Markov Models
An efficient solution to Hidden Markov Models on trees with coupled branches
Hidden Markov Models (HMMs) are powerful tools for modeling sequential data, where the underlying states evolve in a stochastic manner and are only indirectly observable. Traditional HMM approaches are well-established for linear sequences, and have been extended to other structures such as trees. In this paper, we extend the framework of HMMs on trees to address scenarios where the tree-like structure of the data includes coupled branches -- a common feature in biological systems where entities within the same lineage exhibit dependent characteristics. We develop a dynamic programming algorithm that efficiently solves the likelihood, decoding, and parameter learning problems for tree-based HMMs with coupled branches. Our approach scales polynomially with the number of states and nodes, making it computationally feasible for a wide range of applications and does not suffer from the underflow problem. We demonstrate our algorithm by applying it to simulated data and propose self-consistency checks for validating the assumptions of the model used for inference. This work not only advances the theoretical understanding of HMMs on trees but also provides a practical tool for analyzing complex biological data where dependencies between branches cannot be ignored.
A Theory of Learnability for Offline Decision Making
Mao, Chenjie, Zhang, Qiaosheng
We study the problem of offline decision making, which focuses on learning decisions from datasets only partially correlated with the learning objective. While previous research has extensively studied specific offline decision making problems like offline reinforcement learning (RL) and off-policy evaluation (OPE), a unified framework and theory remain absent. To address this gap, we introduce a unified framework termed Decision Making with Offline Feedback (DMOF), which captures a wide range of offline decision making problems including offline RL, OPE, and offline partially observable Markov decision processes (POMDPs). For the DMOF framework, we introduce a hardness measure called the Offline Estimation Coefficient (OEC), which measures the learnability of offline decision making problems and is also reflected in the derived minimax lower bounds. Additionally, we introduce an algorithm called Empirical Decision with Divergence (EDD), for which we establish both an instance-dependent upper bound and a minimax upper bound. The minimax upper bound almost matches the lower bound determined by the OEC. Finally, we show that EDD achieves a fast convergence rate (i.e., a rate scaling as $1/N$, where $N$ is the sample size) for specific settings such as supervised learning and Markovian sequential problems~(e.g., MDPs) with partial coverage.
Achieving $\tilde{O}(1/\epsilon)$ Sample Complexity for Constrained Markov Decision Process
We consider the reinforcement learning problem for the constrained Markov decision process (CMDP), which plays a central role in satisfying safety or resource constraints in sequential learning and decision-making. In this problem, we are given finite resources and a MDP with unknown transition probabilities. At each stage, we take an action, collecting a reward and consuming some resources, all assumed to be unknown and need to be learned over time. In this work, we take the first step towards deriving optimal problem-dependent guarantees for the CMDP problems. We derive a logarithmic regret bound, which translates into a $O(\frac{1}{\Delta\cdot\eps}\cdot\log^2(1/\eps))$ sample complexity bound, with $\Delta$ being a problem-dependent parameter, yet independent of $\eps$. Our sample complexity bound improves upon the state-of-art $O(1/\eps^2)$ sample complexity for CMDP problems established in the previous literature, in terms of the dependency on $\eps$. To achieve this advance, we develop a new framework for analyzing CMDP problems. To be specific, our algorithm operates in the primal space and we resolve the primal LP for the CMDP problem at each period in an online manner, with \textit{adaptive} remaining resource capacities. The key elements of our algorithm are: i) a characterization of the instance hardness via LP basis, ii) an eliminating procedure that identifies one optimal basis of the primal LP, and; iii) a resolving procedure that is adaptive to the remaining resources and sticks to the characterized optimal basis.
MC-GTA: Metric-Constrained Model-Based Clustering using Goodness-of-fit Tests with Autocorrelations
Wang, Zhangyu, Mai, Gengchen, Janowicz, Krzysztof, Lao, Ni
A wide range of (multivariate) temporal (1D) and spatial (2D) data analysis tasks, such as grouping vehicle sensor trajectories, can be formulated as clustering with given metric constraints. Existing metric-constrained clustering algorithms overlook the rich correlation between feature similarity and metric distance, i.e., metric autocorrelation. The model-based variations of these clustering algorithms (e.g. TICC and STICC) achieve SOTA performance, yet suffer from computational instability and complexity by using a metric-constrained Expectation-Maximization procedure. In order to address these two problems, we propose a novel clustering algorithm, MC-GTA (Model-based Clustering via Goodness-of-fit Tests with Autocorrelations). Its objective is only composed of pairwise weighted sums of feature similarity terms (square Wasserstein-2 distance) and metric autocorrelation terms (a novel multivariate generalization of classic semivariogram). We show that MC-GTA is effectively minimizing the total hinge loss for intra-cluster observation pairs not passing goodness-of-fit tests, i.e., statistically not originating from the same distribution. Experiments on 1D/2D synthetic and real-world datasets demonstrate that MC-GTA successfully incorporates metric autocorrelation. It outperforms strong baselines by large margins (up to 14.3% in ARI and 32.1% in NMI) with faster and stabler optimization (>10x speedup).
