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Motion Planning Under Uncertainty with Complex Agents and Environments via Hybrid Search

Journal of Artificial Intelligence Research

As autonomous systems and robots are applied to more real world situations, they must reason about uncertainty when planning actions. Mission success oftentimes cannot be guaranteed and the planner must reason about the probability of failure. Unfortunately, computing a trajectory that satisfies mission goals while constraining the probability of failure is difficult because of the need to reason about complex, multidimensional probability distributions. Recent methods have seen success using chance-constrained, model-based planning. However, the majority of these methods can only handle simple environment and agent models. We argue that there are two main drawbacks of current approaches to goal-directed motion planning under uncertainty. First, current methods suffer from an inability to deal with expressive environment models such as 3D non-convex obstacles. Second, most planners rely on considerable simplifications when computing trajectory risk including approximating the agent’s dynamics, geometry, and uncertainty. In this article, we apply hybrid search to the risk-bound, goal-directed planning problem. The hybrid search consists of a region planner and a trajectory planner. The region planner makes discrete choices by reasoning about geometric regions that the autonomous agent should visit in order to accomplish its mission. In formulating the region planner, we propose landmark regions that help produce obstacle-free paths. The region planner passes paths through the environment to a trajectory planner; the task of the trajectory planner is to optimize trajectories that respect the agent’s dynamics and the user’s desired risk of mission failure. We discuss three approaches to modeling trajectory risk: a CDF-based approach, a sampling-based collocation method, and an algorithm named Shooting Method Monte Carlo. These models allow computation of trajectory risk with more complex environments, agent dynamics, geometries, and models of uncertainty than past approaches. A variety of 2D and 3D test cases are presented including a linear case, a Dubins car model, and an underwater autonomous vehicle. The method is shown to outperform other methods in terms of speed and utility of the solution. Additionally, the models of trajectory risk are shown to better approximate risk in simulation.


Upper Limb Movement Recognition utilising EEG and EMG Signals for Rehabilitative Robotics

arXiv.org Artificial Intelligence

Upper limb movement classification, which maps input signals to the target activities, is a key building block in the control of rehabilitative robotics. Classifiers are trained for the rehabilitative system to comprehend the desires of the patient whose upper limbs do not function properly. Electromyography (EMG) signals and Electroencephalography (EEG) signals are used widely for upper limb movement classification. By analysing the classification results of the real-time EEG and EMG signals, the system can understand the intention of the user and predict the events that one would like to carry out. Accordingly, it will provide external help to the user. However, the noise in the real-time EEG and EMG data collection process contaminates the effectiveness of the data, which undermines classification performance. Moreover, not all patients process strong EMG signals due to muscle damage and neuromuscular disorder. To address these issues, this paper explores different feature extraction techniques and machine learning and deep learning models for EEG and EMG signals classification and proposes a novel decision-level multisensor fusion technique to integrate EEG signals with EMG signals. This system retrieves effective information from both sources to understand and predict the desire of the user, and thus aid. By testing out the proposed technique on a publicly available WAY-EEG-GAL dataset, which contains EEG and EMG signals that were recorded simultaneously, we manage to conclude the feasibility and effectiveness of the novel system.


An information-theoretic perspective on intrinsic motivation in reinforcement learning: a survey

arXiv.org Artificial Intelligence

Traditionally, an agent maximizes a reward defined according to the task to perform: it may be a score when the agent learns to solve a game or a distance function when the agent learns to reach a goal. The reward is then considered as extrinsic (or as a feedback) because the reward function is provided expertly and specifically for the task. With an extrinsic reward, many spectacular results have been obtained on Atari game [Bellemare et al. 2015] with the Deep Q-network (DQN) [Mnih et al. 2015] through the integration of deep learning to RL, leading to deep reinforcement learning (DRL). However, despite the recent improvements of DRL approaches, they turn out to be most of the time unsuccessful when the rewards are scattered in the environment, as the agent is then unable to learn the desired behavior for the targeted task [Francois-Lavet et al. 2018]. Moreover, the behaviors learned by the agent are hardly reusable, both within the same task and across many different tasks [Francois-Lavet et al. 2018]. It is difficult for an agent to generalize the learnt skills to make high-level decisions in the environment. For example, such skill could be go to the door using primitive actions consisting in moving in the four cardinal directions; or even to move forward controlling different joints of a humanoid robot like in the robotic simulator MuJoCo [Todorov et al. 2012]. On another side, unlike RL, developmental learning [Cangelosi and Schlesinger 2018; Oudeyer and Smith 2016; Piaget and Cook 1952] is based on the trend that babies, or more broadly organisms, acquire new skill while spontaneously exploring their environment [Barto 2013; Gopnik et al. 1999].


