Goto

Collaborating Authors

 Markov Models


Diff-RNTraj: A Structure-aware Diffusion Model for Road Network-constrained Trajectory Generation

arXiv.org Artificial Intelligence

Trajectory data is essential for various applications as it records the movement of vehicles. However, publicly available trajectory datasets remain limited in scale due to privacy concerns, which hinders the development of trajectory data mining and trajectory-based applications. To address this issue, some methods for generating synthetic trajectories have been proposed to expand the scale of the dataset. However, all existing methods generate trajectories in the geographical coordinate system, which poses two limitations for their utilization in practical applications: 1) the inability to ensure that the generated trajectories are constrained on the road. 2) the lack of road-related information. In this paper, we propose a new problem to meet the practical application need, \emph{i.e.}, road network-constrained trajectory (RNTraj) generation, which can directly generate trajectories on the road network with road-related information. RNTraj is a hybrid type of data, in which each point is represented by a discrete road segment and a continuous moving rate. To generate RNTraj, we design a diffusion model called Diff-RNTraj. This model can effectively handle the hybrid RNTraj using a continuous diffusion framework by incorporating a pre-training strategy to embed hybrid RNTraj into continuous representations. During the sampling stage, a RNTraj decoder is designed to map the continuous representation generated by the diffusion model back to the hybrid RNTraj format. Furthermore, Diff-RNTraj introduces a novel loss function to enhance the spatial validity of the generated trajectories. Extensive experiments conducted on two real-world trajectory datasets demonstrate the effectiveness of the proposed model.


Modeling and predicting students' engagement behaviors using mixture Markov models

arXiv.org Artificial Intelligence

Students' engagements reflect their level of involvement in an ongoing learning process which can be estimated through their interactions with a computer-based learning or assessment system. A pre-requirement for stimulating student engagement lies in the capability to have an approximate representation model for comprehending students' varied (dis)engagement behaviors. In this paper, we utilized model-based clustering for this purpose which generates K mixture Markov models to group students' traces containing their (dis)engagement behavioral patterns. To prevent the Expectation-Maximization (EM) algorithm from getting stuck in a local maxima, we also introduced a K-means-based initialization method named as K-EM. We performed an experimental work on two real datasets using the three variants of the EM algorithm: the original EM, emEM, K-EM; and, non-mixture baseline models for both datasets. The proposed K-EM has shown very promising results and achieved significant performance difference in comparison with the other approaches particularly using the Dataset. Hence, we suggest to perform further experiments using large dataset(s) to validate our method. Additionally, visualization of the resultant clusters through first-order Markov chains reveals very useful insights about (dis)engagement behaviors depicted by the students. We conclude the paper with a discussion on the usefulness of our approach, limitations and potential extensions of this work.


Future Prediction Can be a Strong Evidence of Good History Representation in Partially Observable Environments

arXiv.org Artificial Intelligence

Learning a good history representation is one of the core challenges of reinforcement learning (RL) in partially observable environments. Recent works have shown the advantages of various auxiliary tasks for facilitating representation learning. However, the effectiveness of such auxiliary tasks has not been fully convincing, especially in partially observable environments that require long-term memorization and inference. In this empirical study, we investigate the effectiveness of future prediction for learning the representations of histories, possibly of extensive length, in partially observable environments. We first introduce an approach that decouples the task of learning history representations from policy optimization via future prediction. Then, our main contributions are two-fold: (a) we demonstrate that the performance of reinforcement learning is strongly correlated with the prediction accuracy of future observations in partially observable environments, and (b) our approach can significantly improve the overall end-to-end approach by preventing high-variance noisy signals from reinforcement learning objectives to influence the representation learning. We illustrate our claims on three types of benchmarks that necessitate the ability to process long histories for high returns.


Dynamic Q-planning for Online UAV Path Planning in Unknown and Complex Environments

arXiv.org Artificial Intelligence

Unmanned Aerial Vehicles need an online path planning capability to move in high-risk missions in unknown and complex environments to complete them safely. However, many algorithms reported in the literature may not return reliable trajectories to solve online problems in these scenarios. The Q-Learning algorithm, a Reinforcement Learning Technique, can generate trajectories in real-time and has demonstrated fast and reliable results. This technique, however, has the disadvantage of defining the iteration number. If this value is not well defined, it will take a long time or not return an optimal trajectory. Therefore, we propose a method to dynamically choose the number of iterations to obtain the best performance of Q-Learning. The proposed method is compared to the Q-Learning algorithm with a fixed number of iterations, A*, Rapid-Exploring Random Tree, and Particle Swarm Optimization. As a result, the proposed Q-learning algorithm demonstrates the efficacy and reliability of online path planning with a dynamic number of iterations to carry out online missions in unknown and complex environments.


NavFormer: A Transformer Architecture for Robot Target-Driven Navigation in Unknown and Dynamic Environments

arXiv.org Artificial Intelligence

In unknown cluttered and dynamic environments such as disaster scenes, mobile robots need to perform target-driven navigation in order to find people or objects of interest, while being solely guided by images of the targets. In this paper, we introduce NavFormer, a novel end-to-end transformer architecture developed for robot target-driven navigation in unknown and dynamic environments. NavFormer leverages the strengths of both 1) transformers for sequential data processing and 2) self-supervised learning (SSL) for visual representation to reason about spatial layouts and to perform collision-avoidance in dynamic settings. The architecture uniquely combines dual-visual encoders consisting of a static encoder for extracting invariant environment features for spatial reasoning, and a general encoder for dynamic obstacle avoidance. The primary robot navigation task is decomposed into two sub-tasks for training: single robot exploration and multi-robot collision avoidance. We perform cross-task training to enable the transfer of learned skills to the complex primary navigation task without the need for task-specific fine-tuning. Simulated experiments demonstrate that NavFormer can effectively navigate a mobile robot in diverse unknown environments, outperforming existing state-of-the-art methods in terms of success rate and success weighted by (normalized inverse) path length. Furthermore, a comprehensive ablation study is performed to evaluate the impact of the main design choices of the structure and training of NavFormer, further validating their effectiveness in the overall system.


