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      Utilizing Information Bottleneck to Evaluate the Capability of Deep Neural Networks for Image Classification †

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          Abstract

          Inspired by the pioneering work of the information bottleneck (IB) principle for Deep Neural Networks’ (DNNs) analysis, we thoroughly study the relationship among the model accuracy, I ( X ; T ) and I ( T ; Y ) , where I ( X ; T ) and I ( T ; Y ) are the mutual information of DNN’s output T with input X and label Y. Then, we design an information plane-based framework to evaluate the capability of DNNs (including CNNs) for image classification. Instead of each hidden layer’s output, our framework focuses on the model output T. We successfully apply our framework to many application scenarios arising in deep learning and image classification problems, such as image classification with unbalanced data distribution, model selection, and transfer learning. The experimental results verify the effectiveness of the information plane-based framework: Our framework may facilitate a quick model selection and determine the number of samples needed for each class in the unbalanced classification problem. Furthermore, the framework explains the efficiency of transfer learning in the deep learning area.

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          Most cited references35

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          Deep learning.

          Deep learning allows computational models that are composed of multiple processing layers to learn representations of data with multiple levels of abstraction. These methods have dramatically improved the state-of-the-art in speech recognition, visual object recognition, object detection and many other domains such as drug discovery and genomics. Deep learning discovers intricate structure in large data sets by using the backpropagation algorithm to indicate how a machine should change its internal parameters that are used to compute the representation in each layer from the representation in the previous layer. Deep convolutional nets have brought about breakthroughs in processing images, video, speech and audio, whereas recurrent nets have shone light on sequential data such as text and speech.
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            Human-level control through deep reinforcement learning.

            The theory of reinforcement learning provides a normative account, deeply rooted in psychological and neuroscientific perspectives on animal behaviour, of how agents may optimize their control of an environment. To use reinforcement learning successfully in situations approaching real-world complexity, however, agents are confronted with a difficult task: they must derive efficient representations of the environment from high-dimensional sensory inputs, and use these to generalize past experience to new situations. Remarkably, humans and other animals seem to solve this problem through a harmonious combination of reinforcement learning and hierarchical sensory processing systems, the former evidenced by a wealth of neural data revealing notable parallels between the phasic signals emitted by dopaminergic neurons and temporal difference reinforcement learning algorithms. While reinforcement learning agents have achieved some successes in a variety of domains, their applicability has previously been limited to domains in which useful features can be handcrafted, or to domains with fully observed, low-dimensional state spaces. Here we use recent advances in training deep neural networks to develop a novel artificial agent, termed a deep Q-network, that can learn successful policies directly from high-dimensional sensory inputs using end-to-end reinforcement learning. We tested this agent on the challenging domain of classic Atari 2600 games. We demonstrate that the deep Q-network agent, receiving only the pixels and the game score as inputs, was able to surpass the performance of all previous algorithms and achieve a level comparable to that of a professional human games tester across a set of 49 games, using the same algorithm, network architecture and hyperparameters. This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.
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              Mastering the game of Go with deep neural networks and tree search.

              The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses 'value networks' to evaluate board positions and 'policy networks' to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of state-of-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away.
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                Author and article information

                Journal
                Entropy (Basel)
                Entropy (Basel)
                entropy
                Entropy
                MDPI
                1099-4300
                01 May 2019
                May 2019
                : 21
                : 5
                : 456
                Affiliations
                [1 ]Shanghai Institute of Microsystem and Information Technology, Chinese Academy of Sciences, Shanghai 200050, China
                [2 ]University of Chinese Academy of Sciences, Beijing 100049, China
                [3 ]School of Information Science and Technology, ShanghaiTech University, Shanghai 201210, China
                [4 ]State Key Laboratory of ISN, Xidian University, Xi’an 710071, China
                Author notes
                [* ]Correspondence: gengyanlin@ 123456gmail.com
                [†]

                This paper is an extended version of our paper published in the 15th European Conference on Computer Vision (ECCV), Munich, Germany, 8–14 September 2018

                Author information
                https://orcid.org/0000-0001-8864-7818
                https://orcid.org/0000-0002-4947-0316
                https://orcid.org/0000-0002-4451-7242
                Article
                entropy-21-00456
                10.3390/e21050456
                7514945
                33267170
                65c48a7b-91b2-49d7-bfcb-eaef0cb0a47e
                © 2019 by the authors.

                Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license ( http://creativecommons.org/licenses/by/4.0/).

                History
                : 10 February 2019
                : 28 April 2019
                Categories
                Article

                information bottleneck,mutual information,neural networks,image classification

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