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Optimal Hierarchical Learning Path Design with Reinforcement Learning

arXiv.org Machine Learning

E-learning systems are capable of providing more adaptive and efficient learning experiences for students than the traditional classroom setting. A key component of such systems is the learning strategy, the algorithm that designs the learning paths for students based on information such as the students' current progresses, their skills, learning materials, and etc. In this paper, we address the problem of finding the optimal learning strategy for an E-learning system. To this end, we first develop a model for students' hierarchical skills in the E-learning system. Based on the hierarchical skill model and the classical cognitive diagnosis model, we further develop a framework to model various proficiency levels of hierarchical skills. The optimal learning strategy on top of the hierarchical structure is found by applying a model-free reinforcement learning method, which does not require information on students' learning transition process. The effectiveness of the proposed framework is demonstrated via numerical experiments.


Is multiagent deep reinforcement learning the answer or the question? A brief survey

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has achieved outstanding results in recent years. This has led to a dramatic increase in the number of applications and methods. Recent works have explored learning beyond single-agent scenarios and have considered multiagent scenarios. Initial results report successes in complex multiagent domains, although there are several challenges to be addressed. In this context, first, this article provides a clear overview of current multiagent deep reinforcement learning (MDRL) literature. Second, it provides guidelines to complement this emerging area by (i) showcasing examples on how methods and algorithms from DRL and multiagent learning (MAL) have helped solve problems in MDRL and (ii) providing general lessons learned from these works. We expect this article will help unify and motivate future research to take advantage of the abundant literature that exists in both areas (DRL and MAL) in a joint effort to promote fruitful research in the multiagent community.


The Viterbi process, decay-convexity and parallelized maximum a-posteriori estimation

arXiv.org Machine Learning

The Viterbi process is the limiting maximum a-posteriori estimate of the unobserved path in a hidden Markov model as the length of the time horizon grows. The existence of such a process suggests that approximate estimation using optimization algorithms which process data segments in parallel may be accurate. For models on state-space $\mathbb{R}^{d}$ satisfying a new "decay-convexity" condition, we approach the existence of the Viterbi process through fixed points of ordinary differential equations in a certain infinite dimensional Hilbert space. Quantitative bounds on the distance to the Viterbi process show that approximate estimation via parallelization can indeed be accurate and scaleable to high-dimensional problems because the rate of convergence to the Viterbi process does not necessarily depend on $d$.


Policy Design for Active Sequential Hypothesis Testing using Deep Learning

arXiv.org Artificial Intelligence

Information theory has been very successful in obtaining performance limits for various problems such as communication, compression and hypothesis testing. Likewise, stochastic control theory provides a characterization of optimal policies for Partially Observable Markov Decision Processes (POMDPs) using dynamic programming. However, finding optimal policies for these problems is computationally hard in general and thus, heuristic solutions are employed in practice. Deep learning can be used as a tool for designing better heuristics in such problems. In this paper, the problem of active sequential hypothesis testing is considered. The goal is to design a policy that can reliably infer the true hypothesis using as few samples as possible by adaptively selecting appropriate queries. This problem can be modeled as a POMDP and bounds on its value function exist in literature. However, optimal policies have not been identified and various heuristics are used. In this paper, two new heuristics are proposed: one based on deep reinforcement learning and another based on a KL-divergence zero-sum game. These heuristics are compared with state-of-the-art solutions and it is demonstrated using numerical experiments that the proposed heuristics can achieve significantly better performance than existing methods in some scenarios.


S-RL Toolbox: Environments, Datasets and Evaluation Metrics for State Representation Learning

arXiv.org Machine Learning

State representation learning aims at learning compact representations from raw observations in robotics and control applications. Approaches used for this objective are auto-encoders, learning forward models, inverse dynamics or learning using generic priors on the state characteristics. However, the diversity in applications and methods makes the field lack standard evaluation datasets, metrics and tasks. This paper provides a set of environments, data generators, robotic control tasks, metrics and tools to facilitate iterative state representation learning and evaluation in reinforcement learning settings.


Applications of PageRank to Function Comparison and Malware Classification

arXiv.org Artificial Intelligence

We classify .NET files as either benign or malicious by examining certain directed graphs extracted from the files via decompilation. Each graph is viewed probabilistically as a Markov chain where each node heuristically represents the possible state of the running file, and by computing the PageRank vector (Perron vector with transport) we can assign a probability measure over the nodes of the given graph. We train a random forest with features derived from computing Lebesgue antiderivatives of functions defined over the vertex sets of the graphs listed above against the PageRank measure. The model was trained on 2.5 million samples of .NET and has an accuracy of 98.3\% on test data. The median time needed for decompilation and scoring was 24ms.


