Содержание
- 2. From Cliques to Equilibria Dominant-Set Clustering and Its Applications
- 3. The “Classical” Clustering Problem Given: a set of n “objects” an n × n matrix A
- 4. Applications Clustering problems abound in many areas of computer science and engineering. A short list of
- 5. What is a Cluster? No universally accepted (formal) definition of a “cluster” but, informally, a cluster
- 6. A Special Case: Binary Symmetric Similarities Suppose the similarity matrix is a binary (0/1) matrix. Given
- 7. Advantages of the New Approach No need to know the number of clusters in advance (since
- 8. What is Game Theory? A few cornerstones in game theory 1921−1928: Emile Borel and John von
- 9. “Solving” a Game Nash equilibrium!
- 10. Basics of (Two-Player, Symmetric) Game Theory Assume: a (symmetric) game between two players complete knowledge a
- 11. Nash Equilibria Let A be an arbitrary payoff matrix: aij is the payoff obtained by playing
- 12. Evolution and the Theory of Games “We repeat most emphatically that our theory is thoroughly static.
- 13. Evolutionary Games and ESS’s Assumptions: A large population of individuals belonging to the same species which
- 14. ESS’s as Clusters We claim that ESS’s abstract well the main characteristics of a cluster: Internal
- 15. Basic Definitions Let S ⊆ V be a non-empty subset of vertices, and i∈S. The (average)
- 16. Assigning Weights to Vertices Let S ⊆ V be a non-empty subset of vertices, and i∈S.
- 17. Interpretation Intuitively, wS(i) gives us a measure of the overall (relative) similarity between vertex i and
- 18. Dominant Sets Definition (Pavan and Pelillo, 2003, 2007). A non-empty subset of vertices S ⊆ V
- 19. The Clustering Game Consider the following “clustering game.” Assume a preexisting set of objects O and
- 20. Dominant Sets are ESS’s Theorem (Torsello, Rota Bulò and Pelillo, 2006). Evolutionary stable strategies of the
- 21. Special Case: Symmetric Affinities Given a symmetric real-valued matrix A (with null diagonal), consider the following
- 22. Replicator Dynamics Let xi(t) the population share playing pure strategy i at time t. The state
- 23. Doubly Symmetric Games In a doubly symmetric (or partnership) game, the payoff matrix A is symmetric
- 24. Discrete-time Replicator Dynamics A well-known discretization of replicator dynamics, which assumes non-overlapping generations, is the following
- 25. A Toy Example
- 26. Measuring the Degree of Cluster Membership The components of the converged vector give us a measure
- 27. Application to Image Segmentation An image is represented as an edge-weighted undirected graph, where vertices correspond
- 28. Experimental Setup
- 29. Intensity Segmentation Results Dominant sets Ncut
- 30. Intensity Segmentation Results Dominant sets Ncut
- 31. Results on the Berkeley Dataset Dominant sets Ncut
- 32. Color Segmentation Results Original image Dominant sets Ncut
- 33. Dominant sets Ncut Results on the Berkeley Dataset
- 34. Texture Segmentation Results Dominant sets
- 35. Texture Segmentation Results NCut
- 37. F-formations “Whenever two or more individuals in close proximity orient their bodies in such a way
- 38. System Architecture Frustrum of visual attention A person in a scene is described by his/her position
- 39. Results
- 40. Qualitative results on the CoffeeBreak dataset compared with the state of the art HFF. Yellow =
- 41. Bioinformatics Identification of protein binding sites (Zauhar and Bruist, 2005) Clustering gene expression profiles (Li et
- 42. Extensions
- 43. First idea: run replicator dynamics from different starting points in the simplex. Problem: computationally expensive and
- 44. Finding Overlapping Classes: Intuition
- 45. Building a Hierarchy: A Family of Quadratic Programs
- 46. The effects of α
- 47. The Landscape of fα
- 48. Sketch of the Hierarchical Clustering Algorithm
- 49. Dealing with High-Order Similarities A (weighted) hypergraph is a triplet H = (V, E, w), where
- 50. The Hypergraph Clustering Game Given a weighted k-graph representing an instance of a hypergraph clustering problem,
- 51. ESS’s and Polynomial Optimization
- 52. Baum-Eagon Inequality
- 53. An exampe: Line Clustering
- 54. In a nutshell… The game-theoretic/dominant-set approach: makes no assumption on the structure of the affinity matrix,
- 55. References S. Rota Bulò and M. Pelillo. Dominant-set clustering: A review. Europ. J. Oper. Res. (2017)
- 56. Hume-Nash Machines Context-Aware Models of Learning and Recognition
- 57. Machine learning: The standard paradigm From: Duda, Hart and Stork, Pattern Classification (2000)
- 58. Limitations There are cases where it’s not easy to find satisfactory feature-vector representations. Some examples when
- 59. Tacit assumptions Objects possess “intrinsic” (or essential) properties Objects live in a vacuum In both cases:
- 60. The many types of relations Similarity relations between objects Similarity relations between categories Contextual relations …
- 61. Context helps …
- 62. … but can also deceive!
