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 Markov Models


A simple probabilistic neural network for machine understanding

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.


Scalable and Independent Learning of Nash Equilibrium Policies in $n$-Player Stochastic Games with Unknown Independent Chains

arXiv.org Artificial Intelligence

We study a subclass of $n$-player stochastic games, namely, stochastic games with independent chains and unknown transition matrices. In this class of games, players control their own internal Markov chains whose transitions do not depend on the states/actions of other players. However, players' decisions are coupled through their payoff functions. We assume players can receive only realizations of their payoffs, and that the players can not observe the states and actions of other players, nor do they know the transition probability matrices of their own Markov chain. Relying on a compact dual formulation of the game based on occupancy measures and the technique of confidence set to maintain high-probability estimates of the unknown transition matrices, we propose a fully decentralized mirror descent algorithm to learn an $\epsilon$-NE for this class of games. The proposed algorithm has the desired properties of independence, scalability, and convergence. Specifically, under no assumptions on the reward functions, we show the proposed algorithm converges in polynomial time in a weaker distance (namely, the averaged Nikaido-Isoda gap) to the set of $\epsilon$-NE policies with arbitrarily high probability. Moreover, assuming the existence of a variationally stable Nash equilibrium policy, we show that the proposed algorithm converges asymptotically to the stable $\epsilon$-NE policy with arbitrarily high probability. In addition to Markov potential games and linear-quadratic stochastic games, this work provides another subclass of $n$-player stochastic games that, under some mild assumptions, admit polynomial-time learning algorithms for finding their stationary $\epsilon$-NE policies.


On the Foundation of Distributionally Robust Reinforcement Learning

arXiv.org Machine Learning

Motivated by the need for a robust policy in the face of environment shifts between training and the deployment, we contribute to the theoretical foundation of distributionally robust reinforcement learning (DRRL). This is accomplished through a comprehensive modeling framework centered around distributionally robust Markov decision processes (DRMDPs). This framework obliges the decision maker to choose an optimal policy under the worst-case distributional shift orchestrated by an adversary. By unifying and extending existing formulations, we rigorously construct DRMDPs that embraces various modeling attributes for both the decision maker and the adversary. These attributes include adaptability granularity, exploring history-dependent, Markov, and Markov time-homogeneous decision maker and adversary dynamics. Additionally, we delve into the flexibility of shifts induced by the adversary, examining SA and S-rectangularity. Within this DRMDP framework, we investigate conditions for the existence or absence of the dynamic programming principle (DPP). From an algorithmic standpoint, the existence of DPP holds significant implications, as the vast majority of existing data and computationally efficiency RL algorithms are reliant on the DPP. To study its existence, we comprehensively examine combinations of controller and adversary attributes, providing streamlined proofs grounded in a unified methodology. We also offer counterexamples for settings in which a DPP with full generality is absent.


A Survey of Temporal Credit Assignment in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

The Credit Assignment Problem (CAP) refers to the longstanding challenge of Reinforcement Learning (RL) agents to associate actions with their long-term consequences. Solving the CAP is a crucial step towards the successful deployment of RL in the real world since most decision problems provide feedback that is noisy, delayed, and with little or no information about the causes. These conditions make it hard to distinguish serendipitous outcomes from those caused by informed decision-making. However, the mathematical nature of credit and the CAP remains poorly understood and defined. In this survey, we review the state of the art of Temporal Credit Assignment (CA) in deep RL. We propose a unifying formalism for credit that enables equitable comparisons of state of the art algorithms and improves our understanding of the trade-offs between the various methods. We cast the CAP as the problem of learning the influence of an action over an outcome from a finite amount of experience. We discuss the challenges posed by delayed effects, transpositions, and a lack of action influence, and analyse how existing methods aim to address them. Finally, we survey the protocols to evaluate a credit assignment method, and suggest ways to diagnoses the sources of struggle for different credit assignment methods. Overall, this survey provides an overview of the field for new-entry practitioners and researchers, it offers a coherent perspective for scholars looking to expedite the starting stages of a new study on the CAP, and it suggests potential directions for future research


A Survey of Progress on Cooperative Multi-agent Reinforcement Learning in Open Environment

arXiv.org Artificial Intelligence

Multi-agent Reinforcement Learning (MARL) has gained wide attention in recent years and has made progress in various fields. Specifically, cooperative MARL focuses on training a team of agents to cooperatively achieve tasks that are difficult for a single agent to handle. It has shown great potential in applications such as path planning, autonomous driving, active voltage control, and dynamic algorithm configuration. One of the research focuses in the field of cooperative MARL is how to improve the coordination efficiency of the system, while research work has mainly been conducted in simple, static, and closed environment settings. To promote the application of artificial intelligence in real-world, some research has begun to explore multi-agent coordination in open environments. These works have made progress in exploring and researching the environments where important factors might change. However, the mainstream work still lacks a comprehensive review of the research direction. In this paper, starting from the concept of reinforcement learning, we subsequently introduce multi-agent systems (MAS), cooperative MARL, typical methods, and test environments. Then, we summarize the research work of cooperative MARL from closed to open environments, extract multiple research directions, and introduce typical works. Finally, we summarize the strengths and weaknesses of the current research, and look forward to the future development direction and research problems in cooperative MARL in open environments.