Demo Data from VLDB 2026 / reviewers in the wild / expert
David Balduzzi
dblp:63/9672
· DBLP profile ↗
26ranked-venue papers
12as first author
2since 2021 · last 2021
0000-0002-1466-7864ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 24 · 10 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 2 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
21 papers |
Deep learning architectures and training · 19% Optimization for machine learning · 18% Multi-agent systems · 13% | |
| Theoretical computer science
9 papers |
Algorithmic game theory and mechanism design · 100% |
Topics — the 30 heaviest of 55, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.9 | 3 | 2018 | Re-evaluating evaluation · NeurIPS 2018 The Mechanics of n-Player Differentiable Games · ICML 2018 Strongly-Typed Agents are Guaranteed to Interact Safely · ICML 2017 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.8 | 2 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 Stable Opponent Shaping in Differentiable Games · ICLR (Poster) 2019 |
Machine learning › Optimization for machine learning
differentiable games |
0.7 | 2 | 2019 | Differentiable Game Mechanics · J. Mach. Learn. Res. 2019 The Mechanics of n-Player Differentiable Games · ICML 2018 |
Machine learning › Transfer learning and domain adaptation
domain generalization |
0.7 | 3 | 2017 | Scatter Component Analysis: A Unified Framework for Domain Adaptation and Domain Generalization · IEEE Trans. Pattern Anal. Mach. Intell. 2017 Domain Generalization for Object Recognition with Multi-task Autoencoders · ICCV 2015 Domain Generalization via Invariant Feature Representation · ICML (1) 2013 |
Machine learning › Learning theory › online learning › no-regret algorithms
follow-the-regularized-leader |
0.5 | 1 | 2021 | From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization · ICML 2021 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.5 | 1 | 2021 | From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization · ICML 2021 |
Algorithmic game theory and mechanism design
imperfect information games |
0.5 | 1 | 2021 | From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization · ICML 2021 |
Knowledge, reasoning and agents › Multi-agent systems
game theory |
0.4 | 1 | 2020 | Real World Games Look Like Spinning Tops · NeurIPS 2020 |
Knowledge, reasoning and agents › Multi-agent systems
multi-agent learning |
0.4 | 1 | 2020 | Smooth markets: A basic mechanism for organizing gradient-based learners · ICLR 2020 |
Machine learning › Optimization for machine learning › hyperparameter optimization
population-based training |
0.4 | 1 | 2020 | Real World Games Look Like Spinning Tops · NeurIPS 2020 |
Algorithmic game theory and mechanism design
game dynamics |
0.4 | 1 | 2020 | From Chaos to Order: Symmetry and Conservation Laws in Game Dynamics · ICML 2020 |
Algorithmic game theory and mechanism design › learning in games
learning dynamics |
0.4 | 1 | 2020 | From Chaos to Order: Symmetry and Conservation Laws in Game Dynamics · ICML 2020 |
Algorithmic game theory and mechanism design › market design
market mechanism |
0.4 | 1 | 2020 | Smooth markets: A basic mechanism for organizing gradient-based learners · ICLR 2020 |
Algorithmic game theory and mechanism design
mechanism design |
0.4 | 1 | 2020 | From Chaos to Order: Symmetry and Conservation Laws in Game Dynamics · ICML 2020 |
Machine learning › Optimization for machine learning
gradient-based optimization |
0.4 | 1 | 2019 | Differentiable Game Mechanics · J. Mach. Learn. Res. 2019 |
Knowledge, reasoning and agents › Knowledge representation and reasoning
open-world learning |
0.4 | 1 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent shaping |
0.4 | 1 | 2019 | Stable Opponent Shaping in Differentiable Games · ICLR (Poster) 2019 |
Algorithmic game theory and mechanism design › non-cooperative game › strategic game
non-transitive games |
0.4 | 1 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 |
Algorithmic game theory and mechanism design
zero-sum game |
0.4 | 1 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 |
Knowledge, reasoning and agents › Multi-agent systems › game theory
multi-player games |
0.3 | 1 | 2018 | The Mechanics of n-Player Differentiable Games · ICML 2018 |
Machine learning › Optimization for machine learning
convergence guarantees |
0.3 | 1 | 2017 | Neural Taylor Approximations: Convergence and Exploration in Rectifier Networks · ICML 2017 |
Machine learning › Deep learning architectures and training
rectifier network |
0.3 | 1 | 2017 | Neural Taylor Approximations: Convergence and Exploration in Rectifier Networks · ICML 2017 |
Machine learning › Transfer learning and domain adaptation › domain adaptation
representation learning for domain adaptation |
0.3 | 1 | 2017 | Scatter Component Analysis: A Unified Framework for Domain Adaptation and Domain Generalization · IEEE Trans. Pattern Anal. Mach. Intell. 2017 |
Machine learning › Deep learning architectures and training › convolutional neural network
residual network |