- 63. Context and the brain From: M. Bar, “Visual objects in context”, Nature Reviews Neuroscience, August 2004.
- 64. Beyond features? The field is showing an increasing propensity towards relational approaches, e.g., Kernel methods Pairwise
- 65. The SIMBAD project University of Venice (IT), coordinator University of York (UK) Technische Universität Delft (NL)
- 66. The SIMBAD book M. Pelillo (Ed.) Similarity-Based Pattern Analysis and Recognition (2013)
- 67. Challenges to similarity-based approaches Departing from vector-space representations: dealing with (dis)similarities that might not possess the
- 68. The need for non-metric similarities «Any computer vision system that attempts to faithfully reflect human judgments
- 69. The symmetry assumption «Similarity has been viewed by both philosophers and psychologists as a prime example
- 70. Hume-Nash machines A context-aware classification model based on: The use of similarity principles which go back
- 71. Hume’s similarity principle «I have found that such an object has always been attended with such
- 72. Why game theory? Answer #1: Because it works! (well, great…) Answer #3: Because it allows us
- 73. The (Consistent) labeling problem A labeling problem involves: A set of n objects B = {b1,…,bn}
- 74. Relaxation labeling processes In a now classic 1976 paper, Rosenfeld, Hummel, and Zucker introduced the following
- 75. Applications Since their introduction in the mid-1970’s relaxation labeling algorithms have found applications in virtually all
- 76. Hummel and Zucker’s consistency In 1983, Hummel and Zucker developed an elegant theory of consistency in
- 77. Relaxation labeling as non-cooperative Games As observed by Miller and Zucker (1991) the consistent labeling problem
- 78. Application to semi-supervised learning Adapted from: O. Duchene, J.-Y. Audibert, R. Keriven, J. Ponce, and F.
- 79. Graph transduction Given a set of data points grouped into: labeled data: unlabeled data: Express data
- 80. A special case A simple case of graph transduction in which the graph G is an
- 81. The graph transduction game Given a weighted graph G = (V, E, w), the graph trasduction
- 82. In short… Graph transduction can be formulated as a non-cooperative game (i.e., a consistent labeling problem).
- 83. Extensions The approach described here is being naturally extended along several directions: Using more powerful algorithms
- 84. Word sense disambiguation WSD is the task to identify the intended meaning of a word based
- 85. Approaches Supervised approaches Use sense labeled corpora to build classifiers. Semi-supervised approaches Use transductive methods to
- 86. WSD games The WSD problem can be formulated in game-theoretic terms modeling: the players of the
- 87. An example There is a financial institution near the river bank.
- 88. WSD game dynamics (time = 1) There is a financial institution near the river bank.
- 89. WSD games dynamics (time = 2) There is a financial institution near the river bank.
- 90. WSD game dynamics (time = 3) There is a financial institution near the river bank.
- 91. WSD games dynamics (time = 12) There is a financial institution near the river bank.
- 92. Experimental setup
- 93. Experimental results
- 94. Experimental results (entity linking)
- 95. To sum up Game theory offers a principled and viable solution to context-aware pattern recognition problems,
- 96. References A. Rosenfeld, R. A. Hummel, and S. W. Zucker. Scene labeling by relaxation operations. IEEE
- 97. Capturing Elongated Structures / 1
- 98. Capturing Elongated Structures / 2
- 99. Path-Based Distances (PDB’s) B. Fischer and J. M. Buhmann. Path-based clustering for grouping of smooth curves
- 100. Example: Without PBD (σ = 2)
- 101. Example: Without PDB (σ = 4)
- 102. Example: Without PDB (σ = 8)
- 103. Example: With PDB (σ = 0.5)
- 106. Let A denote the (weighted) adjacency matrix of a graph G=(V,E). Given a subset of vertices
- 107. Left: An input image with different user annotations. Tight bounding box (Tight BB), loose bounding box
- 108. Left: Over-segmented image with a user scribble (blue label). Middle: The corresponding affinity matrix, using each
- 109. Results
- 110. Bounding box Result Scribble Result Ground truth Results
- 111. Bounding box Result Scribble Result Ground truth Results
- 112. The “protein function predition” game Motivation: network-based methods for the automatic prediction of protein functions can
- 113. Protein similarity The similarity between proteins has been calculated integrating different data types. The final similarity
- 114. Funtion similarity The similarities between the classes functionalities have been computed using the Gene Ontology (GO)
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