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 Markov Models


Optimal Attack and Defense for Reinforcement Learning

arXiv.org Artificial Intelligence

To ensure the usefulness of Reinforcement Learning (RL) in real systems, it is crucial to ensure they are robust to noise and adversarial attacks. In adversarial RL, an external attacker has the power to manipulate the victim agent's interaction with the environment. We study the full class of online manipulation attacks, which include (i) state attacks, (ii) observation attacks (which are a generalization of perceived-state attacks), (iii) action attacks, and (iv) reward attacks. We show the attacker's problem of designing a stealthy attack that maximizes its own expected reward, which often corresponds to minimizing the victim's value, is captured by a Markov Decision Process (MDP) that we call a meta-MDP since it is not the true environment but a higher level environment induced by the attacked interaction. We show that the attacker can derive optimal attacks by planning in polynomial time or learning with polynomial sample complexity using standard RL techniques. We argue that the optimal defense policy for the victim can be computed as the solution to a stochastic Stackelberg game, which can be further simplified into a partially-observable turn-based stochastic game (POTBSG). Neither the attacker nor the victim would benefit from deviating from their respective optimal policies, thus such solutions are truly robust. Although the defense problem is NP-hard, we show that optimal Markovian defenses can be computed (learned) in polynomial time (sample complexity) in many scenarios.


Anomaly Detection via Learning-Based Sequential Controlled Sensing

arXiv.org Artificial Intelligence

In this paper, we address the problem of detecting anomalies among a given set of binary processes via learning-based controlled sensing. Each process is parameterized by a binary random variable indicating whether the process is anomalous. To identify the anomalies, the decision-making agent is allowed to observe a subset of the processes at each time instant. Also, probing each process has an associated cost. Our objective is to design a sequential selection policy that dynamically determines which processes to observe at each time with the goal to minimize the delay in making the decision and the total sensing cost. We cast this problem as a sequential hypothesis testing problem within the framework of Markov decision processes. This formulation utilizes both a Bayesian log-likelihood ratio-based reward and an entropy-based reward. The problem is then solved using two approaches: 1) a deep reinforcement learning-based approach where we design both deep Q-learning and policy gradient actor-critic algorithms; and 2) a deep active inference-based approach. Using numerical experiments, we demonstrate the efficacy of our algorithms and show that our algorithms adapt to any unknown statistical dependence pattern of the processes.


LocoMuJoCo: A Comprehensive Imitation Learning Benchmark for Locomotion

arXiv.org Artificial Intelligence

Imitation Learning (IL) holds great promise for enabling agile locomotion in embodied agents. However, many existing locomotion benchmarks primarily focus on simplified toy tasks, often failing to capture the complexity of real-world scenarios and steering research toward unrealistic domains. To advance research in IL for locomotion, we present a novel benchmark designed to facilitate rigorous evaluation and comparison of IL algorithms. This benchmark encompasses a diverse set of environments, including quadrupeds, bipeds, and musculoskeletal human models, each accompanied by comprehensive datasets, such as real noisy motion capture data, ground truth expert data, and ground truth sub-optimal data, enabling evaluation across a spectrum of difficulty levels. To increase the robustness of learned agents, we provide an easy interface for dynamics randomization and offer a wide range of partially observable tasks to train agents across different embodiments. Finally, we provide handcrafted metrics for each task and ship our benchmark with state-of-the-art baseline algorithms to ease evaluation and enable fast benchmarking.


Universal representation by Boltzmann machines with Regularised Axons

arXiv.org Artificial Intelligence

It is widely known that Boltzmann machines are capable of representing arbitrary probability distributions over the values of their visible neurons, given enough hidden ones. However, sampling -- and thus training -- these models can be numerically hard. Recently we proposed a regularisation of the connections of Boltzmann machines, in order to control the energy landscape of the model, paving a way for efficient sampling and training. Here we formally prove that such regularised Boltzmann machines preserve the ability to represent arbitrary distributions. This is in conjunction with controlling the number of energy local minima, thus enabling easy \emph{guided} sampling and training. Furthermore, we explicitly show that regularised Boltzmann machines can store exponentially many arbitrarily correlated visible patterns with perfect retrieval, and we connect them to the Dense Associative Memory networks.


Efficient Model-Based Concave Utility Reinforcement Learning through Greedy Mirror Descent

arXiv.org Machine Learning

Many machine learning tasks can be solved by minimizing a convex function of an occupancy measure over the policies that generate them. These include reinforcement learning, imitation learning, among others. This more general paradigm is called the Concave Utility Reinforcement Learning problem (CURL). Since CURL invalidates classical Bellman equations, it requires new algorithms. We introduce MD-CURL, a new algorithm for CURL in a finite horizon Markov decision process. MD-CURL is inspired by mirror descent and uses a non-standard regularization to achieve convergence guarantees and a simple closed-form solution, eliminating the need for computationally expensive projection steps typically found in mirror descent approaches. We then extend CURL to an online learning scenario and present Greedy MD-CURL, a new method adapting MD-CURL to an online, episode-based setting with partially unknown dynamics. Like MD-CURL, the online version Greedy MD-CURL benefits from low computational complexity, while guaranteeing sub-linear or even logarithmic regret, depending on the level of information available on the underlying dynamics.