0.3 | 1 | 2017 | The Shattered Gradients Problem: If resnets are the answer, then what is the question? · ICML 2017 |
Machine learning › Deep learning architectures and training
skip connections |
0.3 | 1 | 2017 | The Shattered Gradients Problem: If resnets are the answer, then what is the question? · ICML 2017 |
Machine learning › Deep learning architectures and training › training dynamics
vanishing and exploding gradients |
0.3 | 1 | 2017 | The Shattered Gradients Problem: If resnets are the answer, then what is the question? · ICML 2017 |
Machine learning › Deep learning architectures and training
recurrent neural network |
0.2 | 1 | 2016 | Strongly-Typed Recurrent Neural Networks · ICML 2016 |
Machine learning › Learning theory › neural network theory
representational capacity |
0.2 | 1 | 2016 | Strongly-Typed Recurrent Neural Networks · ICML 2016 |
Machine learning › Transfer learning and domain adaptation › domain adaptation
unsupervised domain adaptation |
0.2 | 1 | 2016 | Deep Reconstruction-Classification Networks for Unsupervised Domain Adaptation · ECCV (4) 2016 |
Machine learning › Representation and self-supervised learning › representation learning › neural network representation learning › deep representation learning
autoencoder representation learning |
0.2 | 1 | 2015 | Domain Generalization for Object Recognition with Multi-task Autoencoders · ICCV 2015 |
Methods — techniques the papers use, named apart from their topics
gradient descent · 1.6regularization · 1.1poincaré recurrence · 1.0gradient-based learning · 0.9game theory · 0.9rectified nash response · 0.8game-theoretic niching · 0.8adversarial training · 0.8regret minimization · 0.4nash clustering · 0.4follow-the-regularized-leader · 0.4empirical game analysis · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | A Limited-Capacity Minimax Theorem for Non-Convex Games or: How I Learned to Stop Worrying about Mixed-Nash and Love Neural NetsabstractAdversarial training, a special case of multi-objective optimization, is an increasingly prevalent machine learning technique: some of its most notable applications include GAN-based generative modeling and self-play techniques in reinforcement learning which have been applied to complex games such as Go or Poker. In practice, a \emph{single} pair of networks is typically trained in order to find an approximate equilibrium of a highly nonconcave-nonconvex adversarial problem. However, while a classic result in game theory states such an equilibrium exists in concave-convex games, there is no analogous guarantee if the payoff is nonconcave-nonconvex. Our main contribution is to provide an approximate minimax theorem for a large class of games where the players pick neural networks including WGAN, StarCraft II and Blotto Game. Our findings rely on the fact that despite being nonconcave-nonconvex with respect to the neural networks parameters, these games are concave-convex with respect to the actual models (e.g., functions or distributions) represented by these neural networks. Gauthier Gidel, David Balduzzi, Wojciech Czarnecki 0001, Marta Garnelo, Yoram Bachrach |
AISTATS | 2 |
| 2021 | From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via RegularizationabstractIn this paper we investigate the Follow the Regularized Leader dynamics in sequential imperfect information games (IIG). We generalize existing results of Poincar{é} recurrence from normal-form games to zero-sum two-player imperfect information games and other sequential game settings. We then investigate how adapting the reward (by adding a regularization term) of the game can give strong convergence guarantees in monotone games. We continue by showing how this reward adaptation technique can be leveraged to build algorithms that converge exactly to the Nash equilibrium. Finally, we show how these insights can be directly used to build state-of-the-art model-free algorithms for zero-sum two-player Imperfect Information Games (IIG). Julien Pérolat, Rémi Munos, Jean-Baptiste Lespiau, Shayegan Omidshafiei, Mark Rowland 0001, Pedro A. Ortega, Neil Burch, Thomas W. Anthony 0001, David Balduzzi, Bart De Vylder, Georgios Piliouras, Marc Lanctot, Karl Tuyls |
ICML | 9 |
| 2020 | Smooth markets: A basic mechanism for organizing gradient-based learners
David Balduzzi, Wojciech Czarnecki 0001, Thomas W. Anthony 0001, Ian Gemp, Edward Hughes 0001, Joel Z. Leibo, Georgios Piliouras, Thore Graepel |
ICLR | 1 |