Towards self-attention based visual navigation in the real world

arXiv.org Artificial Intelligence

Vision guided navigation requires processing complex visual information to inform task-orientated decisions. Applications include autonomous robots, self-driving cars, and assistive vision for humans. A key element is the extraction and selection of relevant features in pixel space upon which to base action choices, for which Machine Learning techniques are well suited. However, Deep Reinforcement Learning agents trained in simulation often exhibit unsatisfactory results when deployed in the real-world due to perceptual differences known as the $\textit{reality gap}$. An approach that is yet to be explored to bridge this gap is self-attention. In this paper we (1) perform a systematic exploration of the hyperparameter space for self-attention based navigation of 3D environments and qualitatively appraise behaviour observed from different hyperparameter sets, including their ability to generalise; (2) present strategies to improve the agents' generalisation abilities and navigation behaviour; and (3) show how models trained in simulation are capable of processing real world images meaningfully in real time. To our knowledge, this is the first demonstration of a self-attention based agent successfully trained in navigating a 3D action space, using less than 4000 parameters.


Mining Reaction and Diffusion Dynamics in Social Activities

arXiv.org Artificial Intelligence

Large quantifies of online user activity data, such as weekly web search volumes, which co-evolve with the mutual influence of several queries and locations, serve as an important social sensor. It is an important task to accurately forecast the future activity by discovering latent interactions from such data, i.e., the ecosystems between each query and the flow of influences between each area. However, this is a difficult problem in terms of data quantity and complex patterns covering the dynamics. To tackle the problem, we propose FluxCube, which is an effective mining method that forecasts large collections of co-evolving online user activity and provides good interpretability. Our model is the expansion of a combination of two mathematical models: a reaction-diffusion system provides a framework for modeling the flow of influences between local area groups and an ecological system models the latent interactions between each query. Also, by leveraging the concept of physics-informed neural networks, FluxCube achieves high interpretability obtained from the parameters and high forecasting performance, together. Extensive experiments on real datasets showed that FluxCube outperforms comparable models in terms of the forecasting accuracy, and each component in FluxCube contributes to the enhanced performance. We then show some case studies that FluxCube can extract useful latent interactions between queries and area groups.


CofeNet: Context and Former-Label Enhanced Net for Complicated Quotation Extraction

arXiv.org Artificial Intelligence

Quotation extraction aims to extract quotations from written text. There are three components in a quotation: source refers to the holder of the quotation, cue is the trigger word(s), and content is the main body. Existing solutions for quotation extraction mainly utilize rule-based approaches and sequence labeling models. While rule-based approaches often lead to low recalls, sequence labeling models cannot well handle quotations with complicated structures. In this paper, we propose the Context and Former-Label Enhanced Net (CofeNet) for quotation extraction. CofeNet is able to extract complicated quotations with components of variable lengths and complicated structures. On two public datasets (i.e., PolNeAR and Riqua) and one proprietary dataset (i.e., PoliticsZH), we show that our CofeNet achieves state-of-the-art performance on complicated quotation extraction.


Age of Semantics in Cooperative Communications: To Expedite Simulation Towards Real via Offline Reinforcement Learning

arXiv.org Artificial Intelligence

The age of information metric fails to correctly describe the intrinsic semantics of a status update. In an intelligent reflecting surface-aided cooperative relay communication system, we propose the age of semantics (AoS) for measuring semantics freshness of the status updates. Specifically, we focus on the status updating from a source node (SN) to the destination, which is formulated as a Markov decision process (MDP). The objective of the SN is to maximize the expected satisfaction of AoS and energy consumption under the maximum transmit power constraint. To seek the optimal control policy, we first derive an online deep actor-critic (DAC) learning scheme under the on-policy temporal difference learning framework. However, implementing the online DAC in practice poses the key challenge in infinitely repeated interactions between the SN and the system, which can be dangerous particularly during the exploration. We then put forward a novel offline DAC scheme, which estimates the optimal control policy from a previously collected dataset without any further interactions with the system. Numerical experiments verify the theoretical results and show that our offline DAC scheme significantly outperforms the online DAC scheme and the most representative baselines in terms of mean utility, demonstrating strong robustness to dataset quality.


