31 results on '"Wojciech Marian Czarnecki"'
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2. Pick Your Battles: Interaction Graphs as Population-Level Objectives for Strategic Diversity.
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Marta Garnelo, Wojciech Marian Czarnecki, Siqi Liu 0002, Dhruva Tirumala, Junhyuk Oh, Gauthier Gidel, Hado van Hasselt, and David Balduzzi
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- 2021
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3. Mix & Match Agent Curricula for Reinforcement Learning.
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Wojciech Marian Czarnecki, Siddhant M. Jayakumar, Max Jaderberg, Leonard Hasenclever, Yee Whye Teh, Nicolas Heess, Simon Osindero, and Razvan Pascanu
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- 2018
4. Understanding Synthetic Gradients and Decoupled Neural Interfaces.
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Wojciech Marian Czarnecki, Grzegorz Swirszcz, Max Jaderberg, Simon Osindero, Oriol Vinyals, and Koray Kavukcuoglu
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- 2017
5. Decoupled Neural Interfaces using Synthetic Gradients.
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Max Jaderberg, Wojciech Marian Czarnecki, Simon Osindero, Oriol Vinyals, Alex Graves, David Silver, and Koray Kavukcuoglu
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- 2017
6. Value-Decomposition Networks For Cooperative Multi-Agent Learning Based On Team Reward.
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Peter Sunehag, Guy Lever, Audrunas Gruslys, Wojciech Marian Czarnecki, Vinícius Flores Zambaldi, Max Jaderberg, Marc Lanctot, Nicolas Sonnerat, Joel Z. Leibo, Karl Tuyls, and Thore Graepel
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- 2018
7. Online Extreme Entropy Machines for Streams Classification and Active Learning.
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Wojciech Marian Czarnecki and Jacek Tabor
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- 2015
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8. Maximum Entropy Linear Manifold for Learning Discriminative Low-Dimensional Representation.
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Wojciech Marian Czarnecki, Rafal Józefowicz, and Jacek Tabor
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- 2015
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9. Adaptive Active Learning with Ensemble of Learners and Multiclass Problems.
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Wojciech Marian Czarnecki
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- 2015
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10. Reinforcement Learning with Unsupervised Auxiliary Tasks.
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Max Jaderberg, Volodymyr Mnih, Wojciech Marian Czarnecki, Tom Schaul, Joel Z. Leibo, David Silver, and Koray Kavukcuoglu
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- 2017
11. InFeST - ImageJ Plugin for Rapid Development of Image Segmentation Pipelines.
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Wojciech Marian Czarnecki
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- 2013
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12. Compounds Activity Prediction in Large Imbalanced Datasets with Substructural Relations Fingerprint and EEM.
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Wojciech Marian Czarnecki and Krzysztof Rataj
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- 2015
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13. Grandmaster level in StarCraft II using multi-agent reinforcement learning
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Tom Schaul, David Silver, James Molloy, Junhyuk Oh, Katrina McKinney, Oriol Vinyals, David H. Choi, Junyoung Chung, Tobias Pohlen, Dani Yogatama, Tobias Pfaff, Demis Hassabis, Michael Mathieu, Dan Horgan, Ivo Danihelka, Igor Babuschkin, Dario Wünsch, Tom Le Paine, Yury Sulsky, Wojciech Marian Czarnecki, Rémi Leblond, Ziyu Wang, Andrew Dudzik, Trevor Cai, Chris Apps, Yuhuai Wu, David Budden, Valentin Dalibard, Timo Ewalds, Oliver Smith, John P. Agapiou, Aja Huang, Roman Ring, Petko Georgiev, Max Jaderberg, Koray Kavukcuoglu, Alexander Vezhnevets, Caglar Gulcehre, Manuel Kroiss, Laurent Sifre, Richard E. Powell, and Timothy P. Lillicrap
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Matching (statistics) ,Multidisciplinary ,Computer science ,ComputingMilieux_PERSONALCOMPUTING ,02 engineering and technology ,010501 environmental sciences ,League ,01 natural sciences ,Domain (software engineering) ,Video Games ,Artificial Intelligence ,Human–computer interaction ,Stepping stone ,0202 electrical engineering, electronic engineering, information engineering ,Humans ,Learning ,Reinforcement learning ,Learning methods ,020201 artificial intelligence & image processing ,Relevance (information retrieval) ,Reinforcement learning algorithm ,Reinforcement, Psychology ,0105 earth and related environmental sciences - Abstract
Many real-world applications require artificial agents to compete and coordinate with other agents in complex environments. As a stepping stone to this goal, the domain of StarCraft has emerged as an important challenge for artificial intelligence research, owing to its iconic and enduring status among the most difficult professional esports and its relevance to the real world in terms of its raw complexity and multi-agent challenges. Over the course of a decade and numerous competitions1-3, the strongest agents have simplified important aspects of the game, utilized superhuman capabilities, or employed hand-crafted sub-systems4. Despite these advantages, no previous agent has come close to matching the overall skill of top StarCraft players. We chose to address the challenge of StarCraft using general-purpose learning methods that are in principle applicable to other complex domains: a multi-agent reinforcement learning algorithm that uses data from both human and agent games within a diverse league of continually adapting strategies and counter-strategies, each represented by deep neural networks5,6. We evaluated our agent, AlphaStar, in the full game of StarCraft II, through a series of online games against human players. AlphaStar was rated at Grandmaster level for all three StarCraft races and above 99.8% of officially ranked human players.
