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 Bayesian Learning


Containing a spread through sequential learning: to exploit or to explore?

arXiv.org Artificial Intelligence

The spread of an undesirable contact process, such as an infectious disease (e.g. COVID-19), is contained through testing and isolation of infected nodes. The temporal and spatial evolution of the process (along with containment through isolation) render such detection as fundamentally different from active search detection strategies. In this work, through an active learning approach, we design testing and isolation strategies to contain the spread and minimize the cumulative infections under a given test budget. We prove that the objective can be optimized, with performance guarantees, by greedily selecting the nodes to test. We further design reward-based methodologies that effectively minimize an upper bound on the cumulative infections and are computationally more tractable in large networks. These policies, however, need knowledge about the nodes' infection probabilities which are dynamically changing and have to be learned by sequential testing. We develop a message-passing framework for this purpose and, building on that, show novel tradeoffs between exploitation of knowledge through reward-based heuristics and exploration of the unknown through a carefully designed probabilistic testing. The tradeoffs are fundamentally distinct from the classical counterparts under active search or multi-armed bandit problems (MABs). We provably show the necessity of exploration in a stylized network and show through simulations that exploration can outperform exploitation in various synthetic and real-data networks depending on the parameters of the network and the spread.


Planning for Manipulation among Movable Objects: Deciding Which Objects Go Where, in What Order, and How

arXiv.org Artificial Intelligence

We are interested in pick-and-place style robot manipulation tasks in cluttered and confined 3D workspaces among movable objects that may be rearranged by the robot and may slide, tilt, lean or topple. A recently proposed algorithm, M4M, determines which objects need to be moved and where by solving a Multi-Agent Pathfinding MAPF abstraction of this problem. It then utilises a nonprehensile push planner to compute actions for how the robot might realise these rearrangements and a rigid body physics simulator to check whether the actions satisfy physics constraints encoded in the problem. However, M4M greedily commits to valid pushes found during planning, and does not reason about orderings over pushes if multiple objects need to be rearranged. Furthermore, M4M does not reason about other possible MAPF solutions that lead to different rearrangements and pushes. In this paper, we extend M4M and present Enhanced-M4M (E-M4M) -- a systematic graph search-based solver that searches over orderings of pushes for movable objects that need to be rearranged and different possible rearrangements of the scene. We introduce several algorithmic optimisations to circumvent the increased computational complexity, discuss the space of problems solvable by E-M4M and show that experimentally, both on the real robot and in simulation, it significantly outperforms the original M4M algorithm, as well as other state-of-the-art alternatives when dealing with complex scenes.


Applications of statistical causal inference in software engineering

arXiv.org Artificial Intelligence

This paper focuses on the application of one type of empirical methods, namely statistical causal inference (SCI, see section 2). Such methods have their roots in a number of applied fields (from AI to econometrics) and aim to provide a framework for making valid inferences about causal effects based on interventional or observational data. More specifically, we focus on SCI methods that use graphical models as developed by Pearl and colleagues [1, 2]. This framework has been shown to be equivalent of the potential-outcomes framework (also called the Neyman-Rubin Causal Model [3]) but enriches it by making use of an explicit causal structure called a graphical causal model. Making assumptions about causal effects explicit through a graphical structure has several advantages. First, it helps determine whether causal effects can be estimated and how they might be estimated (see section 2).


IoT trust and reputation: a survey and taxonomy

arXiv.org Artificial Intelligence

IoT is one of the fastest-growing technologies and it is estimated that more than a billion devices would be utilized across the globe by the end of 2030. To maximize the capability of these connected entities, trust and reputation among IoT entities is essential. Several trust management models have been proposed in the IoT environment; however, these schemes have not fully addressed the IoT devices features, such as devices role, device type and its dynamic behavior in a smart environment. As a result, traditional trust and reputation models are insufficient to tackle these characteristics and uncertainty risks while connecting nodes to the network. Whilst continuous study has been carried out and various articles suggest promising solutions in constrained environments, research on trust and reputation is still at its infancy. In this paper, we carry out a comprehensive literature review on state-of-the-art research on the trust and reputation of IoT devices and systems. Specifically, we first propose a new structure, namely a new taxonomy, to organize the trust and reputation models based on the ways trust is managed. The proposed taxonomy comprises of traditional trust management-based systems and artificial intelligence-based systems, and combine both the classes which encourage the existing schemes to adapt these emerging concepts. This collaboration between the conventional mathematical and the advanced ML models result in design schemes that are more robust and efficient. Then we drill down to compare and analyse the methods and applications of these systems based on community-accepted performance metrics, e.g. scalability, delay, cooperativeness and efficiency. Finally, built upon the findings of the analysis, we identify and discuss open research issues and challenges, and further speculate and point out future research directions.


Understanding by Implementing: Gaussian Naive Bayes

#artificialintelligence

To illustrate everything, let us use a toy dataset with two real features xโ‚, xโ‚‚, and three classes cโ‚, cโ‚‚, cโ‚ƒ in the following. Let us start with the class probability p(c), the probability that some class c is observed in the labeled dataset. The simplest way to estimate this is to just compute the relative frequencies of the classes and use them as the probabilities. We can use our dataset to see what this means exactly. There are 7 out of 20 points labeled class cโ‚ (blue) in the dataset, therefore we say p(cโ‚) 7/20.


