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Learning Compositional Koopman Operators for Model-Based Control

arXiv.org Machine Learning

Finding an embedding space for a linear approximation of a nonlinear dynamical system enables efficient system identification and control synthesis. The Koopman operator theory lays the foundation for identifying the nonlinear-to-linear coordinate transformations with data-driven methods. Recently, researchers have proposed to use deep neural networks as a more expressive class of basis functions for calculating the Koopman operators. These approaches, however, assume a fixed dimensional state space; they are therefore not applicable to scenarios with a variable number of objects. In this paper, we propose to learn compositional Koopman operators, using graph neural networks to encode the state into object-centric embeddings and using a block-wise linear transition matrix to regularize the shared structure across objects. The learned dynamics can quickly adapt to new environments of unknown physical parameters and produce control signals to achieve a specified goal. Our experiments on manipulating ropes and controlling soft robots show that the proposed method has better efficiency and generalization ability than existing baselines.


Toward Subject Invariant and Class Disentangled Representation in BCI via Cross-Domain Mutual Information Estimator

arXiv.org Machine Learning

In recent, deep learning-based feature representation methods have shown a promising impact in electroencephalography (EEG)-based brain-computer interface (BCI). Nonetheless, due to high intra- and inter-subject variabilities, many studies on decoding EEG were designed in a subject-specific manner by using calibration samples, with no much concern on its less practical, time-consuming, and data-hungry process. To tackle this problem, recent studies took advantage of transfer learning, especially using domain adaptation techniques. However, there still remain two challenging limitations; i) most domain adaptation methods are designed for labeled source and unlabeled target domain whereas BCI tasks generally have multiple annotated domains. ii) most of the methods do not consider negatively transferable to disrupt generalization ability. In this paper, we propose a novel network architecture to tackle those limitations by estimating mutual information in high-level representation and low-level representation, separately. Specifically, our proposed method extracts domain-invariant and class-relevant features, thereby enhancing generalizability in classification across. It is also noteworthy that our method can be applicable to a new subject with a small amount of data via a fine-tuning, step only, reducing calibration time for practical uses. We validated our proposed method on a big motor imagery EEG dataset by showing promising results, compared to competing methods considered in our experiments.


Hierarchical Feature-Aware Tracking

arXiv.org Machine Learning

In this paper, we propose a hierarchical feature-aware tracking framework for efficient visual tracking. Recent years, ensembled trackers which combine multiple component trackers have achieved impressive performance. In ensembled trackers, the decision of results is usually a post-event process, i.e., tracking result for each tracker is first obtained and then the suitable one is selected according to result ensemble. In this paper, we propose a pre-event method. We construct an expert pool with each expert being one set of features. For each frame, several experts are first selected in the pool according to their past performance and then they are used to predict the object. The selection rate of each expert in the pool is then updated and tracking result is obtained according to result ensemble. We propose a novel pre-known expert-adaptive selection strategy. Since the process is more efficient, more experts can be constructed by fusing more types of features which leads to more robustness. Moreover, with the novel expert selection strategy, overfitting caused by fixed experts for each frame can be mitigated. Experiments on several public available datasets demonstrate the superiority of the proposed method and its state-of-the-art performance among ensembled trackers.


NEURO-DRAM: a 3D recurrent visual attention model for interpretable neuroimaging classification

arXiv.org Machine Learning

Deep learning is attracting significant interest in the neuroimaging community as a means to diagnose psychiatric and neurological disorders from structural magnetic resonance images. However, there is a tendency amongst researchers to adopt architectures optimized for traditional computer vision tasks, rather than design networks customized for neuroimaging data. We address this by introducing NEURO-DRAM, a 3D recurrent visual attention model tailored for neuroimaging classification. The model comprises an agent which, trained by reinforcement learning, learns to navigate through volumetric images, selectively attending to the most informative regions for a given task. When applied to Alzheimer's disease prediction, NEURODRAM achieves state-of-the-art classification accuracy on an out-of-sample dataset, significantly outperforming a baseline convolutional neural network. When further applied to the task of predicting which patients with mild cognitive impairment will be diagnosed with Alzheimer's disease within two years, the model achieves state-of-the-art accuracy with no additional training. Encouragingly, the agent learns, without explicit instruction, a search policy in agreement with standardized radiological hallmarks of Alzheimer's disease, suggesting a route to automated biomarker discovery for more poorly understood disorders.


Continual Learning in Neural Networks

arXiv.org Machine Learning

Artificial neural networks have exceeded human-level performance in accomplishing several individual tasks (e.g. voice recognition, object recognition, and video games). However, such success remains modest compared to human intelligence that can learn and perform an unlimited number of tasks. Humans' ability of learning and accumulating knowledge over their lifetime is an essential aspect of their intelligence. Continual machine learning aims at a higher level of machine intelligence through providing the artificial agents with the ability to learn online from a non-stationary and never-ending stream of data. A key component of such a never-ending learning process is to overcome the catastrophic forgetting of previously seen data, a problem that neural networks are well known to suffer from. The work described in this thesis has been dedicated to the investigation of continual learning and solutions to mitigate the forgetting phenomena in neural networks. To approach the continual learning problem, we first assume a task incremental setting where tasks are received one at a time and data from previous tasks are not stored. Since the task incremental setting can't be assumed in all continual learning scenarios, we also study the more general online continual setting. We consider an infinite stream of data drawn from a non-stationary distribution with a supervisory or self-supervisory training signal. The proposed methods in this thesis have tackled important aspects of continual learning. They were evaluated on different benchmarks and over various learning sequences. Advances in the state of the art of continual learning have been shown and challenges for bringing continual learning into application were critically identified.


