45 research outputs found
Evolino for recurrent support vector machines
Traditional Support Vector Machines (SVMs) need pre-wired finite time windows
to predict and classify time series. They do not have an internal state
necessary to deal with sequences involving arbitrary long-term dependencies.
Here we introduce a new class of recurrent, truly sequential SVM-like devices
with internal adaptive states, trained by a novel method called EVOlution of
systems with KErnel-based outputs (Evoke), an instance of the recent Evolino
class of methods. Evoke evolves recurrent neural networks to detect and
represent temporal dependencies while using quadratic programming/support
vector regression to produce precise outputs. Evoke is the first SVM-based
mechanism learning to classify a context-sensitive language. It also
outperforms recent state-of-the-art gradient-based recurrent neural networks
(RNNs) on various time series prediction tasks.Comment: 10 pages, 2 figure
Deep AutoRegressive Networks
We introduce a deep, generative autoencoder capable of learning hierarchies
of distributed representations from data. Successive deep stochastic hidden
layers are equipped with autoregressive connections, which enable the model to
be sampled from quickly and exactly via ancestral sampling. We derive an
efficient approximate parameter estimation method based on the minimum
description length (MDL) principle, which can be seen as maximising a
variational lower bound on the log-likelihood, with a feedforward neural
network implementing approximate inference. We demonstrate state-of-the-art
generative performance on a number of classic data sets: several UCI data sets,
MNIST and Atari 2600 games.Comment: Appears in Proceedings of the 31st International Conference on
Machine Learning (ICML), Beijing, China, 201
Playing Atari with Deep Reinforcement Learning
We present the first deep learning model to successfully learn control
policies directly from high-dimensional sensory input using reinforcement
learning. The model is a convolutional neural network, trained with a variant
of Q-learning, whose input is raw pixels and whose output is a value function
estimating future rewards. We apply our method to seven Atari 2600 games from
the Arcade Learning Environment, with no adjustment of the architecture or
learning algorithm. We find that it outperforms all previous approaches on six
of the games and surpasses a human expert on three of them.Comment: NIPS Deep Learning Workshop 201