Monitored Markov Decision Processes

arXiv.org Artificial Intelligence

In reinforcement learning (RL), an agent learns to perform a task by interacting with an environment and receiving feedback (a numerical reward) for its actions. However, the assumption that rewards are always observable is often not applicable in real-world problems. For example, the agent may need to ask a human to supervise its actions or activate a monitoring system to receive feedback. There may even be a period of time before rewards become observable, or a period of time after which rewards are no longer given. In other words, there are cases where the environment generates rewards in response to the agent's actions but the agent cannot observe them. In this paper, we formalize a novel but general RL framework - Monitored MDPs - where the agent cannot always observe rewards. We discuss the theoretical and practical consequences of this setting, show challenges raised even in toy environments, and propose algorithms to begin to tackle this novel setting. This paper introduces a powerful new formalism that encompasses both new and existing problems and lays the foundation for future research.


Transfer learning with generative models for object detection on limited datasets

arXiv.org Artificial Intelligence

The availability of data is limited in some fields, especially for object detection tasks, where it is necessary to have correctly labeled bounding boxes around each object. A notable example of such data scarcity is found in the domain of marine biology, where it is useful to develop methods to automatically detect submarine species for environmental monitoring. To address this data limitation, the state-of-the-art machine learning strategies employ two main approaches. The first involves pretraining models on existing datasets before generalizing to the specific domain of interest. The second strategy is to create synthetic datasets specifically tailored to the target domain using methods like copy-paste techniques or ad-hoc simulators. The first strategy often faces a significant domain shift, while the second demands custom solutions crafted for the specific task. In response to these challenges, here we propose a transfer learning framework that is valid for a generic scenario. In this framework, generated images help to improve the performances of an object detector in a few-real data regime. This is achieved through a diffusion-based generative model that was pretrained on large generic datasets, and is not trained on the task-specific domain. We validate our approach on object detection tasks, specifically focusing on fishes in an underwater environment, and on the more common domain of cars in an urban setting. Our method achieves detection performance comparable to models trained on thousands of images, using only a few hundreds of input data. Our results pave the way for new generative AI-based protocols for machine learning applications in various domains, for instance ranging from geophysics to biology and medicine.


Learn to Teach: Improve Sample Efficiency in Teacher-student Learning for Sim-to-Real Transfer

arXiv.org Artificial Intelligence

Simulation-to-reality (sim-to-real) transfer is a fundamental problem for robot learning. Domain Randomization, which adds randomization during training, is a powerful technique that effectively addresses the sim-to-real gap. However, the noise in observations makes learning significantly harder. Recently, studies have shown that employing a teacher-student learning paradigm can accelerate training in randomized environments. Learned with privileged information, a teacher agent can instruct the student agent to operate in noisy environments. However, this approach is often not sample efficient as the experience collected by the teacher is discarded completely when training the student, wasting information revealed by the environment. In this work, we extend the teacher-student learning paradigm by proposing a sample efficient learning framework termed Learn to Teach (L2T) that recycles experience collected by the teacher agent. We observe that the dynamics of the environments for both agents remain unchanged, and the state space of the teacher is coupled with the observation space of the student. We show that a single-loop algorithm can train both the teacher and student agents under both Reinforcement Learning and Inverse Reinforcement Learning contexts. We implement variants of our methods, conduct experiments on the MuJoCo benchmark, and apply our methods to the Cassie robot locomotion problem. Extensive experiments show that our method achieves competitive performance while only requiring environmental interaction with the teacher.


Optimal estimation of Gaussian (poly)trees

arXiv.org Artificial Intelligence

We develop optimal algorithms for learning undirected Gaussian trees and directed Gaussian polytrees from data. We consider both problems of distribution learning (i.e. in KL distance) and structure learning (i.e. exact recovery). The first approach is based on the Chow-Liu algorithm, and learns an optimal tree-structured distribution efficiently. The second approach is a modification of the PC algorithm for polytrees that uses partial correlation as a conditional independence tester for constraint-based structure learning. We derive explicit finite-sample guarantees for both approaches, and show that both approaches are optimal by deriving matching lower bounds. Additionally, we conduct numerical experiments to compare the performance of various algorithms, providing further insights and empirical evidence.


Solving Hierarchical Information-Sharing Dec-POMDPs: An Extensive-Form Game Approach

arXiv.org Artificial Intelligence

A recent theory shows that a multi-player decentralized partially observable Markov decision process can be transformed into an equivalent single-player game, enabling the application of \citeauthor{bellman}'s principle of optimality to solve the single-player game by breaking it down into single-stage subgames. However, this approach entangles the decision variables of all players at each single-stage subgame, resulting in backups with a double-exponential complexity. This paper demonstrates how to disentangle these decision variables while maintaining optimality under hierarchical information sharing, a prominent management style in our society. To achieve this, we apply the principle of optimality to solve any single-stage subgame by breaking it down further into smaller subgames, enabling us to make single-player decisions at a time. Our approach reveals that extensive-form games always exist with solutions to a single-stage subgame, significantly reducing time complexity. Our experimental results show that the algorithms leveraging these findings can scale up to much larger multi-player games without compromising optimality.