A Policy Gradient Method for Confounded POMDPs

arXiv.org Machine Learning

In this paper, we propose a policy gradient method for confounded partially observable Markov decision processes (POMDPs) with continuous state and observation spaces in the offline setting. We first establish a novel identification result to non-parametrically estimate any history-dependent policy gradient under POMDPs using the offline data. The identification enables us to solve a sequence of conditional moment restrictions and adopt the min-max learning procedure with general function approximation for estimating the policy gradient. We then provide a finite-sample non-asymptotic bound for estimating the gradient uniformly over a pre-specified policy class in terms of the sample size, length of horizon, concentratability coefficient and the measure of ill-posedness in solving the conditional moment restrictions. Lastly, by deploying the proposed gradient estimation in the gradient ascent algorithm, we show the global convergence of the proposed algorithm in finding the history-dependent optimal policy under some technical conditions. To the best of our knowledge, this is the first work studying the policy gradient method for POMDPs under the offline setting.


A Minimal Approach for Natural Language Action Space in Text-based Games

arXiv.org Artificial Intelligence

Text-based games (TGs) are language-based interactive environments for reinforcement learning. While language models (LMs) and knowledge graphs (KGs) are commonly used for handling large action space in TGs, it is unclear whether these techniques are necessary or overused. In this paper, we revisit the challenge of exploring the action space in TGs and propose $ \epsilon$-admissible exploration, a minimal approach of utilizing admissible actions, for training phase. Additionally, we present a text-based actor-critic (TAC) agent that produces textual commands for game, solely from game observations, without requiring any KG or LM. Our method, on average across 10 games from Jericho, outperforms strong baselines and state-of-the-art agents that use LM and KG. Our approach highlights that a much lighter model design, with a fresh perspective on utilizing the information within the environments, suffices for an effective exploration of exponentially large action spaces.


Using Ornstein-Uhlenbeck Process to understand Denoising Diffusion Probabilistic Model and its Noise Schedules

arXiv.org Machine Learning

The aim of this short note is to show that Denoising Diffusion Probabilistic Model DDPM, a non-homogeneous discrete-time Markov process, can be represented by a time-homogeneous continuous-time Markov process observed at non-uniformly sampled discrete times. Surprisingly, this continuous-time Markov process is the well-known and well-studied Ornstein-Ohlenbeck (OU) process, which was developed in 1930's for studying Brownian particles in Harmonic potentials. We establish the formal equivalence between DDPM and the OU process using its analytical solution. We further demonstrate that the design problem of the noise scheduler for non-homogeneous DDPM is equivalent to designing observation times for the OU process. We present several heuristic designs for observation times based on principled quantities such as auto-variance and Fisher Information and connect them to ad hoc noise schedules for DDPM. Interestingly, we show that the Fisher-Information-motivated schedule corresponds exactly the cosine schedule, which was developed without any theoretical foundation but is the current state-of-the-art noise schedule.


An Interventional Perspective on Identifiability in Gaussian LTI Systems with Independent Component Analysis

arXiv.org Artificial Intelligence

We investigate the relationship between system identification and intervention design in dynamical systems. While previous research demonstrated how identifiable representation learning methods, such as Independent Component Analysis (ICA), can reveal cause-effect relationships, it relied on a passive perspective without considering how to collect data. Our work shows that in Gaussian Linear Time-Invariant (LTI) systems, the system parameters can be identified by introducing diverse intervention signals in a multi-environment setting. By harnessing appropriate diversity assumptions motivated by the ICA literature, our findings connect experiment design and representational identifiability in dynamical systems. We corroborate our findings on synthetic and (simulated) physical data. Additionally, we show that Hidden Markov Models, in general, and (Gaussian) LTI systems, in particular, fulfil a generalization of the Causal de Finetti theorem with continuous parameters.


Autonomous Intersection Management for Non-Communicative Autonomous Vehicles

arXiv.org Artificial Intelligence

This paper addresses the traffic management problem for autonomous vehicles at intersections without traffic signals. In the current system, a road junction has no traffic signals when the traffic volume is low to medium. Installing infrastructure at each unsignalled crossing to coordinate autonomous cars can be formidable. We propose a novel decentralized strategy where the vehicles use a harmony matrix to find the best possible combination of the cars to cross the intersection without any crashes. We formulate a maximal clique problem using harmony matrix that maximizes the intersection throughput. This algorithm does not require communication between the vehicles. We compared our work with state-of-the-art communicative strategies and widely used traditional and modern methods for intersection management. Through extensive simulation, we showed that our algorithm is comparable to state-of-the-art and outperforms traditional methods.