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Estimation of a Low-rank Topic-Based Model for Information Cascades
Yu, Ming, Gupta, Varun, Kolar, Mladen
We consider the problem of estimating the latent structure of a social network based on the observed information diffusion events, or {\it cascades}. Here for a given cascade, we only observe the times of infection for infected nodes but not the source of the infection. Most of the existing work on this problem has focused on estimating a diffusion matrix without any structural assumptions on it. In this paper, we propose a novel model based on the intuition that an information is more likely to propagate among two nodes if they are interested in similar topics which are also prominent in the information content. In particular, our model endows each node with an influence vector (which measures how authoritative the node is on each topic) and a receptivity vector (which measures how susceptible the node is for each topic). We show how this node-topic structure can be estimated from the observed cascades and prove an analytical upper bound on the estimation error. The estimated model can be used to build recommendation systems based on the receptivity vectors, as well as for marketing based on the influence vectors. Experiments on synthetic and real data demonstrate the improved performance and better interpretability of our model compared to existing state-of-the-art methods.
Split Q Learning: Reinforcement Learning with Two-Stream Rewards
Lin, Baihan, Bouneffouf, Djallel, Cecchi, Guillermo
Drawing an inspiration from behavioral studies of human decision making, we propose here a general parametric framework for a reinforcement learning problem, which extends the standard Q-learning approach to incorporate a two-stream framework of reward processing with biases biologically associated with several neurological and psychiatric conditions, including Parkinson's and Alzheimer's diseases, attention-deficit/hyperactivity disorder (ADHD), addiction, and chronic pain. For AI community, the development of agents that react differently to different types of rewards can enable us to understand a wide spectrum of multi-agent interactions in complex real-world socioeconomic systems. Moreover, from the behavioral modeling perspective, our parametric framework can be viewed as a first step towards a unifying computational model capturing reward processing abnormalities across multiple mental conditions and user preferences in long-term recommendation systems.
Deployable probabilistic programming
We propose design guidelines for a probabilistic programming facility suitable for deployment as a part of a production software system. As a reference implementation, we introduce Infergo, a probabilistic programming facility for Go, a modern programming language of choice for server-side software development. We argue that a similar probabilistic programming facility can be added to most modern general-purpose programming languages. Probabilistic programming enables automatic tuning of program parameters and algorithmic decision making through probabilistic inference based on the data. To facilitate addition of probabilistic programming capabilities to other programming languages, we share implementation choices and techniques employed in development of Infergo. We illustrate applicability of Infergo to various use cases on case studies, and evaluate Infergo's performance on several benchmarks, comparing Infergo to dedicated inference-centric probabilistic programming frameworks.
Visualizing Representational Dynamics with Multidimensional Scaling Alignment
Lin, Baihan, Mur, Marieke, Kietzmann, Tim, Kriegeskorte, Nikolaus
Representational similarity analysis (RSA) has been shown to be an effective framework to characterize brainactivity The scarcity of methods to characterize the representational profiles and deep neural network activations as dynamics creates a major barrier to answer interesting representational geometry by computing the pairwise questions such as: how are objects represented in the brain distances of the response patterns as a representational over the time course from early perception to categorical decision dissimilarity matrix (RDM). However, how to properly analyze making, does the object identification or visual categorization and visualize the representational geometry as dynamics follows a hierarchical classification paradigm; do different over the time course from stimulus onset to offset classes of objects merge and branch at different time is not well understood. In this work, we formulated points based on different tasks or recurrence paradigm; are the pipeline to understand representational dynamics these representational dynamics oscillatory or recurrent?
Learning Reward Functions by Integrating Human Demonstrations and Preferences
Palan, Malayandi, Landolfi, Nicholas C., Shevchuk, Gleb, Sadigh, Dorsa
Our goal is to accurately and efficiently learn reward functions for autonomous robots. Current approaches to this problem include inverse reinforcement learning (IRL), which uses expert demonstrations, and preference-based learning, which iteratively queries the user for her preferences between trajectories. In robotics however, IRL often struggles because it is difficult to get high-quality demonstrations; conversely, preference-based learning is very inefficient since it attempts to learn a continuous, high-dimensional function from binary feedback. We propose a new framework for reward learning, DemPref, that uses both demonstrations and preference queries to learn a reward function. Specifically, we (1) use the demonstrations to learn a coarse prior over the space of reward functions, to reduce the effective size of the space from which queries are generated; and (2) use the demonstrations to ground the (active) query generation process, to improve the quality of the generated queries. Our method alleviates the efficiency issues faced by standard preference-based learning methods and does not exclusively depend on (possibly low-quality) demonstrations. In numerical experiments, we find that DemPref is significantly more efficient than a standard active preference-based learning method. In a user study, we compare our method to a standard IRL method; we find that users rated the robot trained with DemPref as being more successful at learning their desired behavior, and preferred to use the DemPref system (over IRL) to train the robot.