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- 2019
14. Multi-Task Deep Reinforcement Learning with PopArt
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Wojciech Marian Czarnecki, Matteo Hessel, Lasse Espeholt, Hubert Soyer, Hado van Hasselt, and Simon Schmitt
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FOS: Computer and information sciences ,Computer Science - Machine Learning ,Computer science ,business.industry ,Process (engineering) ,Machine Learning (stat.ML) ,020206 networking & telecommunications ,02 engineering and technology ,General Medicine ,Machine Learning (cs.LG) ,Task (project management) ,Domain (software engineering) ,Statistics - Machine Learning ,Salient ,0202 electrical engineering, electronic engineering, information engineering ,Reinforcement learning ,020201 artificial intelligence & image processing ,Artificial intelligence ,State (computer science) ,Set (psychology) ,business - Abstract
The reinforcement learning (RL) community has made great strides in designing algorithms capable of exceeding human performance on specific tasks. These algorithms are mostly trained one task at the time, each new task requiring to train a brand new agent instance. This means the learning algorithm is general, but each solution is not; each agent can only solve the one task it was trained on. In this work, we study the problem of learning to master not one but multiple sequentialdecision tasks at once. A general issue in multi-task learning is that a balance must be found between the needs of multiple tasks competing for the limited resources of a single learning system. Many learning algorithms can get distracted by certain tasks in the set of tasks to solve. Such tasks appear more salient to the learning process, for instance because of the density or magnitude of the in-task rewards. This causes the algorithm to focus on those salient tasks at the expense of generality. We propose to automatically adapt the contribution of each task to the agent’s updates, so that all tasks have a similar impact on the learning dynamics. This resulted in state of the art performance on learning to play all games in a set of 57 diverse Atari games. Excitingly, our method learned a single trained policy - with a single set of weights - that exceeds median human performance. To our knowledge, this was the first time a single agent surpassed human-level performance on this multi-task domain. The same approach also demonstrated state of the art performance on a set of 30 tasks in the 3D reinforcement learning platform DeepMind Lab.
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- 2019
15. Navigating the Landscape of Multiplayer Games
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Wojciech Marian Czarnecki, Shayegan Omidshafiei, Audrunas Gruslys, Rémi Munos, Julien Perolat, Bart De Vylder, Jerome T. Connor, Mark Rowland, Paul Muller, Daniel Hennes, Francisco C. Santos, and Karl Tuyls
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FOS: Computer and information sciences ,Computer science ,Computer Science - Artificial Intelligence ,Science ,Complex networks ,General Physics and Astronomy ,02 engineering and technology ,Information technology ,01 natural sciences ,General Biochemistry, Genetics and Molecular Biology ,Article ,Human–computer interaction ,0103 physical sciences ,0202 electrical engineering, electronic engineering, information engineering ,Computer Science - Multiagent Systems ,010306 general physics ,lcsh:Science ,Multidisciplinary ,ComputingMilieux_PERSONALCOMPUTING ,General Chemistry ,Applied mathematics ,Artificial Intelligence (cs.AI) ,020201 artificial intelligence & image processing ,lcsh:Q ,Multiagent Systems (cs.MA) - Abstract
Multiplayer games have long been used as testbeds in artificial intelligence research, aptly referred to as the Drosophila of artificial intelligence. Traditionally, researchers have focused on using well-known games to build strong agents. This progress, however, can be better informed by characterizing games and their topological landscape. Tackling this latter question can facilitate understanding of agents and help determine what game an agent should target next as part of its training. Here, we show how network measures applied to response graphs of large-scale games enable the creation of a landscape of games, quantifying relationships between games of varying sizes and characteristics. We illustrate our findings in domains ranging from canonical games to complex empirical games capturing the performance of trained agents pitted against one another. Our results culminate in a demonstration leveraging this information to generate new and interesting games, including mixtures of empirical games synthesized from real world games., Multiplayer games can be used as testbeds for the development of learning algorithms for artificial intelligence. Omidshafiei et al. show how to characterize and compare such games using a graph-based approach, generating new games that could potentially be interesting for training in a curriculum.