| 2020 | From Chaos to Order: Symmetry and Conservation Laws in Game DynamicsabstractGames are an increasingly useful tool for training and testing learning algorithms. Recent examples include GANs, AlphaZero and the AlphaStar league. However, multi-agent learning can be extremely difficult to predict and control. Learning dynamics even in simple games can yield chaotic behavior. In this paper, we present basic \emph{mechanism design} tools for constructing games with predictable and controllable dynamics. We show that arbitrarily large and complex network games, encoding both cooperation (team play) and competition (zero-sum interaction), exhibit conservation laws when agents use the standard regret-minimizing dynamics known as Follow-the-Regularized-Leader. These laws persist when different agents use different dynamics and encode long-range correlations between agents’ behavior, even though the agents may not interact directly. Moreover, we provide sufficient conditions under which the dynamics have multiple, linearly independent, conservation laws. Increasing the number of conservation laws results in more predictable dynamics, eventually making chaotic behavior formally impossible in some cases. Sai Ganesh Nagarajan, David Balduzzi, Georgios Piliouras |
ICML | 2 |
| 2020 | Real World Games Look Like Spinning TopsabstractThis paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resembles a spinning top, with the upright axis representing transitive strength, and the radial axis representing the non-transitive dimension, which corresponds to the number of cycles that exist at a particular transitive strength. We prove the existence of this geometry for a wide class of real world games by exposing their temporal nature. Additionally, we show that this unique structure also has consequences for learning - it clarifies why populations of strategies are necessary for training of agents, and how population size relates to the structure of the game. Finally, we empirically validate these claims by using a selection of nine real world two-player zero-sum symmetric games, showing 1) the spinning top structure is revealed and can be easily reconstructed by using a new method of Nash clustering to measure the interaction between transitive and cyclical strategy behaviour, and 2) the effect that population size has on the convergence of learning in these games. Wojciech Czarnecki 0001, Gauthier Gidel, Brendan D. Tracey, Karl Tuyls, Shayegan Omidshafiei, David Balduzzi, Max Jaderberg |
NeurIPS | 6 |
| 2019 | Stable Opponent Shaping in Differentiable Games
Alistair Letcher, Jakob N. Foerster, David Balduzzi, Tim Rocktäschel, Shimon Whiteson |
ICLR (Poster) | 3 |
| 2019 | Open-ended learning in symmetric zero-sum gamesabstractZero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them ‘winner’ and ‘loser’. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can exhibit strategic cycles, and there is no longer a clear objective – we want agents to increase in strength, but against whom is unclear. In this paper, we introduce a geometric framework for formulating agent objectives in zero-sum games, in order to construct adaptive sequences of objectives that yield open-ended learning. The framework allows us to reason about population performance in nontransitive games, and enables the development of a new algorithm (rectified Nash response, PSRO_rN) that uses game-theoretic niching to construct diverse populations of effective agents, producing a stronger set of agents than existing algorithms. We apply PSRO_rN to two highly nontransitive resource allocation games and find that PSRO_rN consistently outperforms the existing alternatives. David Balduzzi, Marta Garnelo, Yoram Bachrach, Wojciech Czarnecki 0001, Julien Pérolat, Max Jaderberg, Thore Graepel |
ICML | 1 |
| 2019 | Differentiable Game MechanicsabstractDeep learning is built on the foundational guarantee that gradient descent on an objective function converges to local minima. Unfortunately, this guarantee fails in settings, such as generative adversarial nets, that exhibit multiple interacting losses. The behavior of gradient-based methods in games is not well understood -- and is becoming increasingly important as adversarial and multi-objective architectures proliferate. In this paper, we develop new tools to understand and control the dynamics in $n$-player differentiable games. The key result is to decompose the game Jacobian into two components. The first, symmetric component, is related to potential games, which reduce to gradient descent on an implicit function. The second, antisymmetric component, relates to Hamiltonian games, a new class of games that obey a conservation law akin to conservation laws in classical mechanical systems. The decomposition motivates Symplectic Gradient Adjustment (SGA), a new algorithm for finding stable fixed points in differentiable games. Basic experiments show SGA is competitive with recently proposed algorithms for finding stable fixed points in GANs -- while at the same time being applicable to, and having guarantees in, much more general cases. Alistair Letcher, David Balduzzi, Sébastien Racanière, James Martens, Jakob N. Foerster, Karl Tuyls, Thore Graepel |
J. Mach. Learn. Res. | 2 |
