Country
The Efficiency of Human Cognition Reflects Planned Information Processing
Ho, Mark K., Abel, David, Cohen, Jonathan D., Littman, Michael L., Griffiths, Thomas L.
Planning is useful. It lets people take actions that have desirable long-term consequences. But, planning is hard. It requires thinking about consequences, which consumes limited computational and cognitive resources. Thus, people should plan their actions, but they should also be smart about how they deploy resources used for planning their actions. Put another way, people should also "plan their plans". Here, we formulate this aspect of planning as a meta-reasoning problem and formalize it in terms of a recursive Bellman objective that incorporates both task rewards and information-theoretic planning costs. Our account makes quantitative predictions about how people should plan and meta-plan as a function of the overall structure of a task, which we test in two experiments with human participants. We find that people's reaction times reflect a planned use of information processing, consistent with our account. This formulation of planning to plan provides new insight into the function of hierarchical planning, state abstraction, and cognitive control in both humans and machines.
BADGR: An Autonomous Self-Supervised Learning-Based Navigation System
Kahn, Gregory, Abbeel, Pieter, Levine, Sergey
Mobile robot navigation is typically regarded as a geometric problem, in which the robot's objective is to perceive the geometry of the environment in order to plan collision-free paths towards a desired goal. However, a purely geometric view of the world can can be insufficient for many navigation problems. For example, a robot navigating based on geometry may avoid a field of tall grass because it believes it is untraversable, and will therefore fail to reach its desired goal. In this work, we investigate how to move beyond these purely geometric-based approaches using a method that learns about physical navigational affordances from experience. Our approach, which we call BADGR, is an end-to-end learning-based mobile robot navigation system that can be trained with self-supervised off-policy data gathered in real-world environments, without any simulation or human supervision. BADGR can navigate in real-world urban and off-road environments with geometrically distracting obstacles. It can also incorporate terrain preferences, generalize to novel environments, and continue to improve autonomously by gathering more data. Videos, code, and other supplemental material are available on our website https://sites.google.com/view/badgr
Machines Learn Appearance Bias in Face Recognition
We seek to determine whether state-of-the-art, black box face recognition techniques can learn first-impression appearance bias from human annotations. With FaceNet, a popular face recognition architecture, we train a transfer learning model on human subjects' first impressions of personality traits in other faces. We measure the extent to which this appearance bias is embedded and benchmark learning performance for six different perceived traits. In particular, we find that our model is better at judging a person's dominance based on their face than other traits like trustworthiness or likeability, even for emotionally neutral faces. We also find that our model tends to predict emotions for deliberately manipulated faces with higher accuracy than for randomly generated faces, just like a human subject. Our results lend insight into the manner in which appearance biases may be propagated by standard face recognition models.
On the Sensory Commutativity of Action Sequences for Embodied Agents
Caselles-Dupré, Hugo, Garcia-Ortiz, Michael, Filliat, David
We study perception in the scenario of an embodied agent equipped with first-person sensors and a continuous motor space with multiple degrees of freedom. Inspired by two theories of perception in artificial agents (Higgins et al., 2018; Poincaré, 1895) we consider theoretically the commutation properties of action sequences with respect to sensory information perceived by such embodied agent. From the theoretical derivations, we define the Sensory Commutativity Probability criterion which measures how much an agent's degree of freedom affects the environment in embodied scenarios. We empirically illustrate how it can be used to improve sample-efficiency in Reinforcement Learning.
XCS Classifier System with Experience Replay
Stein, Anthony, Maier, Roland, Rosenbauer, Lukas, Hähner, Jörg
XCS constitutes the most deeply investigated classifier system today. It bears strong potentials and comes with inherent capabilities for mastering a variety of different learning tasks. Besides outstanding successes in various classification and regression tasks, XCS also proved very effective in certain multi-step environments from the domain of reinforcement learning. Especially in the latter domain, recent advances have been mainly driven by algorithms which model their policies based on deep neural networks -- among which the Deep-Q-Network (DQN) is a prominent representative. Experience Replay (ER) constitutes one of the crucial factors for the DQN's successes, since it facilitates stabilized training of the neural network-based Q-function approximators. Surprisingly, XCS barely takes advantage of similar mechanisms that leverage stored raw experiences encountered so far. To bridge this gap, this paper investigates the benefits of extending XCS with ER. On the one hand, we demonstrate that for single-step tasks ER bears massive potential for improvements in terms of sample efficiency. On the shady side, however, we reveal that the use of ER might further aggravate well-studied issues not yet solved for XCS when applied to sequential decision problems demanding for long-action-chains.
