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This paper describes our entry for the MAP/MPE track of the PASCAL 2011 Probabilistic Inference Challenge, which placed first in all three time limit categories , 20 seconds, 20 minutes, and 1 hour. Our baseline is a branch-and-bound algorithm that explores the AND/OR context-minimal search graph of a graphical model guided by a mini-bucket heuristic.(More)
Knowledge of the number of people in a building at a given time is crucial for applications such as emergency response. Sensors can be used to gather noisy measurements which when combined, can be used to make inferences about the location, movement and density of people. In this paper we describe a probabilistic model for predicting the occupancy of a(More)
The role of the circadian clock in skin and the identity of genes participating in its chronobiology remain largely unknown, leading us to define the circadian transcriptome of mouse skin at two different stages of the hair cycle, telogen and anagen. The circadian transcriptomes of telogen and anagen skin are largely distinct, with the former dominated by(More)
We investigate a hybrid of two styles of algorithms for deriving bounds for optimization tasks over graphical models: non-iterative message-passing schemes exploiting variable duplication to reduce cluster sizes (e.g. MBE) and iterative methods that re-parameterize the problem's functions aiming to produce good bounds even if functions are processed(More)
Latent Dirichlet allocation (LDA) is a popular algorithm for discovering structure in large collections of text or other data. Although its complexity is linear in the data size, its use on increasingly massive collections has created considerable interest in parallel implementations. " Approximate distributed " LDA, or AD-LDA, approximates the popular(More)
In modern walkthrough applications, storing massive datasets has become easy and inexpensive due to the availability of gigantic disk-based storage devices including hard drives, DVDs, and Blu-ray discs. However, fetching data from these devices for processing and rendering in interactive environments remains a bottleneck as data transfer speed has not kept(More)