| 2018 | The Mechanics of n-Player Differentiable GamesabstractThe cornerstone underpinning deep learning is the guarantee that gradient descent on an objective converges to local minima. Unfortunately, this guarantee fails in settings, such as generative adversarial nets, where there are multiple interacting losses. The behavior of gradient-based methods in games is not well understood – and is becoming increasingly important as adversarial and multi-objective architectures proliferate. In this paper, we develop new techniques to understand and control the dynamics in general games. The key result is to decompose the second-order dynamics into two components. The first is related to potential games, which reduce to gradient descent on an implicit function; the second relates to Hamiltonian games, a new class of games that obey a conservation law, akin to conservation laws in classical mechanical systems. The decomposition motivates Symplectic Gradient Adjustment (SGA), a new algorithm for finding stable fixed points in general games. Basic experiments show SGA is competitive with recently proposed algorithms for finding local Nash equilibria in GANs – whilst at the same time being applicable to – and having guarantees in – much more general games. David Balduzzi, Sébastien Racanière, James Martens, Jakob N. Foerster, Karl Tuyls, Thore Graepel |
ICML | 1 |
| 2018 | Re-evaluating evaluationabstractProgress in machine learning is measured by careful evaluation on problems of outstanding common interest. However, the proliferation of benchmark suites and environments, adversarial attacks, and other complications has diluted the basic evaluation model by overwhelming researchers with choices. Deliberate or accidental cherry picking is increasingly likely, and designing well-balanced evaluation suites requires increasing effort. In this paper we take a step back and propose Nash averaging. The approach builds on a detailed analysis of the algebraic structure of evaluation in two basic scenarios: agent-vs-agent and agent-vs-task. The key strength of Nash averaging is that it automatically adapts to redundancies in evaluation data, so that results are not biased by the incorporation of easy tasks or weak agents. Nash averaging thus encourages maximally inclusive evaluation -- since there is no harm (computational cost aside) from including all available tasks and agents. David Balduzzi, Karl Tuyls, Julien Pérolat, Thore Graepel |
NeurIPS | 1 |
| 2017 | Strongly-Typed Agents are Guaranteed to Interact SafelyabstractAs artificial agents proliferate, it is becoming increasingly important to ensure that their interactions with one another are well-behaved. In this paper, we formalize a common-sense notion of when algorithms are well-behaved: an algorithm is safe if it does no harm. Motivated by recent progress in deep learning, we focus on the specific case where agents update their actions according to gradient descent. The paper shows that that gradient descent converges to a Nash equilibrium in safe games. The main contribution is to define strongly-typed agents and show they are guaranteed to interact safely, thereby providing sufficient conditions to guarantee safe interactions. A series of examples show that strong-typing generalizes certain key features of convexity, is closely related to blind source separation, and introduces a new perspective on classical multilinear games based on tensor decomposition. David Balduzzi |
ICML | 1 |
| 2017 | The Shattered Gradients Problem: If resnets are the answer, then what is the question?abstractA long-standing obstacle to progress in deep learning is the problem of vanishing and exploding gradients. Although, the problem has largely been overcome via carefully constructed initializations and batch normalization, architectures incorporating skip-connections such as highway and resnets perform much better than standard feedforward architectures despite well-chosen initialization and batch normalization. In this paper, we identify the shattered gradients problem. Specifically, we show that the correlation between gradients in standard feedforward networks decays exponentially with depth resulting in gradients that resemble white noise whereas, in contrast, the gradients in architectures with skip-connections are far more resistant to shattering, decaying sublinearly. Detailed empirical evidence is presented in support of the analysis, on both fully-connected networks and convnets. Finally, we present a new “looks linear” (LL) initialization that prevents shattering, with preliminary experiments showing the new initialization allows to train very deep networks without the addition of skip-connections. David Balduzzi, Marcus Frean, Lennox Leary, John P. Lewis, Kurt Wan-Duo Ma, Brian McWilliams |
ICML | 1 |
