423,423 research outputs found
Refining interaction search through signed iterative Random Forests
Advances in supervised learning have enabled accurate prediction in
biological systems governed by complex interactions among biomolecules.
However, state-of-the-art predictive algorithms are typically black-boxes,
learning statistical interactions that are difficult to translate into testable
hypotheses. The iterative Random Forest algorithm took a step towards bridging
this gap by providing a computationally tractable procedure to identify the
stable, high-order feature interactions that drive the predictive accuracy of
Random Forests (RF). Here we refine the interactions identified by iRF to
explicitly map responses as a function of interacting features. Our method,
signed iRF, describes subsets of rules that frequently occur on RF decision
paths. We refer to these rule subsets as signed interactions. Signed
interactions share not only the same set of interacting features but also
exhibit similar thresholding behavior, and thus describe a consistent
functional relationship between interacting features and responses. We describe
stable and predictive importance metrics to rank signed interactions. For each
SPIM, we define null importance metrics that characterize its expected behavior
under known structure. We evaluate our proposed approach in biologically
inspired simulations and two case studies: predicting enhancer activity and
spatial gene expression patterns. In the case of enhancer activity, s-iRF
recovers one of the few experimentally validated high-order interactions and
suggests novel enhancer elements where this interaction may be active. In the
case of spatial gene expression patterns, s-iRF recovers all 11 reported links
in the gap gene network. By refining the process of interaction recovery, our
approach has the potential to guide mechanistic inquiry into systems whose
scale and complexity is beyond human comprehension
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Load Frequency Control: A Deep Multi-Agent Reinforcement Learning Approach
The paradigm shift in energy generation towards microgrid-based architectures is changing the landscape of the energy control structure heavily in distribution systems. More specifically, distributed generation is deployed in the network demanding decentralised control mechanisms to ensure reliable power system operations. In this work, a Multi-Agent Reinforcement Learning approach is proposed to deliver an agentbased solution to implement load frequency control without the need of a centralised authority. Multi-Agent Deep Deterministic Policy Gradient is used to approximate the frequency control at the primary and the secondary levels. Each generation unit is represented as an agent that is modelled by a Recurrent Neural Network. Agents learn the optimal way of acting and interacting with the environment to maximise their long term performance and to balance generation and load, thus restoring frequency. In this paper we prove using three test systems, with two, four and eight generators, that our Multi-Agent Reinforcement Learning approach can efficiently be used to perform frequency control in a decentralised way
Balancing Speed and Quality in Online Learning to Rank for Information Retrieval
In Online Learning to Rank (OLTR) the aim is to find an optimal ranking model
by interacting with users. When learning from user behavior, systems must
interact with users while simultaneously learning from those interactions.
Unlike other Learning to Rank (LTR) settings, existing research in this field
has been limited to linear models. This is due to the speed-quality tradeoff
that arises when selecting models: complex models are more expressive and can
find the best rankings but need more user interactions to do so, a requirement
that risks frustrating users during training. Conversely, simpler models can be
optimized on fewer interactions and thus provide a better user experience, but
they will converge towards suboptimal rankings. This tradeoff creates a
deadlock, since novel models will not be able to improve either the user
experience or the final convergence point, without sacrificing the other. Our
contribution is twofold. First, we introduce a fast OLTR model called Sim-MGD
that addresses the speed aspect of the speed-quality tradeoff. Sim-MGD ranks
documents based on similarities with reference documents. It converges rapidly
and, hence, gives a better user experience but it does not converge towards the
optimal rankings. Second, we contribute Cascading Multileave Gradient Descent
(C-MGD) for OLTR that directly addresses the speed-quality tradeoff by using a
cascade that enables combinations of the best of two worlds: fast learning and
high quality final convergence. C-MGD can provide the better user experience of
Sim-MGD while maintaining the same convergence as the state-of-the-art MGD
model. This opens the door for future work to design new models for OLTR
without having to deal with the speed-quality tradeoff.Comment: CIKM 2017, Proceedings of the 2017 ACM on Conference on Information
and Knowledge Managemen
Neural Network Based Reinforcement Learning for Audio-Visual Gaze Control in Human-Robot Interaction
This paper introduces a novel neural network-based reinforcement learning
