Markov Models
Predicting the Transportation Activities of Construction Waste Hauling Trucks: An Input-Output Hidden Markov Approach
Yang, Hongtai, Lei, Boyi, Han, Ke, Liu, Luna
Construction waste hauling trucks (CWHTs), as one of the most commonly seen heavy-duty vehicles in major cities around the globe, are usually subject to a series of regulations and spatial-temporal access restrictions because they not only produce significant NOx and PM emissions but also causes on-road fugitive dust. The timely and accurate prediction of CWHTs' destinations and dwell times play a key role in effective environmental management. To address this challenge, we propose a prediction method based on an interpretable activity-based model, input-output hidden Markov model (IOHMM), and validate it on 300 CWHTs in Chengdu, China. Contextual factors are considered in the model to improve its prediction power. Results show that the IOHMM outperforms several baseline models, including Markov chains, linear regression, and long short-term memory. Factors influencing the predictability of CWHTs' transportation activities are also explored using linear regression models. Results suggest the proposed model holds promise in assisting authorities by predicting the upcoming transportation activities of CWHTs and administering intervention in a timely and effective manner.
On Convex Optimal Value Functions For POSGs
Cunha, Rafael F., Castellini, Jacopo, Peralez, Johan, Dibangoye, Jilles S.
Multi-agent planning and reinforcement learning can be challenging when agents cannot see the state of the world or communicate with each other due to communication costs, latency, or noise. Partially Observable Stochastic Games (POSGs) provide a mathematical framework for modelling such scenarios. This paper aims to improve the efficiency of planning and reinforcement learning algorithms for POSGs by identifying the underlying structure of optimal state-value functions. The approach involves reformulating the original game from the perspective of a trusted third party who plans on behalf of the agents simultaneously. From this viewpoint, the original POSGs can be viewed as Markov games where states are occupancy states, i.e., posterior probability distributions over the hidden states of the world and the stream of actions and observations that agents have experienced so far. This study mainly proves that the optimal state-value function is a convex function of occupancy states expressed on an appropriate basis in all zero-sum, common-payoff, and Stackelberg POSGs.
A General Framework for Sequential Decision-Making under Adaptivity Constraints
Xiong, Nuoya, Wang, Zhaoran, Yang, Zhuoran
We take the first step in studying general sequential decision-making under two adaptivity constraints: rare policy switch and batch learning. First, we provide a general class called the Eluder Condition class, which includes a wide range of reinforcement learning classes. Then, for the rare policy switch constraint, we provide a generic algorithm to achieve a $\widetilde{\mathcal{O}}(\log K) $ switching cost with a $\widetilde{\mathcal{O}}(\sqrt{K})$ regret on the EC class. For the batch learning constraint, we provide an algorithm that provides a $\widetilde{\mathcal{O}}(\sqrt{K}+K/B)$ regret with the number of batches $B.$ This paper is the first work considering rare policy switch and batch learning under general function classes, which covers nearly all the models studied in the previous works such as tabular MDP (Bai et al. 2019; Zhang et al. 2020), linear MDP (Wang et al. 2021; Gao et al. 2021), low eluder dimension MDP (Kong et al. 2021; Gao et al. 2021), generalized linear function approximation (Qiao et al. 2023), and also some new classes such as the low $D_\Delta$-type Bellman eluder dimension problem, linear mixture MDP, kernelized nonlinear regulator and undercomplete partially observed Markov decision process (POMDP).
SwiftSage: A Generative Agent with Fast and Slow Thinking for Complex Interactive Tasks
Lin, Bill Yuchen, Fu, Yicheng, Yang, Karina, Brahman, Faeze, Huang, Shiyu, Bhagavatula, Chandra, Ammanabrolu, Prithviraj, Choi, Yejin, Ren, Xiang
We introduce SwiftSage, a novel agent framework inspired by the dual-process theory of human cognition, designed to excel in action planning for complex interactive reasoning tasks. SwiftSage integrates the strengths of behavior cloning and prompting large language models (LLMs) to enhance task completion performance. The framework comprises two primary modules: the Swift module, representing fast and intuitive thinking, and the Sage module, emulating deliberate thought processes. The Swift module is a small encoder-decoder LM fine-tuned on the oracle agent's action trajectories, while the Sage module employs LLMs such as GPT-4 for subgoal planning and grounding. We develop a heuristic method to harmoniously integrate the two modules, resulting in a more efficient and robust problem-solving process. In 30 tasks from the ScienceWorld benchmark, SwiftSage significantly outperforms other methods such as SayCan, ReAct, and Reflexion, demonstrating its effectiveness in solving complex interactive tasks.
A simple probabilistic neural network for machine understanding
Xie, Rongrong, Marsili, Matteo
We discuss probabilistic neural networks with a fixed internal representation as models for machine understanding. Here understanding is intended as mapping data to an already existing representation which encodes an {\em a priori} organisation of the feature space. We derive the internal representation by requiring that it satisfies the principles of maximal relevance and of maximal ignorance about how different features are combined. We show that, when hidden units are binary variables, these two principles identify a unique model -- the Hierarchical Feature Model (HFM) -- which is fully solvable and provides a natural interpretation in terms of features. We argue that learning machines with this architecture enjoy a number of interesting properties, like the continuity of the representation with respect to changes in parameters and data, the possibility to control the level of compression and the ability to support functions that go beyond generalisation. We explore the behaviour of the model with extensive numerical experiments and argue that models where the internal representation is fixed reproduce a learning modality which is qualitatively different from that of traditional models such as Restricted Boltzmann Machines.
