Edmonton
Collaborative State Fusion in Partially Known Multi-agent Environments
Zhou, Tianlong, Shang, Jun, Rao, Weixiong
In this paper, we study the collaborative state fusion problem in a multi-agent environment, where mobile agents collaborate to track movable targets. Due to the limited sensing range and potential errors of on-board sensors, it is necessary to aggregate individual observations to provide target state fusion for better target state estimation. Existing schemes do not perform well due to (1) impractical assumption of the fully known prior target state-space model and (2) observation outliers from individual sensors. To address the issues, we propose a two-stage collaborative fusion framework, namely \underline{L}earnable Weighted R\underline{o}bust \underline{F}usion (\textsf{LoF}). \textsf{LoF} combines a local state estimator (e.g., Kalman Filter) with a learnable weight generator to address the mismatch between the prior state-space model and underlying patterns of moving targets. Moreover, given observation outliers, we develop a time-series soft medoid(TSM) scheme to perform robust fusion. We evaluate \textsf{LoF} in a collaborative detection simulation environment with promising results. In an example setting with 4 agents and 2 targets, \textsf{LoF} leads to a 9.1\% higher fusion gain compared to the state-of-the-art.
Offline-to-online Reinforcement Learning for Image-based Grasping with Scarce Demonstrations
Chan, Bryan, Leung, Anson, Bergstra, James
Offline-to-online reinforcement learning (O2O RL) aims to obtain a continually improving policy as it interacts with the environment, while ensuring the initial behaviour is satisficing. This satisficing behaviour is necessary for robotic manipulation where random exploration can be costly due to catastrophic failures and time. O2O RL is especially compelling when we can only obtain a scarce amount of (potentially suboptimal) demonstrations$\unicode{x2014}$a scenario where behavioural cloning (BC) is known to suffer from distribution shift. Previous works have outlined the challenges in applying O2O RL algorithms under the image-based environments. In this work, we propose a novel O2O RL algorithm that can learn in a real-life image-based robotic vacuum grasping task with a small number of demonstrations where BC fails majority of the time. The proposed algorithm replaces the target network in off-policy actor-critic algorithms with a regularization technique inspired by neural tangent kernel. We demonstrate that the proposed algorithm can reach above 90% success rate in under two hours of interaction time, with only 50 human demonstrations, while BC and two commonly-used RL algorithms fail to achieve similar performance.
Comparative Analysis of Extrinsic Factors for NER in French
Yang, Grace, Li, Zhiyi, Liu, Yadong, Park, Jungyeul
Named entity recognition (NER) is a crucial task that aims to identify structured information, which is often replete with complex, technical terms and a high degree of variability. Accurate and reliable NER can facilitate the extraction and analysis of important information. However, NER for other than English is challenging due to limited data availability, as the high expertise, time, and expenses are required to annotate its data. In this paper, by using the limited data, we explore various factors including model structure, corpus annotation scheme and data augmentation techniques to improve the performance of a NER model for French. Our experiments demonstrate that these approaches can significantly improve the model's F1 score from original CRF score of 62.41 to 79.39. Our findings suggest that considering different extrinsic factors and combining these techniques is a promising approach for improving NER performance where the size of data is limited.
Discovering Leitmotifs in Multidimensional Time Series
A leitmotif is a recurring theme in literature, movies or music that carries symbolic significance for the piece it is contained in. When this piece can be represented as a multi-dimensional time series (MDTS), such as acoustic or visual observations, finding a leitmotif is equivalent to the pattern discovery problem, which is an unsupervised and complex problem in time series analytics. Compared to the univariate case, it carries additional complexity because patterns typically do not occur in all dimensions but only in a few - which are, however, unknown and must be detected by the method itself. In this paper, we present the novel, efficient and highly effective leitmotif discovery algorithm LAMA for MDTS. LAMA rests on two core principals: (a) a leitmotif manifests solely given a yet unknown number of sub-dimensions - neither too few, nor too many, and (b) the set of sub-dimensions are not independent from the best pattern found therein, necessitating both problems to be approached in a joint manner. In contrast to most previous methods, LAMA tackles both problems jointly - instead of independently selecting dimensions (or leitmotifs) and finding the best leitmotifs (or dimensions). Our experimental evaluation on a novel ground-truth annotated benchmark of 14 distinct real-life data sets shows that LAMA, when compared to four state-of-the-art baselines, shows superior performance in detecting meaningful patterns without increased computational complexity.
Learning to rumble: Automated elephant call classification, detection and endpointing using deep architectures
Geldenhuys, Christiaan M., Niesler, Thomas R.
We consider the problem of detecting, isolating and classifying elephant calls in continuously recorded audio. Such automatic call characterisation can assist conservation efforts and inform environmental management strategies. In contrast to previous work in which call detection was performed at a segment level, we perform call detection at a frame level which implicitly also allows call endpointing, the isolation of a call in a longer recording. For experimentation, we employ two annotated datasets, one containing Asian and the other African elephant vocalisations. We evaluate several shallow and deep classifier models, and show that the current best performance can be improved by using an audio spectrogram transformer (AST), a neural architecture which has not been used for this purpose before, and which we have configured in a novel sequence-to-sequence manner. We also show that using transfer learning by pre-training leads to further improvements both in terms of computational complexity and performance. Finally, we consider sub-call classification using an accepted taxonomy of call types, a task which has not previously been considered. We show that also in this case the transformer architectures provide the best performance. Our best classifiers achieve an average precision (AP) of 0.962 for framewise binary call classification, and an area under the receiver operating characteristic (AUC) of 0.957 and 0.979 for call classification with 5 classes and sub-call classification with 7 classes respectively. All of these represent either new benchmarks (sub-call classifications) or improvements on previously best systems. We conclude that a fully-automated elephant call detection and subcall classification system is within reach. Such a system would provide valuable information on the behaviour and state of elephant herds for the purposes of conservation and management.
