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  2. We propose a unified data-driven framework based on inverse optimal transport that can learn adaptive, nonlinear interaction cost function from noisy and incomplete empirical matching matrix and predict new matching in various matching contexts. We emphasize that the discrete optimal transport plays the role of a variational principle which gives rise to an optimization based framework for modeling the observed empirical matching data. Our formulation leads to a non-convex optimization problem which can be solved efficiently by an alternating optimization method. A key novel aspect of our formulation is the incorporation of marginal relaxation via regularized Wasserstein distance, significantly improving the robustness of the method in the face of noisy or missing empirical matching data. Our model falls into the category of prescriptive models, which not only predict potential future matching, but is also able to explain what leads to empirical matching and quantifies the impact of changes in matching factors. The proposed approach has wide applicability including predicting matching in online dating, labor market, college application and crowdsourcing. We back up our claims with numerical experiments on both synthetic data and real world data sets. 
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  3. We consider the problem of representing collective behavior of large popula- tions and predicting the evolution of a population distribution over a discrete state space. A discrete time mean field game (MFG) is motivated as an interpretable model founded on game theory for understanding the aggregate effect of individ- ual actions and predicting the temporal evolution of population distributions. We achieve a synthesis of MFG and Markov decision processes (MDP) by showing that a special MFG is reducible to an MDP. This enables us to broaden the scope of mean field game theory and infer MFG models of large real-world systems via deep inverse reinforcement learning. Our method learns both the reward function and forward dynamics of an MFG from real data, and we report the first empirical test of a mean field game model of a real-world social media population. 
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  4. Point processes are becoming very popular in modeling asynchronous sequential data due to their sound mathematical foundation and strength in modeling a variety of real-world phenomena. Currently, they are often characterized via intensity function which limits model’s expressiveness due to unrealistic assumptions on its parametric form used in practice. Furthermore, they are learned via maximum likelihood approach which is prone to failure in multi-modal distributions of sequences. In this paper, we propose an intensity-free approach for point processes modeling that transforms nuisance processes to a target one. Furthermore, we train the model using a likelihood-free leveraging Wasserstein distance between point processes. Experiments on various synthetic and real-world data substantiate the superiority of the proposed point process model over conventional ones. 
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