| 2017 | Neural Taylor Approximations: Convergence and Exploration in Rectifier NetworksabstractModern convolutional networks, incorporating rectifiers and max-pooling, are neither smooth nor convex; standard guarantees therefore do not apply. Nevertheless, methods from convex optimization such as gradient descent and Adam are widely used as building blocks for deep learning algorithms. This paper provides the first convergence guarantee applicable to modern convnets, which furthermore matches a lower bound for convex nonsmooth functions. The key technical tool is the neural Taylor approximation – a straightforward application of Taylor expansions to neural networks – and the associated Taylor loss. Experiments on a range of optimizers, layers, and tasks provide evidence that the analysis accurately captures the dynamics of neural optimization. The second half of the paper applies the Taylor approximation to isolate the main difficulty in training rectifier nets – that gradients are shattered – and investigates the hypothesis that, by exploring the space of activation configurations more thoroughly, adaptive optimizers such as RMSProp and Adam are able to converge to better solutions. David Balduzzi, Brian McWilliams, Tony Butler-Yeoman |
ICML | 1 |
| 2017 | Scatter Component Analysis: A Unified Framework for Domain Adaptation and Domain GeneralizationabstractThis paper addresses classification tasks on a particular target domain in which labeled training data are only available from source domains different from (but related to) the target. Two closely related frameworks, domain adaptation and domain generalization, are concerned with such tasks, where the only difference between those frameworks is the availability of the unlabeled target data: domain adaptation can leverage unlabeled target information, while domain generalization cannot. We propose Scatter Component Analyis (SCA), a fast representation learning algorithm that can be applied to both domain adaptation and domain generalization. SCA is based on a simple geometrical measure, i.e., scatter, which operates on reproducing kernel Hilbert space. SCA finds a representation that trades between maximizing the separability of classes, minimizing the mismatch between domains, and maximizing the separability of data; each of which is quantified through scatter. The optimization problem of SCA can be reduced to a generalized eigenvalue problem, which results in a fast and exact solution. Comprehensive experiments on benchmark cross-domain object recognition datasets verify that SCA performs much faster than several state-of-the-art algorithms and also provides state-of-the-art classification accuracy in both domain adaptation and domain generalization. We also show that scatter can be used to establish a theoretical generalization bound in the case of domain adaptation. Muhammad Ghifary, David Balduzzi, W. Bastiaan Kleijn, Mengjie Zhang 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2016 | Deep Reconstruction-Classification Networks for Unsupervised Domain Adaptation
Muhammad Ghifary, W. Bastiaan Kleijn, Mengjie Zhang 0001, David Balduzzi |
ECCV (4) | 4 |
| 2016 | Strongly-Typed Recurrent Neural NetworksabstractRecurrent neural networks are increasing popular models for sequential learning. Unfortunately, although the most effective RNN architectures are perhaps excessively complicated, extensive searches have not found simpler alternatives. This paper imports ideas from physics and functional programming into RNN design to provide guiding principles. From physics, we introduce type constraints, analogous to the constraints that forbids adding meters to seconds. From functional programming, we require that strongly-typed architectures factorize into stateless learnware and state-dependent firmware, reducing the impact of side-effects. The features learned by strongly-typed nets have a simple semantic interpretation via dynamic average-pooling on one-dimensional convolutions. We also show that strongly-typed gradients are better behaved than in classical architectures, and characterize the representational power of strongly-typed nets. Finally, experiments show that, despite being more constrained, strongly-typed architectures achieve lower training and comparable generalization error to classical architectures. David Balduzzi, Muhammad Ghifary |
ICML | 1 |
| 2015 | Kickback Cuts Backprop's Red-Tape: Biologically Plausible Credit Assignment in Neural NetworksabstractError backpropagation is an extremely effective algorithm for assigning credit in artificial neural networks. However, weight updates under Backprop depend on lengthy recursive computations and require separate output and error messages — features not shared by biological neurons, that are perhaps unnecessary. In this paper, we revisit Backprop and the credit assignment problem. We first decompose Backprop into a collection of interacting learning algorithms; provide regret bounds on the performance of these sub-algorithms; and factorize Backprop's error signals. Using these results, we derive a new credit assignment algorithm for nonparametric regression, Kickback, that is significantly simpler than Backprop. Finally, we provide a sufficient condition for Kickback to follow error gradients, and show that Kickback matches Backprop's performance on real-world regression benchmarks. David Balduzzi, Hastagiri Vanchinathan, Joachim M. Buhmann |
AAAI | 1 |
