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A Scenario-Based Platform for Testing Autonomous Vehicle Behavior Prediction Models in Simulation

arXiv.org Artificial Intelligence

Behavior prediction remains one of the most challenging tasks in the autonomous vehicle (AV) software stack. Forecasting the future trajectories of nearby agents plays a critical role in ensuring road safety, as it equips AVs with the necessary information to plan safe routes of travel. However, these prediction models are data-driven and trained on data collected in real life that may not represent the full range of scenarios an AV can encounter. Hence, it is important that these prediction models are extensively tested in various test scenarios involving interactive behaviors prior to deployment. To support this need, we present a simulation-based testing platform which supports (1) intuitive scenario modeling with a probabilistic programming language called Scenic, (2) specifying a multi-objective evaluation metric with a partial priority ordering, (3) falsification of the provided metric, and (4) parallelization of simulations for scalable testing. As a part of the platform, we provide a library of 25 Scenic programs that model challenging test scenarios involving interactive traffic participant behaviors. We demonstrate the effectiveness and the scalability of our platform by testing a trained behavior prediction model and searching for failure scenarios.


Telling Creative Stories Using Generative Visual Aids

arXiv.org Artificial Intelligence

Can visual artworks created using generative visual algorithms inspire human creativity in storytelling? We asked writers to write creative stories from a starting prompt, and provided them with visuals created by generative AI models from the same prompt. Compared to a control group, writers who used the visuals as story writing aid wrote significantly more creative, original, complete and visualizable stories, and found the task more fun. Of the generative algorithms used (BigGAN, VQGAN, DALL-E, CLIPDraw), VQGAN was the most preferred. The control group that did not view the visuals did significantly better in integrating the starting prompts. Findings indicate that cross modality inputs by AI can benefit divergent aspects of creativity in human-AI co-creation, but hinders convergent thinking.


Intermediate Layers Matter in Momentum Contrastive Self Supervised Learning

arXiv.org Artificial Intelligence

We show that bringing intermediate layers' representations of two augmented versions of an image closer together in self-supervised learning helps to improve the momentum contrastive (MoCo) method. To this end, in addition to the contrastive loss, we minimize the mean squared error between the intermediate layer representations or make their cross-correlation matrix closer to an identity matrix. Both loss objectives either outperform standard MoCo, or achieve similar performances on three diverse medical imaging datasets: NIH-Chest Xrays, Breast Cancer Histopathology, and Diabetic Retinopathy. The gains of the improved MoCo are especially large in a low-labeled data regime (e.g. 1% labeled data) with an average gain of 5% across three datasets. We analyze the models trained using our novel approach via feature similarity analysis and layer-wise probing. Our analysis reveals that models trained via our approach have higher feature reuse compared to a standard MoCo and learn informative features earlier in the network. Finally, by comparing the output probability distribution of models fine-tuned on small versus large labeled data, we conclude that our proposed method of pre-training leads to lower Kolmogorov-Smirnov distance, as compared to a standard MoCo. This provides additional evidence that our proposed method learns more informative features in the pre-training phase which could be leveraged in a low-labeled data regime.


Confidence-Aware Imitation Learning from Demonstrations with Varying Optimality

arXiv.org Artificial Intelligence

Most existing imitation learning approaches assume the demonstrations are drawn from experts who are optimal, but relaxing this assumption enables us to use a wider range of data. Standard imitation learning may learn a suboptimal policy from demonstrations with varying optimality. Prior works use confidence scores or rankings to capture beneficial information from demonstrations with varying optimality, but they suffer from many limitations, e.g., manually annotated confidence scores or high average optimality of demonstrations. In this paper, we propose a general framework to learn from demonstrations with varying optimality that jointly learns the confidence score and a well-performing policy. Our approach, Confidence-Aware Imitation Learning (CAIL) learns a well-performing policy from confidence-reweighted demonstrations, while using an outer loss to track the performance of our model and to learn the confidence. We provide theoretical guarantees on the convergence of CAIL and evaluate its performance in both simulated and real robot experiments. Our results show that CAIL significantly outperforms other imitation learning methods from demonstrations with varying optimality. We further show that even without access to any optimal demonstrations, CAIL can still learn a successful policy, and outperforms prior work.


Play to Grade: Testing Coding Games as Classifying Markov Decision Process

arXiv.org Artificial Intelligence

Contemporary coding education often presents students with the task of developing programs that have user interaction and complex dynamic systems, such as mouse based games. While pedagogically compelling, there are no contemporary autonomous methods for providing feedback. Notably, interactive programs are impossible to grade by traditional unit tests. In this paper we formalize the challenge of providing feedback to interactive programs as a task of classifying Markov Decision Processes (MDPs). Each student's program fully specifies an MDP where the agent needs to operate and decide, under reasonable generalization, if the dynamics and reward model of the input MDP should be categorized as correct or broken. We demonstrate that by designing a cooperative objective between an agent and an autoregressive model, we can use the agent to sample differential trajectories from the input MDP that allows a classifier to determine membership: Play to Grade. Our method enables an automatic feedback system for interactive code assignments. We release a dataset of 711,274 anonymized student submissions to a single assignment with hand-coded bug labels to support future research.