Similarity-based Knowledge Transfer for Cross-Domain Reinforcement Learning
Serrano, Sergio A., Martinez-Carranza, Jose, Sucar, L. Enrique
Transferring knowledge in cross-domain reinforcement learning is a challenging setting in which learning is accelerated by reusing knowledge from a task with different observation and/or action space. However, it is often necessary to carefully select the source of knowledge for the receiving end to benefit from the transfer process. In this article, we study how to measure the similarity between cross-domain reinforcement learning tasks to select a source of knowledge that will improve the performance of the learning agent. We developed a semi-supervised alignment loss to match different spaces with a set of encoder-decoders, and use them to measure similarity and transfer policies across tasks. In comparison to prior works, our method does not require data to be aligned, paired or collected by expert policies. Experimental results, on a set of varied Mujoco control tasks, show the robustness of our method in effectively selecting and transferring knowledge, without the supervision of a tailored set of source tasks.
Score-Aware Policy-Gradient Methods and Performance Guarantees using Local Lyapunov Conditions: Applications to Product-Form Stochastic Networks and Queueing Systems
Comte, Céline, Jonckheere, Matthieu, Sanders, Jaron, Senen-Cerda, Albert
Stochastic networks and queueing systems often lead to Markov decision processes (MDPs) with large state and action spaces as well as nonconvex objective functions, which hinders the convergence of many reinforcement learning (RL) algorithms. Policy-gradient methods perform well on MDPs with large state and action spaces, but they sometimes experience slow convergence due to the high variance of the gradient estimator. In this paper, we show that some of these difficulties can be circumvented by exploiting the structure of the underlying MDP. We first introduce a new family of gradient estimators called score-aware gradient estimators (SAGEs). When the stationary distribution of the MDP belongs to an exponential family parametrized by the policy parameters, SAGEs allow us to estimate the policy gradient without relying on value-function estimation, contrary to classical policy-gradient methods like actor-critic. To demonstrate their applicability, we examine two common control problems arising in stochastic networks and queueing systems whose stationary distributions have a product-form, a special case of exponential families. As a second contribution, we show that, under appropriate assumptions, the policy under a SAGE-based policy-gradient method has a large probability of converging to an optimal policy, provided that it starts sufficiently close to it, even with a nonconvex objective function and multiple maximizers. Our key assumptions are that, locally around a maximizer, a nondegeneracy property of the Hessian of the objective function holds and a Lyapunov function exists. Finally, we conduct a numerical comparison between a SAGE-based policy-gradient method and an actor-critic algorithm. The results demonstrate that the SAGE-based method finds close-to-optimal policies more rapidly, highlighting its superior performance over the traditional actor-critic method.
Building Ears for Robots: Machine Hearing in the Age of Autonomy
This study explores the significance of robot hearing systems, emphasizing their importance for robots operating in diverse and uncertain environments. It introduces the hardware design principles using robotaxis as an example, where exterior microphone arrays are employed to detect sound events such as sirens. The challenges, goals, and test methods are discussed, focusing on achieving a suitable signal-to-noise ratio (SNR). Additionally, it presents a preliminary software framework rooted in probabilistic robotics theory, advocating for the integration of robot hearing into the broader context of perception and decision-making. It discusses various models, including Bayes filters, partially observable Markov decision processes (POMDP), and multiagent systems, highlighting the multifaceted roles that robot hearing can play. In conclusion, as service robots continue to evolve, robot hearing research will expand, offering new perspectives and challenges for future development beyond simple sound event classification.
CROP: Towards Distributional-Shift Robust Reinforcement Learning using Compact Reshaped Observation Processing
Altmann, Philipp, Ritz, Fabian, Feuchtinger, Leonard, Nüßlein, Jonas, Linnhoff-Popien, Claudia, Phan, Thomy
The safe application of reinforcement learning (RL) requires generalization from limited training data to unseen scenarios. Yet, fulfilling tasks under changing circumstances is a key challenge in RL. Current state-of-the-art approaches for generalization apply data augmentation techniques to increase the diversity of training data. Even though this prevents overfitting to the training environment(s), it hinders policy optimization. Crafting a suitable observation, only containing crucial information, has been shown to be a challenging task itself. To improve data efficiency and generalization capabilities, we propose Compact Reshaped Observation Processing (CROP) to reduce the state information used for policy optimization. By providing only relevant information, overfitting to a specific training layout is precluded and generalization to unseen environments is improved. We formulate three CROPs that can be applied to fully observable observation- and action-spaces and provide methodical foundation. We empirically show the improvements of CROP in a distributionally shifted safety gridworld. We furthermore provide benchmark comparisons to full observability and data-augmentation in two different-sized procedurally generated mazes.
Skill Reinforcement Learning and Planning for Open-World Long-Horizon Tasks
Yuan, Haoqi, Zhang, Chi, Wang, Hongcheng, Xie, Feiyang, Cai, Penglin, Dong, Hao, Lu, Zongqing
We study building multi-task agents in open-world environments. Without human demonstrations, learning to accomplish long-horizon tasks in a large open-world environment with reinforcement learning (RL) is extremely inefficient. To tackle this challenge, we convert the multi-task learning problem into learning basic skills and planning over the skills. Using the popular open-world game Minecraft as the testbed, we propose three types of fine-grained basic skills, and use RL with intrinsic rewards to acquire skills. A novel Finding-skill that performs exploration to find diverse items provides better initialization for other skills, improving the sample efficiency for skill learning. In skill planning, we leverage the prior knowledge in Large Language Models to find the relationships between skills and build a skill graph. When the agent is solving a task, our skill search algorithm walks on the skill graph and generates the proper skill plans for the agent. In experiments, our method accomplishes 40 diverse Minecraft tasks, where many tasks require sequentially executing for more than 10 skills. Our method outperforms baselines by a large margin and is the most sample-efficient demonstration-free RL method to solve Minecraft Tech Tree tasks. The project's website and code can be found at https://sites.google.com/view/plan4mc.