iVideoGPT: Interactive VideoGPTs are Scalable World Models
Wu, Jialong, Yin, Shaofeng, Feng, Ningya, He, Xu, Li, Dong, Hao, Jianye, Long, Mingsheng
World models empower model-based agents to interactively explore, reason, and plan within imagined environments for real-world decision-making. However, the high demand for interactivity poses challenges in harnessing recent advancements in video generative models for developing world models at scale. This work introduces Interactive VideoGPT (iVideoGPT), a scalable autoregressive transformer framework that integrates multimodal signals--visual observations, actions, and rewards--into a sequence of tokens, facilitating an interactive experience of agents via next-token prediction. iVideoGPT features a novel compressive tokenization technique that efficiently discretizes high-dimensional visual observations. Leveraging its scalable architecture, we are able to pre-train iVideoGPT on millions of human and robotic manipulation trajectories, establishing a versatile foundation that is adaptable to serve as interactive world models for a wide range of downstream tasks. These include action-conditioned video prediction, visual planning, and model-based reinforcement learning, where iVideoGPT achieves competitive performance compared with state-of-the-art methods. Our work advances the development of interactive general world models, bridging the gap between generative video models and practical model-based reinforcement learning applications.
On Overcoming Miscalibrated Conversational Priors in LLM-based Chatbots
Herlihy, Christine, Neville, Jennifer, Schnabel, Tobias, Swaminathan, Adith
We explore the use of Large Language Model (LLM-based) chatbots to power recommender systems. We observe that the chatbots respond poorly when they encounter under-specified requests (e.g., they make incorrect assumptions, hedge with a long response, or refuse to answer). We conjecture that such miscalibrated response tendencies (i.e., conversational priors) can be attributed to LLM fine-tuning using annotators -- single-turn annotations may not capture multi-turn conversation utility, and the annotators' preferences may not even be representative of users interacting with a recommender system. We first analyze public LLM chat logs to conclude that query under-specification is common. Next, we study synthetic recommendation problems with configurable latent item utilities and frame them as Partially Observed Decision Processes (PODP). We find that pre-trained LLMs can be sub-optimal for PODPs and derive better policies that clarify under-specified queries when appropriate. Then, we re-calibrate LLMs by prompting them with learned control messages to approximate the improved policy. Finally, we show empirically that our lightweight learning approach effectively uses logged conversation data to re-calibrate the response strategies of LLM-based chatbots for recommendation tasks.
Cognitive Manipulation: Semi-supervised Visual Representation and Classroom-to-real Reinforcement Learning for Assembly in Semi-structured Environments
Wang, Chuang, Yang, Lie, Lin, Ze, Liao, Yizhi, Chen, Gang, Xie, Longhan
Assembling a slave object into a fixture-free master object represents a critical challenge in flexible manufacturing. Existing deep reinforcement learning-based methods, while benefiting from visual or operational priors, often struggle with small-batch precise assembly tasks due to their reliance on insufficient priors and high-costed model development. To address these limitations, this paper introduces a cognitive manipulation and learning approach that utilizes skill graphs to integrate learning-based object detection with fine manipulation models into a cohesive modular policy. This approach enables the detection of the master object from both global and local perspectives to accommodate positional uncertainties and variable backgrounds, and parametric residual policy to handle pose error and intricate contact dynamics effectively. Leveraging the skill graph, our method supports knowledge-informed learning of semi-supervised learning for object detection and classroom-to-real reinforcement learning for fine manipulation. Simulation experiments on a gear-assembly task have demonstrated that the skill-graph-enabled coarse-operation planning and visual attention are essential for efficient learning and robust manipulation, showing substantial improvements of 13$\%$ in success rate and 15.4$\%$ in number of completion steps over competing methods. Real-world experiments further validate that our system is highly effective for robotic assembly in semi-structured environments.
