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 Markov Models


GUI Agents: A Survey

arXiv.org Artificial Intelligence

Graphical User Interface (GUI) agents, powered by Large Foundation Models, have emerged as a transformative approach to automating human-computer interaction. These agents autonomously interact with digital systems or software applications via GUIs, emulating human actions such as clicking, typing, and navigating visual elements across diverse platforms. Motivated by the growing interest and fundamental importance of GUI agents, we provide a comprehensive survey that categorizes their benchmarks, evaluation metrics, architectures, and training methods. We propose a unified framework that delineates their perception, reasoning, planning, and acting capabilities. Furthermore, we identify important open challenges and discuss key future directions. Finally, this work serves as a basis for practitioners and researchers to gain an intuitive understanding of current progress, techniques, benchmarks, and critical open problems that remain to be addressed.


Multiple Mean-Payoff Optimization under Local Stability Constraints

arXiv.org Artificial Intelligence

The long-run average payoff per transition (mean payoff) is the main tool for specifying the performance and dependability properties of discrete systems. The problem of constructing a controller (strategy) simultaneously optimizing several mean payoffs has been deeply studied for stochastic and game-theoretic models. One common issue of the constructed controllers is the instability of the mean payoffs, measured by the deviations of the average rewards per transition computed in a finite "window" sliding along a run. Unfortunately, the problem of simultaneously optimizing the mean payoffs under local stability constraints is computationally hard, and the existing works do not provide a practically usable algorithm even for non-stochastic models such as two-player games. In this paper, we design and evaluate the first efficient and scalable solution to this problem applicable to Markov decision processes.


Design of Restricted Normalizing Flow towards Arbitrary Stochastic Policy with Computational Efficiency

arXiv.org Artificial Intelligence

This paper proposes a new design method for a stochastic control policy using a normalizing flow (NF). In reinforcement learning (RL), the policy is usually modeled as a distribution model with trainable parameters. When this parameterization has less expressiveness, it would fail to acquiring the optimal policy. A mixture model has capability of a universal approximation, but it with too much redundancy increases the computational cost, which can become a bottleneck when considering the use of real-time robot control. As another approach, NF, which is with additional parameters for invertible transformation from a simple stochastic model as a base, is expected to exert high expressiveness and lower computational cost. However, NF cannot compute its mean analytically due to complexity of the invertible transformation, and it lacks reliability because it retains stochastic behaviors after deployment for robot controller. This paper therefore designs a restricted NF (RNF) that achieves an analytic mean by appropriately restricting the invertible transformation. In addition, the expressiveness impaired by this restriction is regained using bimodal student-t distribution as its base, so-called Bit-RNF. In RL benchmarks, Bit-RNF policy outperformed the previous models. Finally, a real robot experiment demonstrated the applicability of Bit-RNF policy to real world. The attached video is uploaded on youtube: https://youtu.be/R_GJVZDW9bk


Enhancing Internet of Things Security throughSelf-Supervised Graph Neural Networks

arXiv.org Artificial Intelligence

With the rapid rise of the Internet of Things (IoT), ensuring the security of IoT devices has become essential. One of the primary challenges in this field is that new types of attacks often have significantly fewer samples than more common attacks, leading to unbalanced datasets. Existing research on detecting intrusions in these unbalanced labeled datasets primarily employs Convolutional Neural Networks (CNNs) or conventional Machine Learning (ML) models, which result in incomplete detection, especially for new attacks. To handle these challenges, we suggest a new approach to IoT intrusion detection using Self-Supervised Learning (SSL) with a Markov Graph Convolutional Network (MarkovGCN). Graph learning excels at modeling complex relationships within data, while SSL mitigates the issue of limited labeled data for emerging attacks. Our approach leverages the inherent structure of IoT networks to pre-train a GCN, which is then fine-tuned for the intrusion detection task. The integration of Markov chains in GCN uncovers network structures and enriches node and edge features with contextual information. Experimental results demonstrate that our approach significantly improves detection accuracy and robustness compared to conventional supervised learning methods. Using the EdgeIIoT-set dataset, we attained an accuracy of 98.68\%, a precision of 98.18%, a recall of 98.35%, and an F1-Score of 98.40%.