Blameworthiness in Security Games

arXiv.org Artificial Intelligence

Security games are an example of a successful real-world application of game theory. The paper defines blameworthiness of the defender and the attacker in security games using the principle of alternative possibilities and provides a sound and complete logical system for reasoning about blameworthiness in such games. Introduction In this paper we study the properties of blameworthiness in security games (von Stackelberg 1934). Security games are used for canine airport patrol (Pita et al. 2008; Jain et al. 2010), airport passenger screening (Brown et al. 2016), protecting endangered animals and fish stocks (Fang, Stone, and Tambe 2015), U.S. Coast Guard port patrol (Sinha et al. 2018; An, Tambe, and Sinha 2016), and randomized deployment of U.S. air marshals (Sinha et al. 2018). Defender \Attacker Terminal 1 Terminal 2 Terminal 1 20 120 Terminal 2 200 16 Figure 1: Expected Human Losses in Security Game G 1. As an example, consider a security game G 1 in which a defender is trying to protect two terminals in an airport from an attacker. Due to limited resources, the defender can patrol only one terminal at a given time. If the defender chooses to patrol Terminal 1 and the attacker chooses to attack Terminal 2, then the human losses at Terminal 2 are estimated at 120, see Figure 1. However, if the defender chooses to patrol Terminal 2 while the attacker still chooses to attack Terminal 2, then the expected number of the human losses at Terminal 2 is only 16, see Figure 1. Generally speaking, the goal of the defender is to minimize human losses, while the goal of the attacker is to maximize them. However, the utility functions in security games usually take into account not only the human losses, but also the cost to protect and to attack the target to the defender and the attacker respectively.


OffWorld Gym: open-access physical robotics environment for real-world reinforcement learning benchmark and research

arXiv.org Artificial Intelligence

Success stories of applied machine learning can be traced back to the datasets and environments that were put forward as challenges for the community. The challenge that the community sets as a benchmark is usually the challenge that the community eventually solves. The ultimate challenge of reinforcement learning research is to train real agents to operate in the real environment, but until now there has not been a common real-world RL benchmark. In this work, we present a prototype real-world environment from OffWorld Gym -- a collection of real-world environments for reinforcement learning in robotics with free public remote access. Close integration into existing ecosystem allows the community to start using OffWorld Gym without any prior experience in robotics and takes away the burden of managing a physical robotics system, abstracting it under a familiar API. We introduce a navigation task, where a robot has to reach a visual beacon on an uneven terrain using only the camera input and provide baseline results in both the real environment and the simulated replica. To start training, visit https://gym.offworld.ai.


Towards Learning Cross-Modal Perception-Trace Models

arXiv.org Artificial Intelligence

Representation learning is a key element of state-of-the-art deep learning approaches. It enables to transform raw data into structured vector space embeddings. Such embeddings are able to capture the distributional semantics of their context, e.g. by word windows on natural language sentences, graph walks on knowledge graphs or convolutions on images. So far, this context is manually defined, resulting in heuristics which are solely optimized for computational performance on certain tasks like link-prediction. However, such heuristic models of context are fundamentally different to how humans capture information. For instance, when reading a multi-modal webpage (i) humans do not perceive all parts of a document equally: Some words and parts of images are skipped, others are revisited several times which makes the perception trace highly non-sequential; (ii) humans construct meaning from a document's content by shifting their attention between text and image, among other things, guided by layout and design elements. In this paper we empirically investigate the difference between human perception and context heuristics of basic embedding models. We conduct eye tracking experiments to capture the underlying characteristics of human perception of media documents containing a mixture of text and images. Based on that, we devise a prototypical computational perception-trace model, called CMPM. We evaluate empirically how CMPM can improve a basic skip-gram embedding approach. Our results suggest, that even with a basic human-inspired computational perception model, there is a huge potential for improving embeddings since such a model does inherently capture multiple modalities, as well as layout and design elements.


A flexible integer linear programming formulation for scheduling clinician on-call service in hospitals

arXiv.org Artificial Intelligence

Scheduling of personnel in a hospital environment is vital to improving the service provided to patients and balancing the workload assigned to clinicians. Many approaches have been tried and successfully applied to generate efficient schedules in such settings. However, due to the computational complexity of the scheduling problem in general, most approaches resort to heuristics to find a non-optimal solution in a reasonable amount of time. We designed an integer linear programming formulation to find an optimal schedule in a clinical division of a hospital. Our formulation mitigates issues related to computational complexity by minimizing the set of constraints, yet retains sufficient flexibility so that it can be adapted to a variety of clinical divisions. We then conducted a case study for our approach using data from the Infectious Diseases division at St. Michael's Hospital in Toronto, Canada. We analyzed and compared the results of our approach to manually-created schedules at the hospital, and found improved adherence to departmental constraints and clinician preferences. We used simulated data to examine the sensitivity of the runtime of our linear program for various parameters and observed reassuring results, signifying the practicality and generalizability of our approach in different real-world scenarios.


Towards Computing Inferences from English News Headlines

arXiv.org Artificial Intelligence

Newspapers are a popular form of written discourse, read by many people, thanks to the novelty of the information provided by the news content in it. A headline is the most widely read part of any newspaper due to its ap - pearance in a bigger font and sometimes in colour print. In this paper, we sug - gest and implement a method for computing inferences from English news headlines, excluding the information from the context in which the headlines appear. This method attempts to generate the possible assumptions a reader formulates in mind upon reading a fresh headline. The generated inferences could be useful for assessing the impact of the news headline on readers includ - ing children. The understandability of the current state of social affairs depends greatly on the assimilation of the headlines. As the inferences that are indepen - dent of the context depend mainly on the syntax of the headline, dependency trees of headlines are used in this approach, to find the syntactical structure of the headlines and to compute inferences out of them.