Cross Project Software Vulnerability Detection via Domain Adaptation and Max-Margin Principle

arXiv.org Artificial Intelligence

Software vulnerabilities (SVs) have become a common, serious and crucial concern due to the ubiquity of computer software. Many machine learning-based approaches have been proposed to solve the software vulnerability detection (SVD) problem. However, there are still two open and significant issues for SVD in terms of i) learning automatic representations to improve the predictive performance of SVD, and ii) tackling the scarcity of labeled vulnerabilities datasets that conventionally need laborious labeling effort by experts. In this paper, we propose a novel end-to-end approach to tackle these two crucial issues. We first exploit the automatic representation learning with deep domain adaptation for software vulnerability detection. We then propose a novel cross-domain kernel classifier leveraging the max-margin principle to significantly improve the transfer learning process of software vulnerabilities from labeled projects into unlabeled ones. The experimental results on real-world software datasets show the superiority of our proposed method over state-of-the-art baselines. In short, our method obtains a higher performance on F1-measure, the most important measure in SVD, from 1.83% to 6.25% compared to the second highest method in the used datasets. Our released source code samples are publicly available at https://github.com/vannguyennd/dam2p


Data Representativeness in Accessibility Datasets: A Meta-Analysis

arXiv.org Artificial Intelligence

As data-driven systems are increasingly deployed at scale, ethical concerns have arisen around unfair and discriminatory outcomes for historically marginalized groups that are underrepresented in training data. In response, work around AI fairness and inclusion has called for datasets that are representative of various demographic groups. In this paper, we contribute an analysis of the representativeness of age, gender, and race & ethnicity in accessibility datasets - datasets sourced from people with disabilities and older adults - that can potentially play an important role in mitigating bias for inclusive AI-infused applications. We examine the current state of representation within datasets sourced by people with disabilities by reviewing publicly-available information of 190 datasets, we call these accessibility datasets. We find that accessibility datasets represent diverse ages, but have gender and race representation gaps. Additionally, we investigate how the sensitive and complex nature of demographic variables makes classification difficult and inconsistent (e.g., gender, race & ethnicity), with the source of labeling often unknown. By reflecting on the current challenges and opportunities for representation of disabled data contributors, we hope our effort expands the space of possibility for greater inclusion of marginalized communities in AI-infused systems.


Evolved Open-Endedness in Cultural Evolution: A New Dimension in Open-Ended Evolution Research

arXiv.org Artificial Intelligence

The goal of Artificial Life research, as articulated by Chris Langton, is "to contribute to theoretical biology by locating life-as-we-know-it within the larger picture of life-as-it-could-be" (1989, p.1). The study and pursuit of open-ended evolution in artificial evolutionary systems exemplifies this goal. However, open-ended evolution research is hampered by two fundamental issues; the struggle to replicate open-endedness in an artificial evolutionary system, and the fact that we only have one system (genetic evolution) from which to draw inspiration. Here we argue that cultural evolution should be seen not only as another real-world example of an open-ended evolutionary system, but that the unique qualities seen in cultural evolution provide us with a new perspective from which we can assess the fundamental properties of, and ask new questions about, open-ended evolutionary systems, especially in regard to evolved open-endedness and transitions from bounded to unbounded evolution. Here we provide an overview of culture as an evolutionary system, highlight the interesting case of human cultural evolution as an open-ended evolutionary system, and contextualise cultural evolution under the framework of (evolved) open-ended evolution. We go on to provide a set of new questions that can be asked once we consider cultural evolution within the framework of open-ended evolution, and introduce new insights that we may be able to gain about evolved open-endedness as a result of asking these questions.