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Active learning for efficiently training emulators of computationally expensive mathematical models

Methodology · Submitted 18 Dec 2018

abstract compiled · 2026-09-23 · no language-model review

The authors' main claim The proposed algorithm attained satisfactory performance in all analyses, had smaller variability than the treed Gaussian Processes (it is deterministic), and, on average, had similar or better performance as the treed Gaussian Processes in 6 out of 7 benchmark functions and in the prostate cancer model.

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arXiv ID1812.07673 (version 2)
Pith IDB4IVS5O7, Pith's permanent record of this paper and its review
CitationAlexandra G. Ellis, Christopher H. Schmid, John B. Wong, Rowan Iskandar, Thomas A. Trikalinos. "Active learning for efficiently training emulators of computationally expensive mathematical models." arXiv:1812.07673 (2018). https://pith.science/paper/B4IVS5O7
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What the abstract itself states, as probabilities: claims first 0.03 · states limitation 0.46 · human participants 0.13 · controlled comparison 0.70 · randomized assignment 0.02 · states quantitative result 0.90 · compares with prior results 0.98 · mentions code or data availability 0.02.

The abstract, sentence by sentence

arXiv listing abstract v2. Results and the main claim are underlined; .

An emulator is a fast-to-evaluate statistical approximation of a detailed mathematical model (simulator). When used in lieu of simulators, emulators can expedite tasks that require many repeated evaluations, such as sensitivity analyses, policy optimization, model calibration, and value-of-information analyses. Emulators are developed using the output of simulators at specific input values (design points). Developing an emulator that closely approximates the simulator can require many design points, which becomes computationally expensive. We describe a self-terminating active learning algorithm to efficiently develop emulators tailored to a specific emulation task, and compare it with algorithms that optimize geometric criteria (random latin hypercube sampling and maximum projection designs) and other active learning algorithms (treed Gaussian Processes that optimize typical active learning criteria). We compared the algorithms' root mean square error (RMSE) and maximum absolute deviation from the simulator (MAX) for seven benchmark functions and in a prostate cancer screening model. In the empirical analyses, in simulators with greatly-varying smoothness over the input domain, active learning algorithms resulted in emulators with smaller RMSE and MAX for the same number of design points. In all other cases, all algorithms performed comparably. The proposed algorithm attained satisfactory performance in all analyses, had smaller variability than the treed Gaussian Processes (it is deterministic), and, on average, had similar or better performance as the treed Gaussian Processes in 6 out of 7 benchmark functions and in the prostate cancer model.

background contribution method result interpretation main claim

What the classifier reports for each sentence. The number is the probability it gave the label.
#sentencerolethe authors' own workstates the main conclusionstrength
s0 An emulator is a fast-to-evaluate statistical approximation of a detailed mathematical model (simulator). background 1.00 0.04 0.01 asserted 1.00
s1 When used in lieu of simulators, emulators can expedite tasks that require many repeated evaluations, such as sensitivity analyses, policy optimization, model calibration, and value-of-information analyses. background 1.00 0.05 0.03 asserted 0.70
s2 Emulators are developed using the output of simulators at specific input values (design points). background 0.98 0.06 0.02 asserted 1.00
s3 Developing an emulator that closely approximates the simulator can require many design points, which becomes computationally expensive. background 0.93 0.07 0.02 asserted 0.65
s4 We describe a self-terminating active learning algorithm to efficiently develop emulators tailored to a specific emulation task, and compare it with algorithms that optimize geometric criteria (random latin hypercube sampling and maximum projection designs) and other active learning algorithms (treed Gaussian Processes that optimize typical active learning criteria). contribution 0.89 0.92 0.08 asserted 0.96
s5 We compared the algorithms' root mean square error (RMSE) and maximum absolute deviation from the simulator (MAX) for seven benchmark functions and in a prostate cancer screening model. method 0.95 0.96 0.03 asserted 0.98
s6 In the empirical analyses, in simulators with greatly-varying smoothness over the input domain, active learning algorithms resulted in emulators with smaller RMSE and MAX for the same number of design points. result 1.00 0.95 0.33 asserted 1.00
s7 In all other cases, all algorithms performed comparably. result 1.00 0.91 0.13 asserted 1.00
s8 The proposed algorithm attained satisfactory performance in all analyses, had smaller variability than the treed Gaussian Processes (it is deterministic), and, on average, had similar or better performance as the treed Gaussian Processes in 6 out of 7 benchmark functions and in the prostate cancer model. result 0.96 0.96 0.52 asserted 1.00

What kind of paper the classifier reports this is: method or tool 1.00 · evidence from simulation or computation 0.98.

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Every quoted sentence on this record is the authors'. Every label is from Pith's closed vocabulary, with the probability shown beside it. Every number in the measurements table is the authors', checked by code. Record as JSON

The paper
Original abstract

An emulator is a fast-to-evaluate statistical approximation of a detailed mathematical model (simulator). When used in lieu of simulators, emulators can expedite tasks that require many repeated evaluations, such as sensitivity analyses, policy optimization, model calibration, and value-of-information analyses. Emulators are developed using the output of simulators at specific input values (design points). Developing an emulator that closely approximates the simulator can require many design points, which becomes computationally expensive. We describe a self-terminating active learning algorithm to efficiently develop emulators tailored to a specific emulation task, and compare it with algorithms that optimize geometric criteria (random latin hypercube sampling and maximum projection designs) and other active learning algorithms (treed Gaussian Processes that optimize typical active learning criteria). We compared the algorithms' root mean square error (RMSE) and maximum absolute deviation from the simulator (MAX) for seven benchmark functions and in a prostate cancer screening model. In the empirical analyses, in simulators with greatly-varying smoothness over the input domain, active learning algorithms resulted in emulators with smaller RMSE and MAX for the same number of design points. In all other cases, all algorithms performed comparably. The proposed algorithm attained satisfactory performance in all analyses, had smaller variability than the treed Gaussian Processes (it is deterministic), and, on average, had similar or better performance as the treed Gaussian Processes in 6 out of 7 benchmark functions and in the prostate cancer model.

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