LADEV: A Language-Driven Testing and Evaluation Platform for Vision-Language-Action Models in Robotic Manipulation
Wang, Zhijie, Zhou, Zhehua, Song, Jiayang, Huang, Yuheng, Shu, Zhan, Ma, Lei
Building on the advancements of Large Language Models (LLMs) and Vision Language Models (VLMs), recent research has introduced Vision-Language-Action (VLA) models as an integrated solution for robotic manipulation tasks. These models take camera images and natural language task instructions as input and directly generate control actions for robots to perform specified tasks, greatly improving both decision-making capabilities and interaction with human users. However, the data-driven nature of VLA models, combined with their lack of interpretability, makes the assurance of their effectiveness and robustness a challenging task. This highlights the need for a reliable testing and evaluation platform. For this purpose, in this work, we propose LADEV, a comprehensive and efficient platform specifically designed for evaluating VLA models. We first present a language-driven approach that automatically generates simulation environments from natural language inputs, mitigating the need for manual adjustments and significantly improving testing efficiency. Then, to further assess the influence of language input on the VLA models, we implement a paraphrase mechanism that produces diverse natural language task instructions for testing. Finally, to expedite the evaluation process, we introduce a batch-style method for conducting large-scale testing of VLA models. Using LADEV, we conducted experiments on several state-of-the-art VLA models, demonstrating its effectiveness as a tool for evaluating these models. Our results showed that LADEV not only enhances testing efficiency but also establishes a solid baseline for evaluating VLA models, paving the way for the development of more intelligent and advanced robotic systems.
ETGL-DDPG: A Deep Deterministic Policy Gradient Algorithm for Sparse Reward Continuous Control
Futuhi, Ehsan, Karimi, Shayan, Gao, Chao, Mรผller, Martin
We consider deep deterministic policy gradient (DDPG) in the context of reinforcement learning with sparse rewards. To enhance exploration, we introduce a search procedure, \emph{${\epsilon}{t}$-greedy}, which generates exploratory options for exploring less-visited states. We prove that search using $\epsilon t$-greedy has polynomial sample complexity under mild MDP assumptions. To more efficiently use the information provided by rewarded transitions, we develop a new dual experience replay buffer framework, \emph{GDRB}, and implement \emph{longest n-step returns}. The resulting algorithm, \emph{ETGL-DDPG}, integrates all three techniques: \bm{$\epsilon t$}-greedy, \textbf{G}DRB, and \textbf{L}ongest $n$-step, into DDPG. We evaluate ETGL-DDPG on standard benchmarks and demonstrate that it outperforms DDPG, as well as other state-of-the-art methods, across all tested sparse-reward continuous environments. Ablation studies further highlight how each strategy individually enhances the performance of DDPG in this setting.
Multi-view Matrix Factorization for Linear Dynamical System Estimation
Mahdi Karami, Martha White, Dale Schuurmans, Csaba Szepesvari
We consider maximum likelihood estimation of linear dynamical systems with generalized-linear observation models. Maximum likelihood is typically considered to be hard in this setting since latent states and transition parameters must be inferred jointly. Given that expectation-maximization does not scale and is prone to local minima, moment-matching approaches from the subspace identification literature have become standard, despite known statistical efficiency issues. In this paper, we instead reconsider likelihood maximization and develop an optimization based strategy for recovering the latent states and transition parameters. Key to the approach is a two-view reformulation of maximum likelihood estimation for linear dynamical systems that enables the use of global optimization algorithms for matrix factorization. We show that the proposed estimation strategy outperforms widely-used identification algorithms such as subspace identification methods, both in terms of accuracy and runtime.
The MLE is minimax optimal for LGC
Cohen, Doron, Kontorovich, Aryeh, Weiss, Roi
We revisit the recently introduced Local Glivenko-Cantelli setting, which studies distribution-dependent uniform convegence rates of the Maximum Likelihood Estimator (MLE). In this work, we investigate generalizations of this setting where arbitrary estimators are allowed rather than just the MLE. Can a strictly larger class of measures be learned? Can better risk decay rates be obtained? We provide exhaustive answers to these questions -- which are both negative, provided the learner is barred from exploiting some infinite-dimensional pathologies. On the other hand, allowing such exploits does lead to a strictly larger class of learnable measures.
Mechanic Maker: Accessible Game Development Via Symbolic Learning Program Synthesis
Sumner, Megan, Saini, Vardan, Guzdial, Matthew
Game development is a highly technical practice that traditionally requires programming skills. This serves as a barrier to entry for would-be developers or those hoping to use games as part of their creative expression. While there have been prior game development tools focused on accessibility, they generally still require programming, or have major limitations in terms of the kinds of games they can make. In this paper we introduce Mechanic Maker, a tool for creating a wide-range of game mechanics without programming. It instead relies on a backend symbolic learning system to synthesize game mechanics from examples. We conducted a user study to evaluate the benefits of the tool for participants with a variety of programming and game development experience. Our results demonstrated that participants' ability to use the tool was unrelated to programming ability. We conclude that tools like ours could help democratize game development, making the practice accessible regardless of programming skills.