423,423 research outputs found

    Refining interaction search through signed iterative Random Forests

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    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

    Balancing Speed and Quality in Online Learning to Rank for Information Retrieval

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    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

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    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

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    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

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    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

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    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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