57,417 research outputs found
Training linear ranking SVMs in linearithmic time using red-black trees
We introduce an efficient method for training the linear ranking support
vector machine. The method combines cutting plane optimization with red-black
tree based approach to subgradient calculations, and has O(m*s+m*log(m)) time
complexity, where m is the number of training examples, and s the average
number of non-zero features per example. Best previously known training
algorithms achieve the same efficiency only for restricted special cases,
whereas the proposed approach allows any real valued utility scores in the
training data. Experiments demonstrate the superior scalability of the proposed
approach, when compared to the fastest existing RankSVM implementations.Comment: 20 pages, 4 figure
Learning Output Kernels for Multi-Task Problems
Simultaneously solving multiple related learning tasks is beneficial under a
variety of circumstances, but the prior knowledge necessary to correctly model
task relationships is rarely available in practice. In this paper, we develop a
novel kernel-based multi-task learning technique that automatically reveals
structural inter-task relationships. Building over the framework of output
kernel learning (OKL), we introduce a method that jointly learns multiple
functions and a low-rank multi-task kernel by solving a non-convex
regularization problem. Optimization is carried out via a block coordinate
descent strategy, where each subproblem is solved using suitable conjugate
gradient (CG) type iterative methods for linear operator equations. The
effectiveness of the proposed approach is demonstrated on pharmacological and
collaborative filtering data
Efficient Regularized Least-Squares Algorithms for Conditional Ranking on Relational Data
In domains like bioinformatics, information retrieval and social network
analysis, one can find learning tasks where the goal consists of inferring a
ranking of objects, conditioned on a particular target object. We present a
general kernel framework for learning conditional rankings from various types
of relational data, where rankings can be conditioned on unseen data objects.
We propose efficient algorithms for conditional ranking by optimizing squared
regression and ranking loss functions. We show theoretically, that learning
with the ranking loss is likely to generalize better than with the regression
loss. Further, we prove that symmetry or reciprocity properties of relations
can be efficiently enforced in the learned models. Experiments on synthetic and
real-world data illustrate that the proposed methods deliver state-of-the-art
performance in terms of predictive power and computational efficiency.
Moreover, we also show empirically that incorporating symmetry or reciprocity
properties can improve the generalization performance
Multi-Target Prediction: A Unifying View on Problems and Methods
Multi-target prediction (MTP) is concerned with the simultaneous prediction
of multiple target variables of diverse type. Due to its enormous application
potential, it has developed into an active and rapidly expanding research field
that combines several subfields of machine learning, including multivariate
regression, multi-label classification, multi-task learning, dyadic prediction,
zero-shot learning, network inference, and matrix completion. In this paper, we
present a unifying view on MTP problems and methods. First, we formally discuss
commonalities and differences between existing MTP problems. To this end, we
introduce a general framework that covers the above subfields as special cases.
As a second contribution, we provide a structured overview of MTP methods. This
is accomplished by identifying a number of key properties, which distinguish
such methods and determine their suitability for different types of problems.
Finally, we also discuss a few challenges for future research
Do business games foster skills? A cross-cultural study from learnersâ views
Purpose: This study seeks to analyse studentsâ perception of the effectiveness of business games as an e-learning method in management training. This analysis of gamesâ effectiveness is centred in the generic and managerial skills acquired, through the comparison of studentsâ opinions in different cultural contexts within Europe. Design/methodology: The analysis focuses on 120 management students at postgraduate level who use the same business game at different universities in five European countries: Spain, Ireland, Portugal, Italy and Germany. Findings: The results indicate that students positively assessed the generic and specific managerial skills fostered by the business game. The generic skills most valued were information and decision-making, and leadership. Regarding the specific skills, the most valued were management skills and the least valued, skills related to planning and the acquisition of theoretical knowledge. However, significant differences were found between students in different cultural contexts and education systems in the case of certain specific managerial skills. Practical implications: This finding suggests that the studentsâ perception of how a business game helps them acquire specific managerial skills is influenced by cultural aspects and previous exposure to experiential learning, which determine that the teachersâ role and the teaching process should be adapted to the studentsâ learning model. Originality/value: With this study, a better knowledge about the studentsâ perception of this e-learning method is obtained, not just considering a specific educational environment, but comparing opinions of students from different cultural contexts, which adds value to the analyses developed.Peer Reviewe
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