Incentive salience attribution can be understood as a psychobiological process ascribing relevance to potentially rewarding objects and actions. Despite being an important component of the motivational process guiding our everyday behaviour its study in naturalistic contexts is not straightforward. Here we propose a methodology based on artificial neural networks (ANNs) for approximating latent states produced by this process in situations where large volumes of behavioural data are available but no strict experimental control is possible. Leveraging knowledge derived from theoretical and computational accounts of incentive salience attribution we designed an ANN for estimating duration and intensity of future interactions between individuals and a series of video games in a large-scale ($N> 3 \times 10^6$) longitudinal dataset. Through model comparison and inspection we show that our approach outperforms competing ones while also generating a representation that well approximate some of the functions of attributed incentive salience. We discuss our findings with reference to the adopted theoretical and computational frameworks and suggest how our methodology could be an initial step for estimating attributed incentive salience in large scale behavioural studies.
The particle-in-cell numerical method of plasma physics balances a trade-off between computational cost and intrinsic noise. Inference on data produced by these simulations generally consists of binning the data to recover the particle distribution function, from which physical processes may be investigated. In addition to containing noise, the distribution function is temporally dynamic and can be non-gaussian and multi-modal, making the task of modeling it difficult. Here we demonstrate the use of normalizing flows to learn a smooth, tractable approximation to the noisy particle distribution function. We demonstrate that the resulting data driven likelihood conserves relevant physics and may be extended to encapsulate the temporal evolution of the distribution function.
We present a simple and intuitive approach for interactive control of physically simulated characters. Our work builds upon generative adversarial networks (GAN) and reinforcement learning, and introduces an imitation learning framework where an ensemble of classifiers and an imitation policy are trained in tandem given pre-processed reference clips. The classifiers are trained to discriminate the reference motion from the motion generated by the imitation policy, while the policy is rewarded for fooling the discriminators. Using our GAN-based approach, multiple motor control policies can be trained separately to imitate different behaviors. In runtime, our system can respond to external control signal provided by the user and interactively switch between different policies. Compared to existing methods, our proposed approach has the following attractive properties: 1) achieves state-of-the-art imitation performance without manually designing and fine tuning a reward function; 2) directly controls the character without having to track any target reference pose explicitly or implicitly through a phase state; and 3) supports interactive policy switching without requiring any motion generation or motion matching mechanism. We highlight the applicability of our approach in a range of imitation and interactive control tasks, while also demonstrating its ability to withstand external perturbations as well as to recover balance. Overall, our approach generates high-fidelity motion, has low runtime cost, and can be easily integrated into interactive applications and games.
Spiking neural networks (SNNs) can be run on neuromorphic devices with ultra-high speed and ultra-low energy consumption because of their binary and event-driven nature. Therefore, SNNs are expected to have various applications, including as generative models being running on edge devices to create high-quality images. In this study, we build a variational autoencoder (VAE) with SNN to enable image generation. VAE is known for its stability among generative models; recently, its quality advanced. In vanilla VAE, the latent space is represented as a normal distribution, and floating-point calculations are required in sampling. However, this is not possible in SNNs because all features must be binary time series data. Therefore, we constructed the latent space with an autoregressive SNN model, and randomly selected samples from its output to sample the latent variables. This allows the latent variables to follow the Bernoulli process and allows variational learning. Thus, we build the Fully Spiking Variational Autoencoder where all modules are constructed with SNN. To the best of our knowledge, we are the first to build a VAE only with SNN layers. We experimented with several datasets, and confirmed that it can generate images with the same or better quality compared to conventional ANNs. The code will be available soon.
Unfitted (also known as embedded or immersed) finite element approximations of partial differential equations are very attractive because they have much lower geometrical requirements than standard body-fitted formulations. These schemes do not require body-fitted unstructured mesh generation. In turn, the numerical integration becomes more involved, because one has to compute integrals on portions of cells (only the interior part). In practice, these methods are restricted to level-set (implicit) geometrical representations, which drastically limit their application. Complex geometries in industrial and scientific problems are usually determined by (explicit) boundary representations. In this work, we propose an automatic computational framework for the discretisation of partial differential equations on domains defined by oriented boundary meshes. The geometrical kernel that connects functional and geometry representations generates a two-level integration mesh and a refinement of the boundary mesh that enables the straightforward numerical integration of all the terms in unfitted finite elements. The proposed framework has been applied with success on all analysis-suitable oriented boundary meshes (almost 5,000) in the Thingi10K database and combined with an unfitted finite element formulation to discretise partial differential equations on the corresponding domains.