Learning to Play Trajectory Games Against Opponents with Unknown Objectives

arXiv.org Artificial Intelligence

Many autonomous agents, such as intelligent vehicles, are inherently required to interact with one another. Game theory provides a natural mathematical tool for robot motion planning in such interactive settings. However, tractable algorithms for such problems usually rely on a strong assumption, namely that the objectives of all players in the scene are known. To make such tools applicable for ego-centric planning with only local information, we propose an adaptive model-predictive game solver, which jointly infers other players' objectives online and computes a corresponding generalized Nash equilibrium (GNE) strategy. The adaptivity of our approach is enabled by a differentiable trajectory game solver whose gradient signal is used for maximum likelihood estimation (MLE) of opponents' objectives. This differentiability of our pipeline facilitates direct integration with other differentiable elements, such as neural networks (NNs). Furthermore, in contrast to existing solvers for cost inference in games, our method handles not only partial state observations but also general inequality constraints. In two simulated traffic scenarios, we find superior performance of our approach over both existing game-theoretic methods and non-game-theoretic model-predictive control (MPC) approaches. We also demonstrate our approach's real-time planning capabilities and robustness in two hardware experiments.


Joint Inference of Diffusion and Structure in Partially Observed Social Networks Using Coupled Matrix Factorization

arXiv.org Artificial Intelligence

Access to complete data in large-scale networks is often infeasible. Therefore, the problem of missing data is a crucial and unavoidable issue in the analysis and modeling of real-world social networks. However, most of the research on different aspects of social networks does not consider this limitation. One effective way to solve this problem is to recover the missing data as a pre-processing step. In this paper, a model is learned from partially observed data to infer unobserved diffusion and structure networks. To jointly discover omitted diffusion activities and hidden network structures, we develop a probabilistic generative model called "DiffStru." The interrelations among links of nodes and cascade processes are utilized in the proposed method via learning coupled with low-dimensional latent factors. Besides inferring unseen data, latent factors such as community detection may also aid in network classification problems. We tested different missing data scenarios on simulated independent cascades over LFR networks and real datasets, including Twitter and Memtracker. Experiments on these synthetic and real-world datasets show that the proposed method successfully detects invisible social behaviors, predicts links, and identifies latent features.


Causal Reasoning in the Presence of Latent Confounders via Neural ADMG Learning

arXiv.org Artificial Intelligence

Latent confounding has been a long-standing obstacle for causal reasoning from observational data. One popular approach is to model the data using acyclic directed mixed graphs (ADMGs), which describe ancestral relations between variables using directed and bidirected edges. However, existing methods using ADMGs are based on either linear functional assumptions or a discrete search that is complicated to use and lacks computational tractability for large datasets. In this work, we further extend the existing body of work and develop a novel gradient-based approach to learning an ADMG with non-linear functional relations from observational data. We first show that the presence of latent confounding is identifiable under the assumptions of bow-free ADMGs with non-linear additive noise models. With this insight, we propose a novel neural causal model based on autoregressive flows for ADMG learning. This not only enables us to determine complex causal structural relationships behind the data in the presence of latent confounding, but also estimate their functional relationships (hence treatment effects) simultaneously. We further validate our approach via experiments on both synthetic and real-world datasets, and demonstrate the competitive performance against relevant baselines.


Reinforcement Learning with Exogenous States and Rewards

arXiv.org Artificial Intelligence

Exogenous state variables and rewards can slow reinforcement learning by injecting uncontrolled variation into the reward signal. This paper formalizes exogenous state variables and rewards and shows that if the reward function decomposes additively into endogenous and exogenous components, the MDP can be decomposed into an exogenous Markov Reward Process (based on the exogenous reward) and an endogenous Markov Decision Process (optimizing the endogenous reward). Any optimal policy for the endogenous MDP is also an optimal policy for the original MDP, but because the endogenous reward typically has reduced variance, the endogenous MDP is easier to solve. We study settings where the decomposition of the state space into exogenous and endogenous state spaces is not given but must be discovered. The paper introduces and proves correctness of algorithms for discovering the exogenous and endogenous subspaces of the state space when they are mixed through linear combination. These algorithms can be applied during reinforcement learning to discover the exogenous space, remove the exogenous reward, and focus reinforcement learning on the endogenous MDP. Experiments on a variety of challenging synthetic MDPs show that these methods, applied online, discover large exogenous state spaces and produce substantial speedups in reinforcement learning.


Uncertainty Calibration for Counterfactual Propensity Estimation in Recommendation

arXiv.org Artificial Intelligence

In recommendation systems, a large portion of the ratings are missing due to the selection biases, which is known as Missing Not At Random. The counterfactual inverse propensity scoring (IPS) was used to weight the imputation error of every observed rating. Although effective in multiple scenarios, we argue that the performance of IPS estimation is limited due to the uncertainty miscalibration of propensity estimation. In this paper, we propose the uncertainty calibration for the propensity estimation in recommendation systems with multiple representative uncertainty calibration techniques. Theoretical analysis on the bias and generalization bound shows the superiority of the calibrated IPS estimator over the uncalibrated one. Experimental results on the coat and yahoo datasets shows that the uncertainty calibration is improved and hence brings the better recommendation results.