| 2015 | Domain Generalization for Object Recognition with Multi-task AutoencodersabstractThe problem of domain generalization is to take knowledge acquired from a number of related domains, where training data is available, and to then successfully apply it to previously unseen domains. We propose a new feature learning algorithm, Multi-Task Autoencoder (MTAE), that provides good generalization performance for cross-domain object recognition. The algorithm extends the standard denoising autoencoder framework by substituting artificially induced corruption with naturally occurring inter-domain variability in the appearance of objects. Instead of reconstructing images from noisy versions, MTAE learns to transform the original image into analogs in multiple related domains. It thereby learns features that are robust to variations across domains. The learnt features are then used as inputs to a classifier. We evaluated the performance of the algorithm on benchmark image recognition datasets, where the task is to learn features from multiple datasets and to then predict the image label from unseen datasets. We found that (denoising) MTAE outperforms alternative autoencoder-based models as well as the current state-of-the-art algorithms for domain generalization. Muhammad Ghifary, W. Bastiaan Kleijn, Mengjie Zhang 0001, David Balduzzi |
ICCV | 4 |
| 2015 | Learning the Structure of Sum-Product Networks via an SVD-based Algorithm
Tameem Adel, David Balduzzi, Ali Ghodsi 0001 |
UAI | 2 |
| 2013 | Domain Generalization via Invariant Feature RepresentationabstractThis paper investigates domain generalization: How to take knowledge acquired from an arbitrary number of related domains and apply it to previously unseen domains? We propose Domain-Invariant Component Analysis (DICA), a kernel-based optimization algorithm that learns an invariant transformation by minimizing the dissimilarity across domains, whilst preserving the functional relationship between input and output variables. A learning-theoretic analysis shows that reducing dissimilarity improves the expected generalization ability of classifiers on new domains, motivating the proposed algorithm. Experimental results on synthetic and real-world datasets demonstrate that DICA successfully learns invariant features and improves classifier performance in practice. Krikamol Muandet, David Balduzzi, Bernhard Schölkopf |
ICML (1) | 2 |
| 2013 | Correlated random features for fast semi-supervised learningabstractThis paper presents Correlated Nystrom Views (XNV), a fast semi-supervised algorithm for regression and classification. The algorithm draws on two main ideas. First, it generates two views consisting of computationally inexpensive random features. Second, multiview regression, using Canonical Correlation Analysis (CCA) on unlabeled data, biases the regression towards useful features. It has been shown that CCA regression can substantially reduce variance with a minimal increase in bias if the views contains accurate estimators. Recent theoretical and empirical work shows that regression with random features closely approximates kernel regression, implying that the accuracy requirement holds for random views. We show that XNV consistently outperforms a state-of-the-art algorithm for semi-supervised learning: substantially improving predictive performance and reducing the variability of performance on a wide variety of real-world datasets, whilst also reducing runtime by orders of magnitude. Brian McWilliams, David Balduzzi, Joachim M. Buhmann |
NIPS | 2 |
| 2012 | Towards a learning-theoretic analysis of spike-timing dependent plasticityabstractThis paper suggests a learning-theoretic perspective on how synaptic plasticity benefits global brain functioning. We introduce a model, the selectron, that (i) arises as the fast time constant limit of leaky integrate-and-fire neurons equipped with spiking timing dependent plasticity (STDP) and (ii) is amenable to theoretical analysis. We show that the selectron encodes reward estimates into spikes and that an error bound on spikes is controlled by a spiking margin and the sum of synaptic weights. Moreover, the efficacy of spikes (their usefulness to other reward maximizing selectrons) also depends on total synaptic strength. Finally, based on our analysis, we propose a regularized version of STDP, and show the regularization improves the robustness of neuronal learning when faced with multiple stimuli. David Balduzzi, Michel Besserve |
NIPS | 1 |
| 2012 | A Nonparametric Conjugate Prior Distribution for the Maximizing Argument of a Noisy FunctionabstractWe propose a novel Bayesian approach to solve stochastic optimization problems that involve finding extrema of noisy, nonlinear functions. Previous work has focused on representing possible functions explicitly, which leads to a two-step procedure of first, doing inference over the function space and second, finding the extrema of these functions. Here we skip the representation step and directly model the distribution over extrema. To this end, we devise a non-parametric conjugate prior where the natural parameter corresponds to a given kernel function and the sufficient statistic is composed of the observed function values. The resulting posterior distribution directly captures the uncertainty over the maximum of the unknown function. Pedro A. Ortega, Jordi Grau-Moya, Tim Genewein, David Balduzzi, Daniel A. Braun 0001 |