Recent contrastive representation learning methods rely on estimating mutual information (MI) between multiple views of an underlying context. E.g., we can derive multiple views of a given image by applying data augmentation, or we can split a sequence into views comprising the past and future of some step in the sequence. Contrastive lower bounds on MI are easy to optimize, but have a strong underestimation bias when estimating large amounts of MI. We propose decomposing the full MI estimation problem into a sum of smaller estimation problems by splitting one of the views into progressively more informed subviews and by applying the chain rule on MI between the decomposed views. This expression contains a sum of unconditional and conditional MI terms, each measuring modest chunks of the total MI, which facilitates approximation via contrastive bounds. To maximize the sum, we formulate a contrastive lower bound on the conditional MI which can be approximated efficiently. We refer to our general approach as Decomposed Estimation of Mutual Information (DEMI). We show that DEMI can capture a larger amount of MI than standard non-decomposed contrastive bounds in a synthetic setting, and learns better representations in a vision domain and for dialogue generation.
Specialized domain knowledge is often necessary to accurately annotate training sets for in-depth analysis, but can be burdensome and time-consuming to acquire from domain experts. This issue arises prominently in automated behavior analysis, in which agent movements or actions of interest are detected from video tracking data. To reduce annotation effort, we present TREBA: a method to learn annotation-sample efficient trajectory embedding for behavior analysis, based on multi-task self-supervised learning. The tasks in our method can be efficiently engineered by domain experts through a process we call "task programming", which uses programs to explicitly encode structured knowledge from domain experts. Total domain expert effort can be reduced by exchanging data annotation time for the construction of a small number of programmed tasks. We evaluate this trade-off using data from behavioral neuroscience, in which specialized domain knowledge is used to identify behaviors. We present experimental results in three datasets across two domains: mice and fruit flies. Using embeddings from TREBA, we reduce annotation burden by up to a factor of 10 without compromising accuracy compared to state-of-the-art features. Our results thus suggest that task programming and self-supervision can be an effective way to reduce annotation effort for domain experts.
To learn intrinsic low-dimensional structures from high-dimensional data that most discriminate between classes, we propose the principle of Maximal Coding Rate Reduction ($\text{MCR}^2$), an information-theoretic measure that maximizes the coding rate difference between the whole dataset and the sum of each individual class. We clarify its relationships with most existing frameworks such as cross-entropy, information bottleneck, information gain, contractive and contrastive learning, and provide theoretical guarantees for learning diverse and discriminative features. The coding rate can be accurately computed from finite samples of degenerate subspace-like distributions and can learn intrinsic representations in supervised, self-supervised, and unsupervised settings in a unified manner. Empirically, the representations learned using this principle alone are significantly more robust to label corruptions in classification than those using cross-entropy, and can lead to state-of-the-art results in clustering mixed data from self-learned invariant features.
In this paper, from a theoretical perspective, we study how powerful graph neural networks (GNNs) can be for learning approximation algorithms for combinatorial problems. To this end, we first establish a new class of GNNs that can solve strictly a wider variety of problems than existing GNNs. Then, we bridge the gap between GNN theory and the theory of distributed local algorithms to theoretically demonstrate that the most powerful GNN can learn approximation algorithms for the minimum dominating set problem and the minimum vertex cover problem with some approximation ratios and that no GNN can perform better than with these ratios. This paper is the first to elucidate approximation ratios of GNNs for combinatorial problems. Furthermore, we prove that adding coloring or weak-coloring to each node feature improves these approximation ratios. This indicates that preprocessing and feature engineering theoretically strengthen model capabilities.
Graph Convolutional Networks (GCNs) have proved to be a most powerful architecture in aggregating local neighborhood information for individual graph nodes. Low-rank proximities and node features are successfully leveraged in existing GCNs, however, attributes that graph links may carry are commonly ignored, as almost all of these models simplify graph links into binary or scalar values describing node connectedness. In our paper instead, links are reverted to hypostatic relationships between entities with descriptional attributes. We propose GCN-LASE (GCN with Link Attributes and Sampling Estimation), a novel GCN model taking both node and link attributes as inputs. To adequately captures the interactions between link and node attributes, their tensor product is used as neighbor features, based on which we define several graph kernels and further develop according architectures for LASE. Besides, to accelerate the training process, the sum of features in entire neighborhoods are estimated through Monte Carlo method, with novel sampling strategies designed for LASE to minimize the estimation variance. Our experiments show that LASE outperforms strong baselines over various graph datasets, and further experiments corroborate the informativeness of link attributes and our model's ability of adequately leveraging them.
Multi-Task Learning (MTL) is a learning paradigm in machine learning and its aim is to leverage useful information contained in multiple related tasks to help improve the generalization performance of all the tasks. In this paper, we give a survey for MTL. First, we classify different MTL algorithms into several categories: feature learning approach, low-rank approach, task clustering approach, task relation learning approach, dirty approach, multi-level approach and deep learning approach. In order to compare different approaches, we discuss the characteristics of each approach. In order to improve the performance of learning tasks further, MTL can be combined with other learning paradigms including semi-supervised learning, active learning, reinforcement learning, multi-view learning and graphical models. When the number of tasks is large or the data dimensionality is high, batch MTL models are difficult to handle this situation and online, parallel and distributed MTL models as well as feature hashing are reviewed to reveal the computational and storage advantages. Many real-world applications use MTL to boost their performance and we introduce some representative works. Finally, we present theoretical analyses and discuss several future directions for MTL.