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 Markov Models


A Probabilistic Model of Social Decision Making based on Reward Maximization

Neural Information Processing Systems

A fundamental problem in cognitive neuroscience is how humans make decisions, act, and behave in relation to other humans. Here we adopt the hypothesis that when we are in an interactive social setting, our brains perform Bayesian inference of the intentions and cooperativeness of others using probabilistic representations. We employ the framework of partially observable Markov decision processes (POMDPs) to model human decision making in a social context, focusing specifically on the volunteer's dilemma in a version of the classic Public Goods Game. We show that the POMDP model explains both the behavior of subjects as well as neural activity recorded using fMRI during the game. The decisions of subjects can be modeled across all trials using two interpretable parameters. Furthermore, the expected reward predicted by the model for each subject was correlated with the activation of brain areas related to reward expectation in social interactions. Our results suggest a probabilistic basis for human social decision making within the framework of expected reward maximization.


Blazing the trails before beating the path: Sample-efficient Monte-Carlo planning

Neural Information Processing Systems

We study the sampling-based planning problem in Markov decision processes (MDPs) that we can access only through a generative model, usually referred to as Monte-Carlo planning. Our objective is to return a good estimate of the optimal value function at any state while minimizing the number of calls to the generative model, i.e. the sample complexity. We propose a new algorithm, TrailBlazer, able to handle MDPs with a finite or an infinite number of transitions from state-action to next states. TrailBlazer is an adaptive algorithm that exploits possible structures of the MDP by exploring only a subset of states reachable by following near-optimal policies. We provide bounds on its sample complexity that depend on a measure of the quantity of near-optimal states. The algorithm behavior can be considered as an extension of Monte-Carlo sampling (for estimating an expectation) to problems that alternate maximization (over actions) and expectation (over next states). Finally, another appealing feature of TrailBlazer is that it is simple to implement and computationally efficient.


Poisson-Gamma dynamical systems

Neural Information Processing Systems

We introduce a new dynamical system for sequentially observed multivariate count data. This model is based on the gamma-Poisson construction--a natural choice for count data--and relies on a novel Bayesian nonparametric prior that ties and shrinks the model parameters, thus avoiding overfitting. We present an efficient MCMC inference algorithmthat advances recent work on augmentation schemes for inference in negative binomial models. Finally, we demonstrate the model's inductive bias using a variety of real-world data sets, showing that it exhibits superior predictive performance over other models and infers highly interpretable latent structure.


Spectral Learning of Dynamic Systems from Nonequilibrium Data

Neural Information Processing Systems

Observable operator models (OOMs) and related models are one of the most important and powerful tools for modeling and analyzing stochastic systems. They exactly describe dynamics of finite-rank systems and can be efficiently and consistently estimated through spectral learning under the assumption of identically distributed data. In this paper, we investigate the properties of spectral learning without this assumption due to the requirements of analyzing large-time scale systems, and show that the equilibrium dynamics of a system can be extracted from nonequilibrium observation data by imposing an equilibrium constraint. In addition, we propose a binless extension of spectral learning for continuous data. In comparison with the other continuous-valued spectral algorithms, the binless algorithm can achieve consistent estimation of equilibrium dynamics with only linear complexity.


Fast Mixing Markov Chains for Strongly Rayleigh Measures, DPPs, and Constrained Sampling

Neural Information Processing Systems

We study probability measures induced by set functions with constraints. Such measures arise in a variety of real-world settings, where prior knowledge, resource limitations, or other pragmatic considerations impose constraints. We consider the task of rapidly sampling from such constrained measures, and develop fast Markov chain samplers for them. Our first main result is for MCMC sampling from Strongly Rayleigh (SR) measures, for which we present sharp polynomial bounds on the mixing time. As a corollary, this result yields a fast mixing sampler for Determinantal Point Processes (DPPs), yielding (to our knowledge) the first provably fast MCMC sampler for DPPs since their inception over four decades ago. Beyond SR measures, we develop MCMC samplers for probabilistic models with hard constraints and identify sufficient conditions under which their chains mix rapidly. We illustrate our claims by empirically verifying the dependence of mixing times on the key factors governing our theoretical bounds.