approach for robot gaze control. Our approach enables a robot to learn and to
adapt its gaze control strategy for human-robot interaction neither with the
use of external sensors nor with human supervision. The robot learns to focus
its attention onto groups of people from its own audio-visual experiences,
independently of the number of people, of their positions and of their physical
appearances. In particular, we use a recurrent neural network architecture in
combination with Q-learning to find an optimal action-selection policy; we
pre-train the network using a simulated environment that mimics realistic
scenarios that involve speaking/silent participants, thus avoiding the need of
tedious sessions of a robot interacting with people. Our experimental
evaluation suggests that the proposed method is robust against parameter
estimation, i.e. the parameter values yielded by the method do not have a
decisive impact on the performance. The best results are obtained when both
audio and visual information is jointly used. Experiments with the Nao robot
indicate that our framework is a step forward towards the autonomous learning
of socially acceptable gaze behavior.Comment: Paper submitted to Pattern Recognition Letter
Social Eavesdropping in Zebrafish: Tuning of Attention to Social Interactions
Group living animals may eavesdrop on signalling interactions between conspecifics in order to collect adaptively relevant information obtained from others, without incurring in the costs of first-hand information acquisition. This ability (aka social eavesdropping) is expected to impact Darwinian fitness, and hence predicts the evolution of cognitive processes that enable social animals to use public information available in the environment. These adaptive specializations in cognition may have evolved both at the level of learning and memory mechanisms, and at the level of input mechanisms, such as attention, which select the information that is available for learning. Here we used zebrafish to test if attention in a social species is tuned to the exchange of information between conspecifics. Our results show that zebrafish are more attentive towards interacting (i.e. fighting) than towards non-interacting pairs of conspecifics, with the exposure to fighting not increasing activity or stress levels. Moreover, using video playbacks to manipulate form features of the fighting fish, we show that during the assessment phase of the fight, bystanders' attention is more driven by form features of the interacting opponents; whereas during the post-resolution phase, it is driven by biological movement features of the dominant fish chasing the subordinate fish.FCT fellowship: (SFRH/BD/33280/2007), Champalimaud Neuroscience Programme
Identifying WIMP dark matter from particle and astroparticle data
One of the most promising strategies to identify the nature of dark matter
consists in the search for new particles at accelerators and with so-called
direct detection experiments. Working within the framework of simplified
models, and making use of machine learning tools to speed up statistical
inference, we address the question of what we can learn about dark matter from
a detection at the LHC and a forthcoming direct detection experiment. We show
that with a combination of accelerator and direct detection data, it is
possible to identify newly discovered particles as dark matter, by
reconstructing their relic density assuming they are weakly interacting massive
particles (WIMPs) thermally produced in the early Universe, and demonstrating
that it is consistent with the measured dark matter abundance. An inconsistency
between these two quantities would instead point either towards additional
physics in the dark sector, or towards a non-standard cosmology, with a thermal
history substantially different from that of the standard cosmological model.Comment: 24 pages (+21 pages of appendices and references) and 14 figures. v2:
Updated to match JCAP version; includes minor clarifications in text and
updated reference
Diagnosing and exploiting the computational demands of videos games for deep reinforcement learning
Humans learn by interacting with their environments and perceiving the
outcomes of their actions. A landmark in artificial intelligence has been the
development of deep reinforcement learning (dRL) algorithms capable of doing
the same in video games, on par with or better than humans. However, it remains
unclear whether the successes of dRL models reflect advances in visual
representation learning, the effectiveness of reinforcement learning algorithms
at discovering better policies, or both. To address this question, we introduce
the Learning Challenge Diagnosticator (LCD), a tool that separately measures
the perceptual and reinforcement learning demands of a task. We use LCD to
discover a novel taxonomy of challenges in the Procgen benchmark, and
demonstrate that these predictions are both highly reliable and can instruct
algorithmic development. More broadly, the LCD reveals multiple failure cases
that can occur when optimizing dRL algorithms over entire video game benchmarks
like Procgen, and provides a pathway towards more efficient progress
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