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- 2020
16. Negotiating Team Formation Using Deep Reinforcement Learning
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Angeliki Lazaridou, Yoram Bachrach, Richard Everett, Wojciech Marian Czarnecki, Thore Graepel, Edward Hughes, Joel Z. Leibo, Michael Johanson, and Marc Lanctot
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FOS: Computer and information sciences ,Linguistics and Language ,Computer Science - Machine Learning ,Computer science ,Computer Science - Artificial Intelligence ,I.2.6 ,media_common.quotation_subject ,Autonomous agent ,02 engineering and technology ,Cooperative game theory ,Language and Linguistics ,Machine Learning (cs.LG) ,Negotiation ,Artificial Intelligence (cs.AI) ,Artificial Intelligence ,Human–computer interaction ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,Reinforcement learning ,020201 artificial intelligence & image processing ,Computer Science - Multiagent Systems ,media_common ,Multiagent Systems (cs.MA) - Abstract
When autonomous agents interact in the same environment, they must often cooperate to achieve their goals. One way for agents to cooperate effectively is to form a team, make a binding agreement on a joint plan, and execute it. However, when agents are self-interested, the gains from team formation must be allocated appropriately to incentivize agreement. Various approaches for multi-agent negotiation have been proposed, but typically only work for particular negotiation protocols. More general methods usually require human input or domain-specific data, and so do not scale. To address this, we propose a framework for training agents to negotiate and form teams using deep reinforcement learning. Importantly, our method makes no assumptions about the specific negotiation protocol, and is instead completely experience driven. We evaluate our approach on both non-spatial and spatially extended team-formation negotiation environments, demonstrating that our agents beat hand-crafted bots and reach negotiation outcomes consistent with fair solutions predicted by cooperative game theory. Additionally, we investigate how the physical location of agents influences negotiation outcomes.
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- 2020
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17. Quo vadis G protein-coupled receptor ligands? A tool for analysis of the emergence of new groups of compounds over time
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Sabina Podlewska, Wojciech Marian Czarnecki, Damian Leśniak, Andrzej J. Bojarski, and Stanisław Jastrzębski
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0301 basic medicine ,Clinical Biochemistry ,Pharmaceutical Science ,Nanotechnology ,Computational biology ,Ligands ,01 natural sciences ,Biochemistry ,Receptors, G-Protein-Coupled ,User-Computer Interface ,03 medical and health sciences ,Exponential growth ,Drug Discovery ,Molecular Biology ,G protein-coupled receptor ,Internet ,Chemistry ,Organic Chemistry ,Biological activity ,chEMBL ,Chemical space ,0104 chemical sciences ,010404 medicinal & biomolecular chemistry ,030104 developmental biology ,Receptors, Serotonin ,Molecular Medicine ,DrugBank ,Databases, Chemical ,Protein Binding - Abstract
Exponential growth in the number of compounds with experimentally verified activity towards particular target has led to the emergence of various databases gathering data on biological activity. In this study, the ligands of family A of the G Protein-Coupled Receptors that are collected in the ChEMBL database were examined, and special attention was given to serotonin receptors. Sets of compounds were examined in terms of their appearance over time, they were mapped to the chemical space of drugs deposited in DrugBank, and the emergence of structurally new clusters of compounds was indicated. In addition, a tool for detailed analysis of the obtained visualizations was prepared and made available online at http://chem.gmum.net/vischem, which enables the investigation of chemical structures while referring to particular data points depicted in the figures and changes in compounds datasets over time.
