Michael Fairbank

LG
5papers
42citations
Novelty25%
AI Score17

5 Papers

LGFeb 11, 2021
A Comparison of Deep-Learning Methods for Analysing and Predicting Business Processes

Ishwar Venugopal, Jessica Töllich, Michael Fairbank et al.

Deep-learning models such as Convolutional Neural Networks (CNN) and Long Short-Term Memory (LSTM) have been successfully used for process-mining tasks. They have achieved better performance for different predictive tasks than traditional approaches. We extend the existing body of research by testing four different variants of Graph Neural Networks (GNN) and a fully connected Multi-layer Perceptron (MLP) with dropout for the tasks of predicting the nature and timestamp of the next process activity. In contrast to existing studies, we evaluate our models' performance at different stages of a process, determined by quartiles of the number of events and normalized quarters of the case duration. This provides new insights into the performance of a prediction model, as they behave differently at different stages of a business-process. Interestingly, our experiments show that the simple MLP often outperforms more sophisticated deep-learning models in both prediction tasks. We argue that care needs to be taken when applying automated process-prediction techniques at different stages of a process. We further argue that researchers should reflect their results with strong baselines methods like simple MLPs.

NEJun 2, 2020
Deep Learning in Target Space

Michael Fairbank, Spyridon Samothrakis, Luca Citi

Deep learning uses neural networks which are parameterised by their weights. The neural networks are usually trained by tuning the weights to directly minimise a given loss function. In this paper we propose to re-parameterise the weights into targets for the firing strengths of the individual nodes in the network. Given a set of targets, it is possible to calculate the weights which make the firing strengths best meet those targets. It is argued that using targets for training addresses the problem of exploding gradients, by a process which we call cascade untangling, and makes the loss-function surface smoother to traverse, and so leads to easier, faster training, and also potentially better generalisation, of the neural network. It also allows for easier learning of deeper and recurrent network structures. The necessary conversion of targets to weights comes at an extra computational expense, which is in many cases manageable. Learning in target space can be combined with existing neural-network optimisers, for extra gain. Experimental results show the speed of using target space, and examples of improved generalisation, for fully-connected networks and convolutional networks, and the ability to recall and process long time sequences and perform natural-language processing with recurrent networks.

PLApr 6, 2019
Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic Games

Rokas Volkovas, Michael Fairbank, John Woodward et al.

There are few digital tools to help designers create game mechanics. A general language to express game mechanics is necessary for rapid game design iteration. The first iteration of a mechanics-focused language, together with its interfacing tool, are introduced in this paper. The language is restricted to two-dimensional, turn-based, tile-based, deterministic, complete-information games. The tool is compared to the existing alternatives for game mechanics prototyping and shown to be capable of succinctly implementing a range of well-known game mechanics.

NEJul 22, 2016
Optimal resampling for the noisy OneMax problem

Jialin Liu, Michael Fairbank, Diego Pérez-Liébana et al.

The OneMax problem is a standard benchmark optimisation problem for a binary search space. Recent work on applying a Bandit-Based Random Mutation Hill-Climbing algorithm to the noisy OneMax Problem showed that it is important to choose a good value for the resampling number to make a careful trade off between taking more samples in order to reduce noise, and taking fewer samples to reduce the total computational cost. This paper extends that observation, by deriving an analytical expression for the running time of the RMHC algorithm with resampling applied to the noisy OneMax problem, and showing both theoretically and empirically that the optimal resampling number increases with the number of dimensions in the search space.

LGFeb 22, 2013
The Importance of Clipping in Neurocontrol by Direct Gradient Descent on the Cost-to-Go Function and in Adaptive Dynamic Programming

Michael Fairbank

In adaptive dynamic programming, neurocontrol and reinforcement learning, the objective is for an agent to learn to choose actions so as to minimise a total cost function. In this paper we show that when discretized time is used to model the motion of the agent, it can be very important to do "clipping" on the motion of the agent in the final time step of the trajectory. By clipping we mean that the final time step of the trajectory is to be truncated such that the agent stops exactly at the first terminal state reached, and no distance further. We demonstrate that when clipping is omitted, learning performance can fail to reach the optimum; and when clipping is done properly, learning performance can improve significantly. The clipping problem we describe affects algorithms which use explicit derivatives of the model functions of the environment to calculate a learning gradient. These include Backpropagation Through Time for Control, and methods based on Dual Heuristic Dynamic Programming. However the clipping problem does not significantly affect methods based on Heuristic Dynamic Programming, Temporal Differences or Policy Gradient Learning algorithms. Similarly, the clipping problem does not affect fixed-length finite-horizon problems.