Deep Neural Network Compression for Aircraft Collision Avoidance Systems

arXiv.org Machine Learning

The resulting collision avoidance strategy can be represented as a numeric table. This methodology has been used in the development of the Airborne Collision Avoidance System X (ACAS X) family of collision avoidance systems for manned and unmanned aircraft, but the high dimensionality of the state space leads to very large tables. To improve storage efficiency, a deep neural network is used to approximate the table. With the use of an asymmetric loss function and a gradient descent algorithm, the parameters for this network can be trained to provide accurate estimates of table values while preserving the relative preferences of the possible advisories for each state. By training multiple networks to represent subtables, the network also decreases the required runtime for computing the collision avoidance advisory. Simulation studies show that the network improves the safety and efficiency of the collision avoidance system. Because only the network parameters need to be stored, the required storage space is reduced by a factor of 1000, enabling the collision avoidance system to operate using current avionics systems.


Discovering General-Purpose Active Learning Strategies

arXiv.org Machine Learning

We propose a general-purpose approach to discovering active learning (AL) strategies from data. These strategies are transferable from one domain to another and can be used in conjunction with many machine learning models. To this end, we formalize the annotation process as a Markov decision process, design universal state and action spaces and introduce a new reward function that precisely model the AL objective of minimizing the annotation cost We seek to find an optimal (non-myopic) AL strategy using reinforcement learning. We evaluate the learned strategies on multiple unrelated domains and show that they consistently outperform state-of-the-art baselines. Modern supervised machine learning (ML) methods require large annotated datasets for training purposes and the cost of producing them can easily become prohibitive. Active learning (AL) mitigates the problem by selecting intelligently and adaptively a subset of the data to be annotated. To do so, AL typically relies on informativeness measures that identify unlabelled datapoints whose labels are most likely to help to improve the performance of the trained model. As a result, good performance is achieved using far fewer annotations than by randomly labelling data. Most AL selection strategies are hand-designed either on the basis of researcher's expertise and intuition or by approximating theoretical criteria (Settles, 2012).


Robot Bed-Making: Deep Transfer Learning Using Depth Sensing of Deformable Fabric

arXiv.org Artificial Intelligence

Abstract-- Bed-making is a common task well-suited for home robots since it is tolerant to error and not time-critical. Bed-making can also be difficult for senior citizens and those with limited mobility due to the bending and reaching movements required. Autonomous bed-making combines multiple challenges in robotics: perception in unstructured environments, deformable object manipulation, transfer learning, and sequential decision making. We formalize the bed-making problem as one of maximizing surface coverage with a blanket, and explore algorithmic approaches that use deep learning on depth images to be invariant to the color and pattern of the blankets. We train two networks: one to identify a corner of the blanket and another to determine when to transition to the other side of the bed. Using the first network, the robot grasps at its estimate of the blanket corner and then pulls it to the appropriate corner of the bed frame. The second network estimates if the robot has sufficiently covered one side and can transition to the other, or if it should attempt another grasp from the same side. We evaluate with two robots, the Toyota HSR and the Fetch, and three blankets. Using 2018 and 654 depth images for training the grasp and transition networks respectively, experiments with a quarter-scale twin bed achieve an average of 91.7% blanket coverage, nearly matching human supervisors with 95.0% coverage. Data is available at https: //sites.google.com/view/bed-make. A common home task is bed-making [4], which is rarely enjoyed and can be physically challenging due to bending and leaning movements. Surveys of older adults in the United States [9], [3], suggest that they are willing to have a robot assistant in their homes, particularly for physically demanding tasks.


Distributed Wildfire Surveillance with Autonomous Aircraft using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Teams of autonomous unmanned aircraft can be used to monitor wildfires, enabling firefighters to make informed decisions. However, controlling multiple autonomous fixed-wing aircraft to maximize forest fire coverage is a complex problem. The state space is high dimensional, the fire propagates stochastically, the sensor information is imperfect, and the aircraft must coordinate with each other to accomplish their mission. This work presents two deep reinforcement learning approaches for training decentralized controllers that accommodate the high dimensionality and uncertainty inherent in the problem. The first approach controls the aircraft using immediate observations of the individual aircraft. The second approach allows aircraft to collaborate on a map of the wildfire's state and maintain a time history of locations visited, which are used as inputs to the controller. Simulation results show that both approaches allow the aircraft to accurately track wildfire expansions and outperform an online receding horizon controller. Additional simulations demonstrate that the approach scales with different numbers of aircraft and generalizes to different wildfire shapes.