Verifiable RNN-Based Policies for POMDPs Under Temporal Logic Constraints
Carr, Steven, Jansen, Nils, Topcu, Ufuk
Recurrent neural networks (RNNs) have emerged as an effective representation of control policies in sequential decision-making problems. However, a major drawback in the application of RNN-based policies is the difficulty in providing formal guarantees on the satisfaction of behavioral specifications, e.g. safety and/or reachability. By integrating techniques from formal methods and machine learning, we propose an approach to automatically extract a finite-state controller (FSC) from an RNN, which, when composed with a finite-state system model, is amenable to existing formal verification tools. Specifically, we introduce an iterative modification to the so-called quantized bottleneck insertion technique to create an FSC as a randomized policy with memory. For the cases in which the resulting FSC fails to satisfy the specification, verification generates diagnostic information. We utilize this information to either adjust the amount of memory in the extracted FSC or perform focused retraining of the RNN. While generally applicable, we detail the resulting iterative procedure in the context of policy synthesis for partially observable Markov decision processes (POMDPs), which is known to be notoriously hard. The numerical experiments show that the proposed approach outperforms traditional POMDP synthesis methods by 3 orders of magnitude within 2% of optimal benchmark values.
Multi-Vehicle Routing Problems with Soft Time Windows: A Multi-Agent Reinforcement Learning Approach
Zhang, Ke, Li, Meng, Zhang, Zhengchao, Lin, Xi, He, Fang
Multi-vehicle routing problem with soft time windows (MVRPSTW) is an indispensable constituent in urban logistics distribution system. In the last decade, numerous methods for MVRPSTW have sprung up, but most of them are based on heuristic rules which require huge computation time. With the rapid increasing of logistics demand, traditional methods incur the dilemma of computation efficiency. To efficiently solve the problem, we propose a novel reinforcement learning algorithm named Multi-Agent Attention Model in this paper. Specifically, the vehicle routing problem is regarded as a vehicle tour generation process, and an encoder-decoder framework with attention layers is proposed to generate tours of multiple vehicles iteratively. Furthermore, a multi-agent reinforcement learning method with an unsupervised auxiliary network is developed for model training. By evaluated on three synthetic networks with different scale, the results demonstrate that the proposed method consistently outperforms traditional methods with little computation time. In addition, we validate the extensibility of the well-trained model by varying the number of customers and capacity of vehicles. Finally, the impact of parameters settings on the algorithmic performance are investigated.
Coherent and Archimedean choice in general Banach spaces
I introduce and study a new notion of Archimedeanity for binary and non-binary choice between options that live in an abstract Banach space, through a very general class of choice models, called sets of desirable option sets. In order to be able to bring horse lottery options into the fold, I pay special attention to the case where these linear spaces do not include all `constant' options. I consider the frameworks of conservative inference associated with Archimedean (and coherent) choice models, and also pay quite a lot of attention to representation of general (non-binary) choice models in terms of the simpler, binary ones. The representation theorems proved here provide an axiomatic characterisation of, amongst other choice methods, Levi's E-admissibility and Walley--Sen maximality.
Deep Learning for Source Code Modeling and Generation: Models, Applications and Challenges
Le, Triet H. M., Chen, Hao, Babar, M. Ali
Deep Learning (DL) techniques for Natural Language Processing have been evolving remarkably fast. Recently, the DL advances in language modeling, machine translation and paragraph understanding are so prominent that the potential of DL in Software Engineering cannot be overlooked, especially in the field of program learning. To facilitate further research and applications of DL in this field, we provide a comprehensive review to categorize and investigate existing DL methods for source code modeling and generation. To address the limitations of the traditional source code models, we formulate common program learning tasks under an encoder-decoder framework. After that, we introduce recent DL mechanisms suitable to solve such problems. Then, we present the state-of-the-art practices and discuss their challenges with some recommendations for practitioners and researchers as well.
ENIGMA Anonymous: Symbol-Independent Inference Guiding Machine (system description)
Jakubův, Jan, Chvalovský, Karel, Olšák, Miroslav, Piotrowski, Bartosz, Suda, Martin, Urban, Josef
We describe an implementation of gradient boosting and neural guidance of saturation-style automated theorem provers that does not depend on consistent symbol names across problems. For the gradient-boosting guidance, we manually create abstracted features by considering arity-based encodings of formulas. For the neural guidance, we use symbol-independent graph neural networks and their embedding of the terms and clauses. The two methods are efficiently implemented in the E prover and its ENIGMA learning-guided framework and evaluated on the MPTP large-theory benchmark. Both methods are shown to achieve comparable real-time performance to state-of-the-art symbol-based methods.