4,133 research outputs found

    On the Inability of Markov Models to Capture Criticality in Human Mobility

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    We examine the non-Markovian nature of human mobility by exposing the inability of Markov models to capture criticality in human mobility. In particular, the assumed Markovian nature of mobility was used to establish a theoretical upper bound on the predictability of human mobility (expressed as a minimum error probability limit), based on temporally correlated entropy. Since its inception, this bound has been widely used and empirically validated using Markov chains. We show that recurrent-neural architectures can achieve significantly higher predictability, surpassing this widely used upper bound. In order to explain this anomaly, we shed light on several underlying assumptions in previous research works that has resulted in this bias. By evaluating the mobility predictability on real-world datasets, we show that human mobility exhibits scale-invariant long-range correlations, bearing similarity to a power-law decay. This is in contrast to the initial assumption that human mobility follows an exponential decay. This assumption of exponential decay coupled with Lempel-Ziv compression in computing Fano's inequality has led to an inaccurate estimation of the predictability upper bound. We show that this approach inflates the entropy, consequently lowering the upper bound on human mobility predictability. We finally highlight that this approach tends to overlook long-range correlations in human mobility. This explains why recurrent-neural architectures that are designed to handle long-range structural correlations surpass the previously computed upper bound on mobility predictability

    Understanding the Performance of Learning Precoding Policy with GNN and CNNs

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    Learning-based precoding has been shown able to be implemented in real-time, jointly optimized with channel acquisition, and robust to imperfect channels. Yet previous works rarely explain the design choices and learning performance, and existing methods either suffer from high training complexity or depend on problem-specific models. In this paper, we address these issues by analyzing the properties of precoding policy and inductive biases of neural networks, noticing that the learning performance can be decomposed into approximation and estimation errors where the former is related to the smoothness of the policy and both depend on the inductive biases of neural networks. To this end, we introduce a graph neural network (GNN) to learn precoding policy and analyze its connection with the commonly used convolutional neural networks (CNNs). By taking a sum rate maximization precoding policy as an example, we explain why the learned precoding policy performs well in the low signal-to-noise ratio regime, in spatially uncorrelated channels, and when the number of users is much fewer than the number of antennas, as well as why GNN is with higher learning efficiency than CNNs. Extensive simulations validate our analyses and evaluate the generalization ability of the GNN

    From Imitation to Prediction, Data Compression vs Recurrent Neural Networks for Natural Language Processing

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    In recent studies [1][13][12] Recurrent Neural Networks were used for generative processes and their surprising performance can be explained by their ability to create good predictions. In addition, data compression is also based on predictions. What the problem comes down to is whether a data compressor could be used to perform as well as recurrent neural networks in natural language processing tasks. If this is possible,then the problem comes down to determining if a compression algorithm is even more intelligent than a neural network in specific tasks related to human language. In our journey we discovered what we think is the fundamental difference between a Data Compression Algorithm and a Recurrent Neural Network

    Modelling Identity Rules with Neural Networks

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    In this paper, we show that standard feed-forward and recurrent neural networks fail to learn abstract patterns based on identity rules. We propose Repetition Based Pattern (RBP) extensions to neural network structures that solve this problem and answer, as well as raise, questions about integrating structures for inductive bias into neural networks. Examples of abstract patterns are the sequence patterns ABA and ABB where A or B can be any object. These were introduced by Marcus et al (1999) who also found that 7 month old infants recognise these patterns in sequences that use an unfamiliar vocabulary while simple recurrent neural networks do not. This result has been contested in the literature but it is confirmed by our experiments. We also show that the inability to generalise extends to different, previously untested, settings. We propose a new approach to modify standard neural network architectures, called Repetition Based Patterns (RBP) with different variants for classification and prediction. Our experiments show that neural networks with the appropriate RBP structure achieve perfect classification and prediction performance on synthetic data, including mixed concrete and abstract patterns. RBP also improves neural network performance in experiments with real-world sequence prediction tasks. We discuss these finding in terms of challenges for neural network models and identify consequences from this result in terms of developing inductive biases for neural network learning

    A neural network for semantic labelling of structured information

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    Intelligent systems rely on rich sources of information to make informed decisions. Using information from external sources requires establishing correspondences between the information and known information classes. This can be achieved with semantic labelling, which assigns known labels to structured information by classifying it according to computed features. The existing proposals have explored different sets of features, without focusing on what classification techniques are used. In this paper we present three contributions: first, insights on architectural issues that arise when using neural networks for semantic labelling; second, a novel implementation of semantic labelling that uses a state-of-the-art neural network classifier which achieves significantly better results than other four traditional classifiers; third, a comparison of the results obtained by the former network when using different subsets of features, comparing textual features to structural ones, and domain-dependent features to domain-independent ones. The experiments were carried away with datasets from three real world sources. Our results show that there is a need to develop more semantic labelling proposals with sophisticated classification techniques and large features catalogues.Ministerio de Economía y Competitividad TIN2016-75394-

    Evolving neural networks with genetic algorithms to study the String Landscape

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    We study possible applications of artificial neural networks to examine the string landscape. Since the field of application is rather versatile, we propose to dynamically evolve these networks via genetic algorithms. This means that we start from basic building blocks and combine them such that the neural network performs best for the application we are interested in. We study three areas in which neural networks can be applied: to classify models according to a fixed set of (physically) appealing features, to find a concrete realization for a computation for which the precise algorithm is known in principle but very tedious to actually implement, and to predict or approximate the outcome of some involved mathematical computation which performs too inefficient to apply it, e.g. in model scans within the string landscape. We present simple examples that arise in string phenomenology for all three types of problems and discuss how they can be addressed by evolving neural networks from genetic algorithms.Comment: 17 pages, 7 figures, references added, typos corrected, extended introductory sectio

    AI for Classic Video Games using Reinforcement Learning

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    Deep reinforcement learning is a technique to teach machines tasks based on trial and error experiences in the way humans learn. In this paper, some preliminary research is done to understand how reinforcement learning and deep learning techniques can be combined to train an agent to play Archon, a classic video game. We compare two methods to estimate a Q function, the function used to compute the best action to take at each point in the game. In the first approach, we used a Q table to store the states and weights of the corresponding actions. In our experiments, this method converged very slowly. Our second approach was similar to that of [1]: We used a convolutional neural network (CNN) to determine a Q function. This deep neural network model successfully learnt to control the Archon player using keyboard event that it generated. We observed that the second approaches Q function converged faster than the first. For the latter method, the neural net was trained only using prediodic screenshots taken while it was playing. Experiments were conducted on a machine that did not have a GPU, so our training was slower as compared to [1]
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