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- 2017
18. α-Rank: Multi-Agent Evaluation by Evolution
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Julien Perolat, Rémi Munos, Mark Rowland, Jean-Baptiste Lespiau, Shayegan Omidshafiei, Wojciech Marian Czarnecki, Christos H. Papadimitriou, Georgios Piliouras, Marc Lanctot, and Karl Tuyls
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0301 basic medicine ,Theoretical computer science ,Dynamical systems theory ,Computer science ,Science ,Fixed point ,Article ,Behavioural methods ,03 medical and health sciences ,symbols.namesake ,0302 clinical medicine ,Strategy ,Evolutionary dynamics ,Social evolution ,Multidisciplinary ,Markov chain ,Fundamental theorem ,030104 developmental biology ,Nash equilibrium ,symbols ,Medicine ,Solution concept ,030217 neurology & neurosurgery - Abstract
We introduce α-Rank, a principled evolutionary dynamics methodology, for the evaluation and ranking of agents in large-scale multi-agent interactions, grounded in a novel dynamical game-theoretic solution concept called Markov-Conley chains (MCCs). The approach leverages continuous-time and discrete-time evolutionary dynamical systems applied to empirical games, and scales tractably in the number of agents, in the type of interactions (beyond dyadic), and the type of empirical games (symmetric and asymmetric). Current models are fundamentally limited in one or more of these dimensions, and are not guaranteed to converge to the desired game-theoretic solution concept (typically the Nash equilibrium). α-Rank automatically provides a ranking over the set of agents under evaluation and provides insights into their strengths, weaknesses, and long-term dynamics in terms of basins of attraction and sink components. This is a direct consequence of the correspondence we establish to the dynamical MCC solution concept when the underlying evolutionary model’s ranking-intensity parameter, α, is chosen to be large, which exactly forms the basis of α-Rank. In contrast to the Nash equilibrium, which is a static solution concept based solely on fixed points, MCCs are a dynamical solution concept based on the Markov chain formalism, Conley’s Fundamental Theorem of Dynamical Systems, and the core ingredients of dynamical systems: fixed points, recurrent sets, periodic orbits, and limit cycles. Our α-Rank method runs in polynomial time with respect to the total number of pure strategy profiles, whereas computing a Nash equilibrium for a general-sum game is known to be intractable. We introduce mathematical proofs that not only provide an overarching and unifying perspective of existing continuous- and discrete-time evolutionary evaluation models, but also reveal the formal underpinnings of the α-Rank methodology. We illustrate the method in canonical games and empirically validate it in several domains, including AlphaGo, AlphaZero, MuJoCo Soccer, and Poker.
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- 2019
19. Human-level performance in 3D multiplayer games with population-based reinforcement learning
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Iain Dunning, Nicolas Sonnerat, Max Jaderberg, Guy Lever, Tim Green, Louise Deason, Neil C. Rabinowitz, David Silver, Koray Kavukcuoglu, Ari S. Morcos, Joel Z. Leibo, Demis Hassabis, Antonio García Castañeda, Luke Marris, Thore Graepel, Avraham Ruderman, Wojciech Marian Czarnecki, and Charles Beattie
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education.field_of_study ,Multidisciplinary ,Quake (series) ,Computer science ,business.industry ,Population ,02 engineering and technology ,Population based ,Machine Learning ,03 medical and health sciences ,0302 clinical medicine ,Reward ,Video Games ,0202 electrical engineering, electronic engineering, information engineering ,Reinforcement learning ,020201 artificial intelligence & image processing ,Artificial intelligence ,education ,business ,Video game ,Reinforcement, Psychology ,030217 neurology & neurosurgery - Abstract
Artificial teamworkArtificially intelligent agents are getting better and better at two-player games, but most real-world endeavors require teamwork. Jaderberget al.designed a computer program that excels at playing the video gameQuake III Arenain Capture the Flag mode, where two multiplayer teams compete in capturing the flags of the opposing team. The agents were trained by playing thousands of games, gradually learning successful strategies not unlike those favored by their human counterparts. Computer agents competed successfully against humans even when their reaction times were slowed to match those of humans.Science, this issue p.859
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- 2018
20. Substructural Connectivity Fingerprint and Extreme Entropy Machines—A New Method of Compound Representation and Analysis
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Andrzej J. Bojarski, Krzysztof Rataj, Sabina Podlewska, Agnieszka Pocha, and Wojciech Marian Czarnecki
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0301 basic medicine ,Databases, Factual ,Computer science ,Databases, Pharmaceutical ,Chemistry, Pharmaceutical ,Entropy ,Drug Evaluation, Preclinical ,Pharmaceutical Science ,fingerprint ,02 engineering and technology ,Article ,Analytical Chemistry ,Small Molecule Libraries ,lcsh:QD241-441 ,03 medical and health sciences ,Structure-Activity Relationship ,lcsh:Organic chemistry ,Drug Discovery ,0202 electrical engineering, electronic engineering, information engineering ,Entropy (information theory) ,Physical and Theoretical Chemistry ,Compound structure ,molecular representation ,machine learning ,substructures ,Virtual screening ,Molecular Structure ,business.industry ,Organic Chemistry ,Pattern recognition ,030104 developmental biology ,Chemistry (miscellaneous) ,Drug Design ,Molecular Medicine ,Computer-Aided Design ,020201 artificial intelligence & image processing ,Artificial intelligence ,business - Abstract
Key-based substructural fingerprints are an important element of computer-aided drug design techniques. The usefulness of the fingerprints in filtering compound databases is invaluable, as they allow for the quick rejection of molecules with a low probability of being active. However, this method is flawed, as it does not consider the connections between substructures. After changing the connections between particular chemical moieties, the fingerprint representation of the compound remains the same, which leads to difficulties in distinguishing between active and inactive compounds. In this study, we present a new method of compound representation—substructural connectivity fingerprints (SCFP), providing information not only about the presence of particular substructures in the molecule but also additional data on substructure connections. Such representation was analyzed by the recently developed methodology—extreme entropy machines (EEM). The SCFP can be a valuable addition to virtual screening tools, as it represents compound structure with greater detail and more specificity, allowing for more accurate classification.