Finding Regions of Heterogeneity in Decision-Making via Expected Conditional Covariance

arXiv.org Artificial Intelligence

Individuals often make different decisions when faced with the same context, due to personal preferences and background. For instance, judges may vary in their leniency towards certain drug-related offenses, and doctors may vary in their preference for how to start treatment for certain types of patients. With these examples in mind, we present an algorithm for identifying types of contexts (e.g., types of cases or patients) with high inter-decision-maker disagreement. We formalize this as a causal inference problem, seeking a region where the assignment of decision-maker has a large causal effect on the decision. Our algorithm finds such a region by maximizing an empirical objective, and we give a generalization bound for its performance. In a semi-synthetic experiment, we show that our algorithm recovers the correct region of heterogeneity accurately compared to baselines. Finally, we apply our algorithm to real-world healthcare datasets, recovering variation that aligns with existing clinical knowledge.


Hand gesture detection in the hand movement test for the early diagnosis of dementia

arXiv.org Artificial Intelligence

Collecting hands data is important for many cognitive studies, especially for senior participants who has no IT background. For example, alternating hand movements and imitation of gestures are formal cognitive assessment in the early detection of dementia. During data collection process, one of the key steps is to detect whether the participants is following the instruction correctly to do the correct gestures. Meanwhile, re-searchers found a lot of problems in TAS Test hand movement data collection process, where is challenging to detect similar gestures and guarantee the quality of the collect-ed images. We have implemented a hand gesture detector to detect the gestures per-formed in the hand movement tests, which enables us to monitor if the participants are following the instructions correctly. In this research, we have processed 20,000 images collected from TAS Test and labelled 6,450 images to detect different hand poses in the hand movement tests. This paper has the following three contributions. Firstly, we compared the performance of different network structures for hand poses detection. Secondly, we introduced a transformer block in the state of art network and increased the classification performance of the similar gestures. Thirdly, we have created two datasets and included 20 percent of blurred images in the dataset to investigate how different network structures were impacted by noisy data, then we proposed a novel net-work to increase the detection accuracy to mediate the influence of the noisy data.


MIRA: Multihop Relation Prediction in Temporal Knowledge Graphs

arXiv.org Artificial Intelligence

In knowledge graph reasoning, we observe a trend to analyze temporal data evolving over time. The additional temporal dimension is attached to facts in a knowledge base resulting in quadruples between entities such as (Nintendo, released, Super Mario, Sep-13-1985), where the relation between two entities is associated to a specific time interval or point in time. Multi-hop reasoning on inferred subgraphs connecting entities within a knowledge graph can be formulated as a reinforcement learning task where the agent sequentially performs inference upon the explored subgraph. The task in this work is to infer the predicate between a subject and an object entity, i.e., (subject, ?, object, time), being valid at a certain timestamp or time interval. Given query entities, our agent starts to gather temporal relevant information about the neighborhood of the subject and object. The encoding of information about the explored graph structures is referred to as fingerprints. Subsequently, we use the two fingerprints as input to a Q-Network. Our agent decides sequentially which relational type needs to be explored next expanding the local subgraphs of the query entities in order to find promising paths between them. The evaluation shows that the proposed method not only yields results being in line with state-of-the-art embedding algorithms for temporal Knowledge Graphs (tKG), but we also gain information about the relevant structures between subjects and objects.


Learning Domain Invariant Representations in Goal-conditioned Block MDPs

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (RL) is successful in solving many complex Markov Decision Processes (MDPs) problems. However, agents often face unanticipated environmental changes after deployment in the real world. These changes are often spurious and unrelated to the underlying problem, such as background shifts for visual input agents. Unfortunately, deep RL policies are usually sensitive to these changes and fail to act robustly against them. This resembles the problem of domain generalization in supervised learning. In this work, we study this problem for goal-conditioned RL agents. We propose a theoretical framework in the Block MDP setting that characterizes the generalizability of goal-conditioned policies to new environments. Under this framework, we develop a practical method PA-SkewFit that enhances domain generalization. The empirical evaluation shows that our goal-conditioned RL agent can perform well in various unseen test environments, improving by 50% over baselines.


Dynamic population-based meta-learning for multi-agent communication with natural language

arXiv.org Artificial Intelligence

In this work, our goal is to train agents that can coordinate with seen, unseen as well as human partners in a multi-agent communication environment involving natural language. Previous work using a single set of agents has shown great progress in generalizing to known partners, however it struggles when coordinating with unfamiliar agents. To mitigate that, recent work explored the use of population-based approaches, where multiple agents interact with each other with the goal of learning more generic protocols. These methods, while able to result in good coordination between unseen partners, still only achieve so in cases of simple languages, thus failing to adapt to human partners using natural language. We attribute this to the use of static populations and instead propose a dynamic population-based meta-learning approach that builds such a population in an iterative manner. We perform a holistic evaluation of our method on two different referential games, and show that our agents outperform all prior work when communicating with seen partners and humans. Furthermore, we analyze the natural language generation skills of our agents, where we find that our agents also outperform strong baselines. Finally, we test the robustness of our agents when communicating with out-of-population agents and carefully test the importance of each component of our method through ablation studies.