how well it matches the (ground) “reality,” i.e., the lowest level observations (the characters in the input episode). CORE is applicable to generative models such as probabilistic finite state machines (beyond strings). We highlight a few properties of CORE with examples. The learning is scalable and open-ended. For instance, thousands of concepts are learned after hundreds of thousands of episodes. We give examples of what is learned, and we also empirically compare with transformer neural networks and n-gram language models to situate the current implementation with respect to state-of-the-art and to further illustrate the similarities and differences with existing techniques. We touch on a variety of challenges and promising future directions in advancing the approach, in particular, the challenge of learning concepts with a more sophisticated structure.
On using nearly-independent feature families for high precision and confidence
Consider learning tasks where the precision requirement is very high, for example a 99 % precision requirement for a video classification application. We report that when very different sources of evidence such as text, audio, and video features are available, combining the outputs of base classifiers trained on each feature type separately, aka late fusion, can substantially increase the recall of the combination at high precisions, compared to the performance of a single classifier trained on all the feature types, i.e., early fusion, or compared to the individual base classifiers. We show how the probability of a joint false-positive mistake can be less—in some cases significantly less—than the product of individual probabilities of conditional false-positive mistakes (a NoisyOR combination). Our analysis highlights a simple key criterion for this boosted precision phenomenon and justifies referring to such feature families as (nearly) independent. We assess the relevant factors for achieving high precision empirically, and explore combination techniques informed by the analysis.
Tracking Changing Probabilities via Dynamic Learners
Consider a predictor, a learner, whose input is a stream of discrete items. The predictor's task, at every time point, is probabilistic multiclass prediction, i.e. to predict which item may occur next by outputting zero or more candidate items, each with a probability, after which the actual item is revealed and the predictor updates. To output probabilities, the predictor keeps track of the proportions of the items it has seen. The stream is unbounded (lifelong), and the predictor has finite limited space. The task is open-ended: the set of items is unknown to the predictor and their totality can also grow unbounded. Moreover, there is non-stationarity: the underlying frequencies of items may change, substantially, from time to time. For instance, new items may start appearing and a few recently frequent items may cease to occur again. The predictor, being space-bounded, need only provide probabilities for those items which, at the time of prediction, have sufficiently high frequency, i.e., the salient items. This problem is motivated in the setting of Prediction Games, a self-supervised learning regime where concepts serve as both the predictors and the predictands, and the set of concepts grows over time, resulting in non-stationarities as new concepts are generated and used. We design and study a number of predictors, sparse moving averages(SMAs), for the task. One SMA adapts the sparse exponentiated moving average and another is based on queuing a few counts, keeping dynamic per-item histories. Evaluating the predicted probabilities, under noise and non-stationarity, presents challenges, and we discuss and develop evaluation methods, one based on bounding log-loss. We show that a combination of ideas, supporting dynamic predictand-specific learning rates, offers advantages in terms of faster adaption to change (plasticity), while also supporting low variance (stability).
Tracking Changing Probabilities via Dynamic Learners
Consider a predictor, a learner, whose input is a stream of discrete items. The predictor's task, at every time point, is probabilistic multiclass prediction, i.e. to predict which item may occur next by outputting zero or more candidate items, each with a probability, after which the actual item is revealed and the predictor updates. To output probabilities, the predictor keeps track of the proportions of the items it has seen. The stream is unbounded (lifelong), and the predictor has finite limited space. The task is open-ended: the set of items is unknown to the predictor and their totality can also grow unbounded. Moreover, there is non-stationarity: the underlying frequencies of items may change, substantially, from time to time. For instance, new items may start appearing and a few recently frequent items may cease to occur again. The predictor, being space-bounded, need only provide probabilities for those items which, at the time of prediction, have sufficiently high frequency, i.e., the salient items. This problem is motivated in the setting of Prediction Games, a self-supervised learning regime where concepts serve as both the predictors and the predictands, and the set of concepts grows over time, resulting in non-stationarities as new concepts are generated and used. We design and study a number of predictors, sparse moving averages(SMAs), for the task. One SMA adapts the sparse exponentiated moving average and another is based on queuing a few counts, keeping dynamic per-item histories. Evaluating the predicted probabilities, under noise and non-stationarity, presents challenges, and we discuss and develop evaluation methods, one based on bounding log-loss. We show that a combination of ideas, supporting dynamic predictand-specific learning rates, offers advantages in terms of faster adaption to change (plasticity), while also supporting low variance (stability).