Artificial Generational Intelligence: Cultural Accumulation in Reinforcement Learning
Cook, Jonathan, Lu, Chris, Hughes, Edward, Leibo, Joel Z., Foerster, Jakob
Cultural accumulation drives the open-ended and diverse progress in capabilities spanning human history. It builds an expanding body of knowledge and skills by combining individual exploration with inter-generational information transmission. Despite its widespread success among humans, the capacity for artificial learning agents to accumulate culture remains under-explored. In particular, approaches to reinforcement learning typically strive for improvements over only a single lifetime. Generational algorithms that do exist fail to capture the open-ended, emergent nature of cultural accumulation, which allows individuals to trade-off innovation and imitation. Building on the previously demonstrated ability for reinforcement learning agents to perform social learning, we find that training setups which balance this with independent learning give rise to cultural accumulation. These accumulating agents outperform those trained for a single lifetime with the same cumulative experience. We explore this accumulation by constructing two models under two distinct notions of a generation: episodic generations, in which accumulation occurs via in-context learning and train-time generations, in which accumulation occurs via in-weights learning. In-context and in-weights cultural accumulation can be interpreted as analogous to knowledge and skill accumulation, respectively. To the best of our knowledge, this work is the first to present general models that achieve emergent cultural accumulation in reinforcement learning, opening up new avenues towards more open-ended learning systems, as well as presenting new opportunities for modelling human culture.
Exploring the limits of Hierarchical World Models in Reinforcement Learning
Schiewer, Robin, Subramoney, Anand, Wiskott, Laurenz
Hierarchical model-based reinforcement learning (HMBRL) aims to combine the benefits of better sample efficiency of model based reinforcement learning (MBRL) with the abstraction capability of hierarchical reinforcement learning (HRL) to solve complex tasks efficiently. While HMBRL has great potential, it still lacks wide adoption. In this work we describe a novel HMBRL framework and evaluate it thoroughly. To complement the multi-layered decision making idiom characteristic for HRL, we construct hierarchical world models that simulate environment dynamics at various levels of temporal abstraction. These models are used to train a stack of agents that communicate in a top-down manner by proposing goals to their subordinate agents. A significant focus of this study is the exploration of a static and environment agnostic temporal abstraction, which allows concurrent training of models and agents throughout the hierarchy. Unlike most goal-conditioned H(MB)RL approaches, it also leads to comparatively low dimensional abstract actions. Although our HMBRL approach did not outperform traditional methods in terms of final episode returns, it successfully facilitated decision making across two levels of abstraction using compact, low dimensional abstract actions. A central challenge in enhancing our method's performance, as uncovered through comprehensive experimentation, is model exploitation on the abstract level of our world model stack. We provide an in depth examination of this issue, discussing its implications for the field and suggesting directions for future research to overcome this challenge. By sharing these findings, we aim to contribute to the broader discourse on refining HMBRL methodologies and to assist in the development of more effective autonomous learning systems for complex decision-making environments.
SplAgger: Split Aggregation for Meta-Reinforcement Learning
Beck, Jacob, Jackson, Matthew, Vuorio, Risto, Xiong, Zheng, Whiteson, Shimon
A core ambition of reinforcement learning (RL) is the creation of agents capable of rapid learning in novel tasks. Meta-RL aims to achieve this by directly learning such agents. Black box methods do so by training off-the-shelf sequence models end-to-end. By contrast, task inference methods explicitly infer a posterior distribution over the unknown task, typically using distinct objectives and sequence models designed to enable task inference. Recent work has shown that task inference methods are not necessary for strong performance. However, it remains unclear whether task inference sequence models are beneficial even when task inference objectives are not. In this paper, we present evidence that task inference sequence models are indeed still beneficial. In particular, we investigate sequence models with permutation invariant aggregation, which exploit the fact that, due to the Markov property, the task posterior does not depend on the order of data. We empirically confirm the advantage of permutation invariant sequence models without the use of task inference objectives. However, we also find, surprisingly, that there are multiple conditions under which permutation variance remains useful. Therefore, we propose SplAgger, which uses both permutation variant and invariant components to achieve the best of both worlds, outperforming all baselines evaluated on continuous control and memory environments. Code is provided at https://github.com/jacooba/hyper.