134 research outputs found

    Comparing Probabilistic Models for Melodic Sequences

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    Modelling the real world complexity of music is a challenge for machine learning. We address the task of modeling melodic sequences from the same music genre. We perform a comparative analysis of two probabilistic models; a Dirichlet Variable Length Markov Model (Dirichlet-VMM) and a Time Convolutional Restricted Boltzmann Machine (TC-RBM). We show that the TC-RBM learns descriptive music features, such as underlying chords and typical melody transitions and dynamics. We assess the models for future prediction and compare their performance to a VMM, which is the current state of the art in melody generation. We show that both models perform significantly better than the VMM, with the Dirichlet-VMM marginally outperforming the TC-RBM. Finally, we evaluate the short order statistics of the models, using the Kullback-Leibler divergence between test sequences and model samples, and show that our proposed methods match the statistics of the music genre significantly better than the VMM.Comment: in Proceedings of the ECML-PKDD 2011. Lecture Notes in Computer Science, vol. 6913, pp. 289-304. Springer (2011

    Inference of kinetic Ising model on sparse graphs

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    Based on dynamical cavity method, we propose an approach to the inference of kinetic Ising model, which asks to reconstruct couplings and external fields from given time-dependent output of original system. Our approach gives an exact result on tree graphs and a good approximation on sparse graphs, it can be seen as an extension of Belief Propagation inference of static Ising model to kinetic Ising model. While existing mean field methods to the kinetic Ising inference e.g., na\" ive mean-field, TAP equation and simply mean-field, use approximations which calculate magnetizations and correlations at time tt from statistics of data at time t−1t-1, dynamical cavity method can use statistics of data at times earlier than t−1t-1 to capture more correlations at different time steps. Extensive numerical experiments show that our inference method is superior to existing mean-field approaches on diluted networks.Comment: 9 pages, 3 figures, comments are welcom

    Solving the Sports League Scheduling Problem with Tabu Search

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    In this paper we present a tabu approach for a version of the Sports League Scheduling Problem. The approach adopted is based on a formulation of the problem as a Constraint Satisfaction Problem (CSP). Tests were carried out on problem instances of up to 40 teams representing 780 integer variables with 780 values per variable. Experimental results show that this approach outperforms some existing methods and is one of the most promising methods for solving problems of this type

    Adaptive cluster expansion for the inverse Ising problem: convergence, algorithm and tests

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    We present a procedure to solve the inverse Ising problem, that is to find the interactions between a set of binary variables from the measure of their equilibrium correlations. The method consists in constructing and selecting specific clusters of variables, based on their contributions to the cross-entropy of the Ising model. Small contributions are discarded to avoid overfitting and to make the computation tractable. The properties of the cluster expansion and its performances on synthetic data are studied. To make the implementation easier we give the pseudo-code of the algorithm.Comment: Paper submitted to Journal of Statistical Physic

    Game Theoretical Interactions of Moving Agents

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    Game theory has been one of the most successful quantitative concepts to describe social interactions, their strategical aspects, and outcomes. Among the payoff matrix quantifying the result of a social interaction, the interaction conditions have been varied, such as the number of repeated interactions, the number of interaction partners, the possibility to punish defective behavior etc. While an extension to spatial interactions has been considered early on such as in the "game of life", recent studies have focussed on effects of the structure of social interaction networks. However, the possibility of individuals to move and, thereby, evade areas with a high level of defection, and to seek areas with a high level of cooperation, has not been fully explored so far. This contribution presents a model combining game theoretical interactions with success-driven motion in space, and studies the consequences that this may have for the degree of cooperation and the spatio-temporal dynamics in the population. It is demonstrated that the combination of game theoretical interactions with motion gives rise to many self-organized behavioral patterns on an aggregate level, which can explain a variety of empirically observed social behaviors
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