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- 2018
21. Extremely Randomized Machine Learning Methods for Compound Activity Prediction
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Wojciech Marian Czarnecki, Sabina Podlewska, and Andrzej J. Bojarski
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Computer science ,Datasets as Topic ,Pharmaceutical Science ,Machine learning ,computer.software_genre ,Article ,Analytical Chemistry ,lcsh:QD241-441 ,Machine Learning ,lcsh:Organic chemistry ,extreme entropy machine ,Drug Discovery ,Entropy (information theory) ,Physical and Theoretical Chemistry ,Virtual screening ,business.industry ,Organic Chemistry ,compounds classification ,High effectiveness ,Models, Theoretical ,virtual screening ,extremely randomized trees ,Random forest ,Support vector machine ,Chemistry (miscellaneous) ,Cheminformatics ,Molecular Medicine ,Artificial intelligence ,business ,computer ,Algorithms - Abstract
Speed, a relatively low requirement for computational resources and high effectiveness of the evaluation of the bioactivity of compounds have caused a rapid growth of interest in the application of machine learning methods to virtual screening tasks. However, due to the growth of the amount of data also in cheminformatics and related fields, the aim of research has shifted not only towards the development of algorithms of high predictive power but also towards the simplification of previously existing methods to obtain results more quickly. In the study, we tested two approaches belonging to the group of so-called ‘extremely randomized methods’—Extreme Entropy Machine and Extremely Randomized Trees—for their ability to properly identify compounds that have activity towards particular protein targets. These methods were compared with their ‘non-extreme’ competitors, i.e., Support Vector Machine and Random Forest. The extreme approaches were not only found out to improve the efficiency of the classification of bioactive compounds, but they were also proved to be less computationally complex, requiring fewer steps to perform an optimization procedure.
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- 2015
22. Multithreshold Entropy Linear Classifier: Theory and applications
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Wojciech Marian Czarnecki and Jacek Tabor
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Optimization problem ,business.industry ,General Engineering ,Pattern recognition ,Linear classifier ,Density estimation ,Overfitting ,Computer Science Applications ,Support vector machine ,ComputingMethodologies_PATTERNRECOGNITION ,Local optimum ,Artificial Intelligence ,Variable kernel density estimation ,Entropy (information theory) ,Artificial intelligence ,business ,Mathematics - Abstract
We propose a new entropy based multithreshold linear classifier with an adaptive kernel density estimation.Proposed classifier maximizes multiple margins, while being conceptually similar in nature to SVM.This method gives good classification results and is especially designed for unbalanced datasets.It achieves significantly better results than SVM as part of an expert system designed for drug discovery.Resulting model provides insight into the internal data geometry and can detect multiple clusters. This paper proposes a new multithreshold linear classifier (MELC) based on the Renyi's quadratic entropy and Cauchy-Schwarz divergence, combined with the adaptive kernel density estimation in the one dimensional projections space. Due to its nature MELC is especially well adapted to deal with unbalanced data. As the consequence of both used model and the applied density regularization technique, it shows strong regularization properties and therefore is almost unable to overfit. Moreover, contrary to SVM, in its basic form it has no free parameters, however, at the cost of being a non-convex optimization problem which results in the existence of local optima and the possible need for multiple initializations.In practice, MELC obtained similar or higher scores than the ones given by SVM on both synthetic and real data from the UCI repository. We also perform experimental evaluation of proposed method as a part of expert system designed for drug discovery problem. It appears that not only MELC achieves better results than SVM but also gives some additional insights into data structure, resulting in more complex decision support system.