Expedition: A System for the Unsupervised Learning of a Hierarchy of Concepts
We present a system for bottom-up cumulative learning of myriad concepts corresponding to meaningful character strings, and their part-related and prediction edges. The learning is self-supervised in that the concepts discovered are used as predictors as well as targets of prediction. We devise an objective for segmenting with the learned concepts, derived from comparing to a baseline prediction system, that promotes making and using larger concepts, which in turn allows for predicting larger spans of text, and we describe a simple technique to promote exploration, i.e. trying out newly generated concepts in the segmentation process. We motivate and explain a layering of the concepts, to help separate the (conditional) distributions learnt among concepts. The layering of the concepts roughly corresponds to a part-whole concept hierarchy. With rudimentary segmentation and learning algorithms, the system is promising in that it acquires many concepts (tens of thousands in our small-scale experiments), and it learns to segment text well: when fed with English text with spaces removed, starting at the character level, much of what is learned respects word or phrase boundaries, and over time the average number of \"bad\" splits within segmentations, i.e. splits inside words, decreases as larger concepts are discovered and the system learns when to use them during segmentation. We report on promising experiments when the input text is converted to binary and the system begins with only two concepts, \"0\" and \"1\". The system is transparent, in the sense that it is easy to tell what the concepts learned correspond to, and which ones are active in a segmentation, or how the system \"sees\" its input. We expect this framework to be extensible and we discuss the current limitations and a number of directions for enhancing the learning and inference capabilities.
Reports of the 2013 AAAI Spring Symposium Series
The Association for the Advancement of Artificial Intelligence was pleased to present the AAAI 2013 Spring Symposium Series, held Monday through Wednesday, March 25–27, 2013. The titles of the eight symposia were Analyzing Microtext; Creativity and (Early) Cognitive Development; Data‐Driven Wellness: From Self‐Tracking to Behavior Change; Designing Intelligent Robots: Reintegrating AI II; Lifelong Machine Learning; Shikakeology: Designing Triggers for Behavior Change; Trust and Autonomous Systems; and Weakly Supervised Learning from Multimedia. This report contains summaries of the symposia, written, in most cases, by the cochairs of the symposium.
When Remembering and Planning are Worth it: Navigating under Change
We explore how different types and uses of memory can aid spatial navigation in changing uncertain environments. In the simple foraging task we study, every day, our agent has to find its way from its home, through barriers, to food. Moreover, the world is non-stationary: from day to day, the location of the barriers and food may change, and the agent's sensing such as its location information is uncertain and very limited. Any model construction, such as a map, and use, such as planning, needs to be robust against these challenges, and if any learning is to be useful, it needs to be adequately fast. We look at a range of strategies, from simple to sophisticated, with various uses of memory and learning. We find that an architecture that can incorporate multiple strategies is required to handle (sub)tasks of a different nature, in particular for exploration and search, when food location is not known, and for planning a good path to a remembered (likely) food location. An agent that utilizes non-stationary probability learning techniques to keep updating its (episodic) memories and that uses those memories to build maps and plan on the fly (imperfect maps, i.e. noisy and limited to the agent's experience) can be increasingly and substantially more efficient than the simpler (minimal-memory) agents, as the task difficulties such as distance to goal are raised, as long as the uncertainty, from localization and change, is not too large.
Polynomial Value Iteration Algorithms for Detrerminstic MDPs
Value iteration is a commonly used and empirically competitive method in solving many Markov decision process problems. However, it is known that value iteration has only pseudo-polynomial complexity in general. We establish a somewhat surprising polynomial bound for value iteration on deterministic Markov decision (DMDP) problems. We show that the basic value iteration procedure converges to the highest average reward cycle on a DMDP problem in heta(n^2) iterations, or heta(mn^2) total time, where n denotes the number of states, and m the number of edges. We give two extensions of value iteration that solve the DMDP in heta(mn) time. We explore the analysis of policy iteration algorithms and report on an empirical study of value iteration showing that its convergence is much faster on random sparse graphs.
Complexity results for infinite-horizon Markov decision processes
Markov decision processes (MDPs) are models of dynamic decision making under uncertainty. These models arise in diverse applications and have been developed extensively in fields such as operations research, control engineering, and the decision sciences in general. Recent research, especially in artificial intelligence, has highlighted the significance of studying the computational properties of MDP problems. We address computational complexity questions in solving MDP problems under infinite-horizon optimization criteria. In an infinite-horizon or an indefinite-horizon criterion, we are interested in making good decisions for the long run or an indefinite period of time. A distinction that partitions the thesis is the assumption on the observability of the state of the system with which the decision maker interacts. In the first half of the thesis, we focus on partially observable or POMDP problems, wherein there is uncertainty about the current state of the system at times of decision. We show that many POMDP problems are undecidable. We make use of an undecidability result in research on probabilistic finite automata to establish our results. analyze these algorithms on restricted classes of problems, including deterministic MDPs and MDPs whose linear programming formulations take two variables per inequality, and establish that several algorithms based on value or policy iteration are polynomial. Tools of analysis include studying parametric versions of the problems and viewing policy iteration as a Newton's method for finding the zero of a function. We expect that extending the analysis of policy iteration as a Newton's method will establish policy iteration to be polynomial on general fully observable MDPs.