Variable Impedance Control in End-Effector Space: An Action Space for Reinforcement Learning in Contact-Rich Tasks
Martรญn-Martรญn, Roberto, Lee, Michelle A., Gardner, Rachel, Savarese, Silvio, Bohg, Jeannette, Garg, Animesh
Reinforcement Learning (RL) of contact-rich manipulation tasks has yielded impressive results in recent years. While many studies in RL focus on varying the observation space or reward model, few efforts focused on the choice of action space (e.g. joint or end-effector space, position, velocity, etc.). However, studies in robot motion control indicate that choosing an action space that conforms to the characteristics of the task can simplify exploration and improve robustness to disturbances. This paper studies the effect of different action spaces in deep RL and advocates for Variable Impedance Control in End-effector Space (VICES) as an advantageous action space for constrained and contact-rich tasks. We evaluate multiple action spaces on three prototypical manipulation tasks: Path Following (task with no contact), Door Opening (task with kinematic constraints), and Surface Wiping (task with continuous contact). We show that VICES improves sample efficiency, maintains low energy consumption, and ensures safety across all three experimental setups. Further, RL policies learned with VICES can transfer across different robot models in simulation, and from simulation to real for the same robot. Further information is available at https://stanfordvl.github.io/vices.
A Deep Reinforcement Learning Approach for Global Routing
Liao, Haiguang, Zhang, Wentai, Dong, Xuliang, Poczos, Barnabas, Shimada, Kenji, Kara, Levent Burak
Global routing has been a historically challenging problem in electronic circuit design, where the challenge is to connect a large and arbitrary number of circuit components with wires without violating the design rules for the printed circuit boards or integrated circuits. Similar routing problems also exist in the design of complex hydraulic systems, pipe systems and logistic networks. Existing solutions typically consist of greedy algorithms and hard-coded heuristics. As such, existing approaches suffer from a lack of model flexibility and non-optimum solutions. As an alternative approach, this work presents a deep reinforcement learning method for solving the global routing problem in a simulated environment. At the heart of the proposed method is deep reinforcement learning that enables an agent to produce an optimal policy for routing based on the variety of problems it is presented with leveraging the conjoint optimization mechanism of deep reinforcement learning. Conjoint optimization mechanism is explained and demonstrated in details; the best network structure and the parameters of the learned model are explored. Based on the fine-tuned model, routing solutions and rewards are presented and analyzed. The results indicate that the approach can outperform the benchmark method of a sequential A* method, suggesting a promising potential for deep reinforcement learning for global routing and other routing or path planning problems in general. Another major contribution of this work is the development of a global routing problem sets generator with the ability to generate parameterized global routing problem sets with different size and constraints, enabling evaluation of different routing algorithms and the generation of training datasets for future data-driven routing approaches.
Designing Game of Theorems
"Theorem proving is similar to the game of Go. So, we can probably improve our provers using deep learning, like DeepMind built the super-human computer Go program, AlphaGo." Such optimism has been observed among participants of AITP2017. But is theorem proving really similar to Go? In this paper, we first identify the similarities and differences between them and then propose a system in which various provers keep competing against each other and changing themselves until they prove conjectures provided by users.
HappyBot: Generating Empathetic Dialogue Responses by Improving User Experience Look-ahead
Shin, Jamin, Xu, Peng, Madotto, Andrea, Fung, Pascale
Recent neural conversation models that attempted to incorporate emotion and generate empathetic responses either focused on conditioning the output to a given emotion, or incorporating the current user emotional state. While these approaches have been successful to some extent in generating more diverse and seemingly engaging utterances, they do not factor in how the user would feel towards the generated dialogue response. Hence, in this paper, we advocate such look-ahead of user emotion as the key to modeling and generating empathetic dialogue responses. We thus train a Sentiment Predictor to estimate the user sentiment look-ahead towards the generated system responses, which is then used as the reward function for generating more empathetic responses. Human evaluation results show that our model outperforms other baselines in empathy, relevance, and fluency.
A Hierarchical Architecture for Sequential Decision-Making in Autonomous Driving using Deep Reinforcement Learning
Moghadam, Majid, Elkaim, Gabriel Hugh
Tactical decision making is a critical feature for advanced driving systems, that incorporates several challenges such as complexity of the uncertain environment and reliability of the autonomous system. In this work, we develop a multi-modal architecture that includes the environmental modeling of ego surrounding and train a deep reinforcement learning (DRL) agent that yields consistent performance in stochastic highway driving scenarios. To this end, we feed the occupancy grid of the ego surrounding into the DRL agent and obtain the high-level sequential commands (i.e. lane change) to send them to lower-level controllers. We will show that dividing the autonomous driving problem into a multi-layer control architecture enables us to leverage the AI power to solve each layer separately and achieve an admissible reliability score. Comparing with end-to-end approaches, this architecture enables us to end up with a more reliable system which can be implemented in actual self-driving cars.