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- 2015
23. Weighted Tanimoto Extreme Learning Machine with Case Study in Drug Discovery
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Wojciech Marian Czarnecki
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Structured support vector machine ,Active learning (machine learning) ,business.industry ,Computer science ,Online machine learning ,Pattern recognition ,Machine learning ,computer.software_genre ,Theoretical Computer Science ,Support vector machine ,Relevance vector machine ,Binary classification ,Computational learning theory ,Artificial Intelligence ,Artificial intelligence ,business ,computer ,Extreme learning machine - Abstract
Machine learning methods are becoming more and more popular in the field of computer-aided drug design. The specific data characteristic, including sparse, binary representation as well as noisy, imbalanced datasets, presents a challenging binary classification problem. Currently, two of the most successful models in such tasks are the Support Vector Machine (SVM) and Random Forest (RF). In this paper, we introduce a Weighted Tanimoto Extreme Learning Machine (T-WELM), an extremely simple and fast method for predicting chemical compound biological activity and possibly other data with discrete, binary representation. We show some theoretical properties of the proposed model including the ability to learn arbitrary sets of examples. Further analysis shows numerous advantages of T-WELM over SVMs, RFs and traditional Extreme Learning Machines (ELM) in this particular task. Experiments performed on 40 large datasets of thousands of chemical compounds show that T-WELMs achieve much better classification results and are at the same time faster in terms of both training time and further classification than both ELM models and other state-of-the-art methods in the field.
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- 2015
24. On Loss Functions for Deep Neural Networks in Classification
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Katarzyna Janocha and Wojciech Marian Czarnecki
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FOS: Computer and information sciences ,General Computer Science ,Computer science ,media_common.quotation_subject ,02 engineering and technology ,classification theory ,computer.software_genre ,Machine learning ,Machine Learning (cs.LG) ,030218 nuclear medicine & medical imaging ,03 medical and health sciences ,0302 clinical medicine ,Robustness (computer science) ,0202 electrical engineering, electronic engineering, information engineering ,Architecture ,Function (engineering) ,media_common ,Interpretation (logic) ,business.industry ,Deep learning ,Probabilistic logic ,deep learning ,Modular design ,loss function ,Computer Science - Learning ,020201 artificial intelligence & image processing ,Data mining ,Artificial intelligence ,Element (category theory) ,business ,computer - Abstract
Deep neural networks are currently among the most commonly used classifiers. Despite easily achieving very good performance, one of the best selling points of these models is their modular design - one can conveniently adapt their architecture to specific needs, change connectivity patterns, attach specialised layers, experiment with a large amount of activation functions, normalisation schemes and many others. While one can find impressively wide spread of various configurations of almost every aspect of the deep nets, one element is, in authors' opinion, underrepresented - while solving classification problems, vast majority of papers and applications simply use log loss. In this paper we try to investigate how particular choices of loss functions affect deep models and their learning dynamics, as well as resulting classifiers robustness to various effects. We perform experiments on classical datasets, as well as provide some additional, theoretical insights into the problem. In particular we show that L1 and L2 losses are, quite surprisingly, justified classification objectives for deep nets, by providing probabilistic interpretation in terms of expected misclassification. We also introduce two losses which are not typically used as deep nets objectives and show that they are viable alternatives to the existing ones., Comment: Presented at Theoretical Foundations of Machine Learning 2017 (TFML 2017)
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- 2017
25. Creating the new from the old : combinatorial libraries generation with machine-learning-based compound structure optimization
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Rafał Kafel, Wojciech Marian Czarnecki, Andrzej J. Bojarski, and Sabina Podlewska
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0301 basic medicine ,Databases, Pharmaceutical ,Computer science ,General Chemical Engineering ,In silico ,Library and Information Sciences ,Machine learning ,computer.software_genre ,01 natural sciences ,Field (computer science) ,Machine Learning ,Small Molecule Libraries ,03 medical and health sciences ,Combinatorial Chemistry Techniques ,Compound structure ,Virtual screening ,business.industry ,Fingerprint (computing) ,General Chemistry ,0104 chemical sciences ,Computer Science Applications ,010404 medicinal & biomolecular chemistry ,030104 developmental biology ,Drug Design ,Computer-Aided Design ,Artificial intelligence ,business ,computer - Abstract
The growing computational abilities of various tools that are applied in the broadly understood field of computer-aided drug design have led to the extreme popularity of virtual screening in the search for new biologically active compounds. Most often, the source of such molecules consists of commercially available compound databases, but they can also be searched for within the libraries of structures generated in silico from existing ligands. Various computational combinatorial approaches are based solely on the chemical structure of compounds, using different types of substitutions for new molecules formation. In this study, the starting point for combinatorial library generation was the fingerprint referring to the optimal substructural composition in terms of the activity toward a considered target, which was obtained using a machine learning-based optimization procedure. The systematic enumeration of all possible connections between preferred substructures resulted in the formation of target-focused libraries of new potential ligands. The compounds were initially assessed by machine learning methods using a hashed fingerprint to represent molecules; the distribution of their physicochemical properties was also investigated, as well as their synthetic accessibility. The examination of various fingerprints and machine learning algorithms indicated that the Klekota-Roth fingerprint and support vector machine were an optimal combination for such experiments. This study was performed for 8 protein targets, and the obtained compound sets and their characterization are publically available at http://skandal.if-pan.krakow.pl/comb_lib/ .
