23,687 research outputs found
Online Reinforcement Learning for Dynamic Multimedia Systems
In our previous work, we proposed a systematic cross-layer framework for
dynamic multimedia systems, which allows each layer to make autonomous and
foresighted decisions that maximize the system's long-term performance, while
meeting the application's real-time delay constraints. The proposed solution
solved the cross-layer optimization offline, under the assumption that the
multimedia system's probabilistic dynamics were known a priori. In practice,
however, these dynamics are unknown a priori and therefore must be learned
online. In this paper, we address this problem by allowing the multimedia
system layers to learn, through repeated interactions with each other, to
autonomously optimize the system's long-term performance at run-time. We
propose two reinforcement learning algorithms for optimizing the system under
different design constraints: the first algorithm solves the cross-layer
optimization in a centralized manner, and the second solves it in a
decentralized manner. We analyze both algorithms in terms of their required
computation, memory, and inter-layer communication overheads. After noting that
the proposed reinforcement learning algorithms learn too slowly, we introduce a
complementary accelerated learning algorithm that exploits partial knowledge
about the system's dynamics in order to dramatically improve the system's
performance. In our experiments, we demonstrate that decentralized learning can
perform as well as centralized learning, while enabling the layers to act
autonomously. Additionally, we show that existing application-independent
reinforcement learning algorithms, and existing myopic learning algorithms
deployed in multimedia systems, perform significantly worse than our proposed
application-aware and foresighted learning methods.Comment: 35 pages, 11 figures, 10 table
Driven by Compression Progress: A Simple Principle Explains Essential Aspects of Subjective Beauty, Novelty, Surprise, Interestingness, Attention, Curiosity, Creativity, Art, Science, Music, Jokes
I argue that data becomes temporarily interesting by itself to some
self-improving, but computationally limited, subjective observer once he learns
to predict or compress the data in a better way, thus making it subjectively
simpler and more beautiful. Curiosity is the desire to create or discover more
non-random, non-arbitrary, regular data that is novel and surprising not in the
traditional sense of Boltzmann and Shannon but in the sense that it allows for
compression progress because its regularity was not yet known. This drive
maximizes interestingness, the first derivative of subjective beauty or
compressibility, that is, the steepness of the learning curve. It motivates
exploring infants, pure mathematicians, composers, artists, dancers, comedians,
yourself, and (since 1990) artificial systems.Comment: 35 pages, 3 figures, based on KES 2008 keynote and ALT 2007 / DS 2007
joint invited lectur
Marginal Release Under Local Differential Privacy
Many analysis and machine learning tasks require the availability of marginal
statistics on multidimensional datasets while providing strong privacy
guarantees for the data subjects. Applications for these statistics range from
finding correlations in the data to fitting sophisticated prediction models. In
this paper, we provide a set of algorithms for materializing marginal
statistics under the strong model of local differential privacy. We prove the
first tight theoretical bounds on the accuracy of marginals compiled under each
approach, perform empirical evaluation to confirm these bounds, and evaluate
them for tasks such as modeling and correlation testing. Our results show that
releasing information based on (local) Fourier transformations of the input is
preferable to alternatives based directly on (local) marginals
Learning algorithms for adaptive digital filtering
In this thesis, we consider the problem of parameter optimisation in adaptive digital filtering. Adaptive digital filtering can be accomplished using both Finite Impulse Response (FIR) filters and Infinite Impulse Response Filters (IIR) filters. Adaptive FIR filtering algorithms are well established. However, the potential computational advantages of IIR filters has led to an increase in research on adaptive IIR filtering algorithms. These algorithms are studied in detail in this thesis and the limitations of current adaptive IIR filtering algorithms are identified. New approaches to adaptive IIR filtering using intelligent learning algorithms are proposed. These include Stochastic Learning Automata, Evolutionary Algorithms and Annealing Algorithms. Each of these techniques are used for the filtering problem and simulation results are presented showing the performance of the algorithms for adaptive IIR filtering. The relative merits and demerits of the different schemes are discussed. Two practical applications of adaptive IIR filtering are simulated and results of using the new adaptive strategies are presented. Other than the new approaches used, two new hybrid schemes are proposed based on concepts from genetic algorithms and annealing. It is shown with the help of simulation studies, that these hybrid schemes provide a superior performance to the exclusive use of any one scheme
POWERPLAY: Training an Increasingly General Problem Solver by Continually Searching for the Simplest Still Unsolvable Problem
Most of computer science focuses on automatically solving given computational
problems. I focus on automatically inventing or discovering problems in a way
inspired by the playful behavior of animals and humans, to train a more and
more general problem solver from scratch in an unsupervised fashion. Consider
the infinite set of all computable descriptions of tasks with possibly
computable solutions. The novel algorithmic framework POWERPLAY (2011)
continually searches the space of possible pairs of new tasks and modifications
of the current problem solver, until it finds a more powerful problem solver
that provably solves all previously learned tasks plus the new one, while the
unmodified predecessor does not. Wow-effects are achieved by continually making
previously learned skills more efficient such that they require less time and
space. New skills may (partially) re-use previously learned skills. POWERPLAY's
search orders candidate pairs of tasks and solver modifications by their
conditional computational (time & space) complexity, given the stored
experience so far. The new task and its corresponding task-solving skill are
those first found and validated. The computational costs of validating new
tasks need not grow with task repertoire size. POWERPLAY's ongoing search for
novelty keeps breaking the generalization abilities of its present solver. This
is related to Goedel's sequence of increasingly powerful formal theories based
on adding formerly unprovable statements to the axioms without affecting
previously provable theorems. The continually increasing repertoire of problem
solving procedures can be exploited by a parallel search for solutions to
additional externally posed tasks. POWERPLAY may be viewed as a greedy but
practical implementation of basic principles of creativity. A first
experimental analysis can be found in separate papers [53,54].Comment: 21 pages, additional connections to previous work, references to
first experiments with POWERPLA
Data compressor Patent
Description of system for recording and reading out data related to distribution of occurrence of plurality of event
- …