Kernel Bayesian Inference with Posterior Regularization

Neural Information Processing Systems

We propose a vector-valued regression problem whose solution is equivalent to the reproducing kernel Hilbert space (RKHS) embedding of the Bayesian posterior distribution. This equivalence provides a new understanding of kernel Bayesian inference. Moreover, the optimization problem induces a new regularization for the posterior embedding estimator, which is faster and has comparable performance to the squared regularization in kernel Bayes' rule. This regularization coincides with a former thresholding approach used in kernel POMDPs whose consistency remains to be established. Our theoretical work solves this open problem and provides consistency analysis in regression settings. Based on our optimizational formulation, we propose a flexible Bayesian posterior regularization framework which for the first time enables us to put regularization at the distribution level. We apply this method to nonparametric state-space filtering tasks with extremely nonlinear dynamics and show performance gains over all other baselines.


Coevolutionary Latent Feature Processes for Continuous-Time User-Item Interactions

Neural Information Processing Systems

Matching users to the right items at the right time is a fundamental task in recommendation systems. As users interact with different items over time, users' and items' feature may evolve and co-evolve over time. Traditional models based on static latent features or discretizing time into epochs can become ineffective for capturing the fine-grained temporal dynamics in the user-item interactions. We propose a coevolutionary latent feature process model that accurately captures the coevolving nature of users' and items' feature. To learn parameters, we design an efficient convex optimization algorithm with a novel low rank space sharing constraints. Extensive experiments on diverse real-world datasets demonstrate significant improvements in user behavior prediction compared to state-of-the-arts.


Catching heuristics are optimal control policies

Neural Information Processing Systems

Two seemingly contradictory theories attempt to explain how humans move to intercept an airborne ball. One theory posits that humans predict the ball trajectory to optimally plan future actions; the other claims that, instead of performing such complicated computations, humans employ heuristics to reactively choose appropriate actions based on immediate visual feedback. In this paper, we show that interception strategies appearing to be heuristics can be understood as computational solutions to the optimal control problem faced by a ball-catching agent acting under uncertainty. Modeling catching as a continuous partially observable Markov decision process and employing stochastic optimal control theory, we discover that the four main heuristics described in the literature are optimal solutions if the catcher has sufficient time to continuously visually track the ball. Specifically, by varying model parameters such as noise, time to ground contact, and perceptual latency, we show that different strategies arise under different circumstances. The catcher's policy switches between generating reactive and predictive behavior based on the ratio of system to observation noise and the ratio between reaction time and task duration. Thus, we provide a rational account of human ball-catching behavior and a unifying explanation for seemingly contradictory theories of target interception on the basis of stochastic optimal control.


VIME: Variational Information Maximizing Exploration

Neural Information Processing Systems

Scalable and effective exploration remains a key challenge in reinforcement learning (RL). While there are methods with optimality guarantees in the setting of discrete state and action spaces, these methods cannot be applied in high-dimensional deep RL scenarios. As such, most contemporary RL relies on simple heuristics such as epsilon-greedy exploration or adding Gaussian noise to the controls. This paper introduces Variational Information Maximizing Exploration (VIME), an exploration strategy based on maximization of information gain about the agent's belief of environment dynamics. We propose a practical implementation, using variational inference in Bayesian neural networks which efficiently handles continuous state and action spaces. VIME modifies the MDP reward function, and can be applied with several different underlying RL algorithms. We demonstrate that VIME achieves significantly better performance compared to heuristic exploration methods across a variety of continuous control tasks and algorithms, including tasks with very sparse rewards.


Cooperative Inverse Reinforcement Learning

Neural Information Processing Systems

For an autonomous system to be helpful to humans and to pose no unwarranted risks, it needs to align its values with those of the humans in its environment in such a way that its actions contribute to the maximization of value for the humans. We propose a formal definition of the value alignment problem as cooperative inverse reinforcement learning (CIRL). A CIRL problem is a cooperative, partial- information game with two agents, human and robot; both are rewarded according to the human’s reward function, but the robot does not initially know what this is. In contrast to classical IRL, where the human is assumed to act optimally in isolation, optimal CIRL solutions produce behaviors such as active teaching, active learning, and communicative actions that are more effective in achieving value alignment. We show that computing optimal joint policies in CIRL games can be reduced to solving a POMDP, prove that optimality in isolation is suboptimal in CIRL, and derive an approximate CIRL algorithm.