- Published
- 2017
26. Online extreme entropy machines for streams classification and active learning
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Jacek Tabor and Wojciech Marian Czarnecki
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0209 industrial biotechnology ,Training set ,business.industry ,Computer science ,Online learning ,02 engineering and technology ,Machine learning ,computer.software_genre ,Covariance estimator ,Estimation of covariance matrices ,020901 industrial engineering & automation ,On demand ,0202 electrical engineering, electronic engineering, information engineering ,Entropy (information theory) ,020201 artificial intelligence & image processing ,Artificial intelligence ,business ,computer - Abstract
When dealing with large evolving datasets one needs machine learning models able to adapt to the growing number of information. In particular, stream classification is a research topic where classifiers need an ability to rapidly change their solutions and behave stably after many changes in training set structure. In this paper we show how recently proposed Extreme Entropy Machine can be trained in an online fashion supporting not only adding/removing points to/from the model but even changing the size of the internal representation on demand. In particular we show how one can build a well-conditioned covariance estimator in an online scenario. All these operations are guaranteed to converge to the optimal solutions given by their offline counterparts.
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- 2016
27. Robust optimization of SVM hyperparameters in the classification of bioactive compounds
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Wojciech Marian Czarnecki, Andrzej J. Bojarski, and Sabina Podlewska
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Virtual screening ,Support Vector Machine ,Computer science ,Heuristic (computer science) ,Bayesian probability ,Library and Information Sciences ,computer.software_genre ,Random search ,Parameters optimization ,support vector machine ,Physical and Theoretical Chemistry ,Compounds classification ,bayesian optimization ,Bayesian optimization ,Hyperparameter ,Robust optimization ,compounds classification ,virtual screening ,Computer Graphics and Computer-Aided Design ,Computer Science Applications ,Support vector machine ,Hyperparameter optimization ,parameters optimization ,Data mining ,computer ,Research Article - Abstract
Background Support Vector Machine has become one of the most popular machine learning tools used in virtual screening campaigns aimed at finding new drug candidates. Although it can be extremely effective in finding new potentially active compounds, its application requires the optimization of the hyperparameters with which the assessment is being run, particularly the C and \documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$$\gamma$$\end{document}γ values. The optimization requirement in turn, establishes the need to develop fast and effective approaches to the optimization procedure, providing the best predictive power of the constructed model. Results In this study, we investigated the Bayesian and random search optimization of Support Vector Machine hyperparameters for classifying bioactive compounds. The effectiveness of these strategies was compared with the most popular optimization procedures—grid search and heuristic choice. We demonstrated that Bayesian optimization not only provides better, more efficient classification but is also much faster—the number of iterations it required for reaching optimal predictive performance was the lowest out of the all tested optimization methods. Moreover, for the Bayesian approach, the choice of parameters in subsequent iterations is directed and justified; therefore, the results obtained by using it are constantly improved and the range of hyperparameters tested provides the best overall performance of Support Vector Machine. Additionally, we showed that a random search optimization of hyperparameters leads to significantly better performance than grid search and heuristic-based approaches. Conclusions The Bayesian approach to the optimization of Support Vector Machine parameters was demonstrated to outperform other optimization methods for tasks concerned with the bioactivity assessment of chemical compounds. This strategy not only provides a higher accuracy of classification, but is also much faster and more directed than other approaches for optimization. It appears that, despite its simplicity, random search optimization strategy should be used as a second choice if Bayesian approach application is not feasible.Graphical abstractThe improvement of classification accuracy obtained after the application of Bayesian approach to the optimization of Support Vector Machines parameters. Electronic supplementary material The online version of this article (doi:10.1186/s13321-015-0088-0) contains supplementary material, which is available to authorized users.
- Published
- 2015
28. Extreme Entropy Machines: Robust information theoretic classification
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Wojciech Marian Czarnecki and Jacek Tabor
- Subjects
FOS: Computer and information sciences ,020205 medical informatics ,02 engineering and technology ,computer.software_genre ,random projections ,Machine Learning (cs.LG) ,Support vector machine ,Computer Science - Learning ,Quadratic equation ,classification ,extreme learning machines ,Artificial Intelligence ,0202 electrical engineering, electronic engineering, information engineering ,Entropy (information theory) ,Classification methods ,rapid learning ,020201 artificial intelligence & image processing ,Data mining ,Minification ,Computer Vision and Pattern Recognition ,entropy ,computer ,Mathematics - Abstract
Most of the existing classification methods are aimed at minimization of empirical risk (through some simple point-based error measured with loss function) with added regularization. We propose to approach this problem in a more information theoretic way by investigating applicability of entropy measures as a classification model objective function. We focus on quadratic Renyi's entropy and connected Cauchy-Schwarz Divergence which leads to the construction of Extreme Entropy Machines (EEM). The main contribution of this paper is proposing a model based on the information theoretic concepts which on the one hand shows new, entropic perspective on known linear classifiers and on the other leads to a construction of very robust method competetitive with the state of the art non-information theoretic ones (including Support Vector Machines and Extreme Learning Machines). Evaluation on numerous problems spanning from small, simple ones from UCI repository to the large (hundreads of thousands of samples) extremely unbalanced (up to 100:1 classes' ratios) datasets shows wide applicability of the EEM in real life problems and that it scales well.