NIPS | 4 |
| 2011 | Uncovering the Temporal Dynamics of Diffusion Networks
Manuel Gomez-Rodriguez, David Balduzzi, Bernhard Schölkopf |
ICML | 2 |
| 2009 | Qualia: The Geometry of Integrated InformationabstractAccording to the integrated information theory, the quantity of consciousness is the amount of integrated information generated by a complex of elements, and the quality of experience is specified by the informational relationships it generates. This paper outlines a framework for characterizing the informational relationships generated by such systems. Qualia space (Q) is a space having an axis for each possible state (activity pattern) of a complex. Within Q, each submechanism specifies a point corresponding to a repertoire of system states. Arrows between repertoires in Q define informational relationships. Together, these arrows specify a quale -- a shape that completely and univocally characterizes the quality of a conscious experience. Phi -- the height of this shape -- is the quantity of consciousness associated with the experience. Entanglement measures how irreducible informational relationships are to their component relationships, specifying concepts and modes. Several corollaries follow from these premises. The quale is determined by both the mechanism and state of the system. Thus, two different systems having identical activity patterns may generate different qualia. Conversely, the same quale may be generated by two systems that differ in both activity and connectivity. Both active and inactive elements specify a quale, but elements that are inactivated do not. Also, the activation of an element affects experience by changing the shape of the quale. The subdivision of experience into modalities and submodalities corresponds to subshapes in Q. In principle, different aspects of experience may be classified as different shapes in Q, and the similarity between experiences reduces to similarities between shapes. Finally, specific qualities, such as the "redness" of red, while generated by a local mechanism, cannot be reduced to it, but require considering the entire quale. Ultimately, the present framework may offer a principled way for translating qualitative properties of experience into mathematics. David Balduzzi, Giulio Tononi |
PLoS Comput. Biol. | 1 |
| 2008 | Integrated Information in Discrete Dynamical Systems: Motivation and Theoretical FrameworkabstractThis paper introduces a time- and state-dependent measure of integrated information, phi, which captures the repertoire of causal states available to a system as a whole. Specifically, phi quantifies how much information is generated (uncertainty is reduced) when a system enters a particular state through causal interactions among its elements, above and beyond the information generated independently by its parts. Such mathematical characterization is motivated by the observation that integrated information captures two key phenomenological properties of consciousness: (i) there is a large repertoire of conscious experiences so that, when one particular experience occurs, it generates a large amount of information by ruling out all the others; and (ii) this information is integrated, in that each experience appears as a whole that cannot be decomposed into independent parts. This paper extends previous work on stationary systems and applies integrated information to discrete networks as a function of their dynamics and causal architecture. An analysis of basic examples indicates the following: (i) phi varies depending on the state entered by a network, being higher if active and inactive elements are balanced and lower if the network is inactive or hyperactive. (ii) phi varies for systems with identical or similar surface dynamics depending on the underlying causal architecture, being low for systems that merely copy or replay activity states. (iii) phi varies as a function of network architecture. High phi values can be obtained by architectures that conjoin functional specialization with functional integration. Strictly modular and homogeneous systems cannot generate high phi because the former lack integration, whereas the latter lack information. Feedforward and lattice architectures are capable of generating high phi but are inefficient. (iv) In Hopfield networks, phi is low for attractor states and neutral states, but increases if the networks are optimized to achieve tension between local and global interactions. These basic examples appear to match well against neurobiological evidence concerning the neural substrates of consciousness. More generally, phi appears to be a useful metric to characterize the capacity of any physical system to integrate information. David Balduzzi, Giulio Tononi |
PLoS Comput. Biol. | 1 |