Learning Visuotactile Estimation and Control for Non-prehensile Manipulation under Occlusions

arXiv.org Artificial Intelligence

Non-prehensile manipulation is a crucial skill for enabling versatile robots to interact with ungraspable objects, using actions such as pushing, rolling, or tossing. However, achieving dexterous non-prehensile manipulation in robots poses significant challenges. During contact interactions, different contact modes arise such as sticking, sliding, and separation, and transitions between these contact modes lead to hybrid dynamics [1, 2, 3]. Furthermore, due to its underactuated nature, it requires long-term reasoning about contact interactions as well as reactive control to recover from mistakes and disturbances [1, 2]. The frictional interactions between the robot, the object, and the environment are difficult to model, which creates uncertainty in the behavior of the object [4, 5]. The highly uncertain nature of the underactuated frictional interactions [4, 5] make the nonprehensile manipulation problem especially sensitive to occlusions. Previous non-prehensile works assume near-perfect visual perception from external systems, providing either point-cloud [6] or pose observations [7, 8, 9, 10, 11]. However, moving towards more versatile onboard perception will make frequent occlusions unavoidable, either due to obstacles in the environment, self occlusions, or even human-induced occlusions, for instance in a human-robot collaboration setting. In this paper, we propose a learning-based system for non-prehensile manipulation that leverages tactile sensing to overcome occlusions in the visual perception.


On the Sample Complexity of Quantum Boltzmann Machine Learning

arXiv.org Artificial Intelligence

Quantum Boltzmann machines (QBMs) are machine-learning models for both classical and quantum data. We give an operational definition of QBM learning in terms of the difference in expectation values between the model and target, taking into account the polynomial size of the data set. By using the relative entropy as a loss function this problem can be solved without encountering barren plateaus. We prove that a solution can be obtained with stochastic gradient descent using at most a polynomial number of Gibbs states. We also prove that pre-training on a subset of the QBM parameters can only lower the sample complexity bounds. In particular, we give pre-training strategies based on mean-field, Gaussian Fermionic, and geometrically local Hamiltonians. We verify these models and our theoretical findings numerically on a quantum and a classical data set. Our results establish that QBMs are promising machine learning models.


Linear Equations with Min and Max Operators: Computational Complexity

arXiv.org Artificial Intelligence

We consider a class of optimization problems defined by a system of linear equations with min and max operators. This class of optimization problems has been studied under restrictive conditions, such as, (C1) the halting or stability condition; (C2) the non-negative coefficients condition; (C3) the sum up to 1 condition; and (C4) the only min or only max oerator condition. Several seminal results in the literature focus on special cases. For example, turn-based stochastic games correspond to conditions C2 and C3; and Markov decision process to conditions C2, C3, and C4. However, the systematic computational complexity study of all the cases has not been explored, which we address in this work. Some highlights of our results are: with conditions C2 and C4, and with conditions C3 and C4, the problem is NP-complete, whereas with condition C1 only, the problem is in UP intersects coUP. Finally, we establish the computational complexity of the decision problem of checking the respective conditions.


Embodied CoT Distillation From LLM To Off-the-shelf Agents

arXiv.org Artificial Intelligence

We address the challenge of utilizing large language models (LLMs) for complex embodied tasks, in the environment where decision-making systems operate timely on capacity-limited, off-the-shelf devices. We present DeDer, a framework for decomposing and distilling the embodied reasoning capabilities from LLMs to efficient, small language model (sLM)-based policies. In DeDer, the decision-making process of LLM-based strategies is restructured into a hierarchy with a reasoning-policy and planning-policy. The reasoning-policy is distilled from the data that is generated through the embodied in-context learning and self-verification of an LLM, so it can produce effective rationales. The planning-policy, guided by the rationales, can render optimized plans efficiently. In turn, DeDer allows for adopting sLMs for both policies, deployed on off-the-shelf devices. Furthermore, to enhance the quality of intermediate rationales, specific to embodied tasks, we devise the embodied knowledge graph, and to generate multiple rationales timely through a single inference, we also use the contrastively prompted attention model. Our experiments with the ALFRED benchmark demonstrate that DeDer surpasses leading language planning and distillation approaches, indicating the applicability and efficiency of sLM-based embodied policies derived through DeDer.


Revelations: A Decidable Class of POMDPs with Omega-Regular Objectives

arXiv.org Artificial Intelligence

Partially observable Markov decision processes (POMDPs) form a prominent model for uncertainty in sequential decision making. We are interested in constructing algorithms with theoretical guarantees to determine whether the agent has a strategy ensuring a given specification with probability 1. This well-studied problem is known to be undecidable already for very simple omega-regular objectives, because of the difficulty of reasoning on uncertain events. We introduce a revelation mechanism which restricts information loss by requiring that almost surely the agent has eventually full information of the current state. Our main technical results are to construct exact algorithms for two classes of POMDPs called weakly and strongly revealing. Importantly, the decidable cases reduce to the analysis of a finite belief-support Markov decision process. This yields a conceptually simple and exact algorithm for a large class of POMDPs.


The State of Robot Motion Generation

arXiv.org Artificial Intelligence

This paper reviews the large spectrum of methods for generating robot motion proposed over the 50 years of robotics research culminating in recent developments. It crosses the boundaries of methodologies, typically not surveyed together, from those that operate over explicit models to those that learn implicit ones.