- Published
- 2015
29. Neural connectivity reconstruction from calcium imaging signal using random forest with topological features
- Author
-
Rafal Jozefowicz and Wojciech Marian Czarnecki
- Subjects
Connectomics ,Calcium imaging ,Computer science ,SIGNAL (programming language) ,Connectome ,Graph (abstract data type) ,Data mining ,computer.software_genre ,External Data Representation ,Topology ,computer ,Convolutional neural network ,Random forest - Abstract
Connectomics is becoming an increasingly popular area of research. With the recent advances in optical imaging of the neural activity tens of thousands of neurons can be monitored simultaneously. In this paper we present a method of incorporating topological knowledge inside data representation for Random Forest classifier in order to reconstruct the neural connections from patterns of their activities. Proposed technique leads to the model competitive with state-of-the art methods like Deep Convolutional Neural Networks and Graph Decomposition techniques. This claim is supported by the results (5th place with 0.003 in terms of AUC ROC loss to the top contestant) obtained in the connectomics competition organized on the Kaggle platform.
- Published
- 2015
30. Maximum Entropy Linear Manifold for Learning Discriminative Low-Dimensional Representation
- Author
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Jacek Tabor, Rafal Jozefowicz, and Wojciech Marian Czarnecki
- Subjects
FOS: Computer and information sciences ,business.industry ,Principle of maximum entropy ,Dimensionality reduction ,Deep learning ,Linear classifier ,Pattern recognition ,Machine Learning (cs.LG) ,Computer Science - Learning ,Discriminative model ,Entropy (information theory) ,Affine transformation ,Artificial intelligence ,business ,Feature learning ,Mathematics - Abstract
Representation learning is currently a very hot topic in modern machine learning, mostly due to the great success of the deep learning methods. In particular low-dimensional representation which discriminates classes can not only enhance the classification procedure, but also make it faster, while contrary to the high-dimensional embeddings can be efficiently used for visual based exploratory data analysis. In this paper we propose Maximum Entropy Linear Manifold (MELM), a multidimensional generalization of Multithreshold Entropy Linear Classifier model which is able to find a low-dimensional linear data projection maximizing discriminativeness of projected classes. As a result we obtain a linear embedding which can be used for classification, class aware dimensionality reduction and data visualization. MELM provides highly discriminative 2D projections of the data which can be used as a method for constructing robust classifiers. We provide both empirical evaluation as well as some interesting theoretical properties of our objective function such us scale and affine transformation invariance, connections with PCA and bounding of the expected balanced accuracy error., Comment: submitted to ECMLPKDD 2015
- Published
- 2015
31. Exploiting uncertainty measures in compounds activity prediction using support vector machines
- Author
-
Dawid Warszycki, Andrzej J. Bojarski, Sabina Smusz, and Wojciech Marian Czarnecki
- Subjects
Support Vector Machine ,media_common.quotation_subject ,Clinical Biochemistry ,Pharmaceutical Science ,Machine learning ,computer.software_genre ,Biochemistry ,Relevance vector machine ,Artificial Intelligence ,Drug Discovery ,Animals ,Humans ,Quality (business) ,Molecular Biology ,media_common ,business.industry ,Chemistry ,Organic Chemistry ,Uncertainty ,chEMBL ,Rats ,Support vector machine ,Pharmaceutical Preparations ,Molecular Medicine ,Artificial intelligence ,business ,computer ,Forecasting - Abstract
The great majority of molecular modeling tasks require the construction of a model that is then used to evaluate new compounds. Although various types of these models exist, at some stage, they all use knowledge about the activity of a given group of compounds, and the performance of the models is dependent on the quality of these data. Biological experiments verifying the activity of chemical compounds are often not reproducible; hence, databases containing these results often possess various activity records for a given molecule. In this study, we developed a method that incorporates the uncertainty of biological tests in machine-learning-based experiments using the Support Vector Machine as a classification model. We show that the developed methodology improves the classification effectiveness in the tested conditions.
- Published
- 2014
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