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 Markov Models


An Investigation of Hepatitis B Virus Genome using Markov Models

arXiv.org Artificial Intelligence

The human genome encodes a family of editing enzymes known as APOBEC3 (apolipoprotein B mRNA editing enzyme, catalytic polypeptide-like 3). Several family members, such as APO-BEC3G, APOBEC3F, and APOBEC3H haplotype II, exhibit activity against viruses such as HIV. These enzymes induce C-to-U mutations in the negative strand of viral genomes, resulting in multiple G-to-A changes, commonly referred to as 'hypermutation.' Mutations catalyzed by these enzymes are sequence context-dependent in the HIV genome; for instance, APOBEC3G preferen-tially mutates G within GG, TGG, and TGGG contexts, while other members mutate G within GA, TGA, and TGAA contexts. However, the same sequence context has not been explored in relation to these enzymes and HBV. In this study, our objective is to identify the mutational footprint of APOBEC3 enzymes in the HBV genome. To achieve this, we employ a multivariable data analytics technique to investigate motif preferences and potential sequence hierarchies of mutation by APOBEC3 enzymes using full genome HBV sequences from a diverse range of naturally infected patients. This approach allows us to distinguish between normal and hypermutated sequences based on the representation of mono- to tetra-nucleotide motifs. Additionally, we aim to identify motifs associated with hypermutation induced by different APOBEC3 enzymes in HBV genomes. Our analyses reveal that either APOBEC3 enzymes are not active against HBV, or the induction of G-to-A mutations by these enzymes is not sequence context-dependent in the HBV genome.


Stackelberg POMDP: A Reinforcement Learning Approach for Economic Design

arXiv.org Artificial Intelligence

We introduce a reinforcement learning framework for economic design where the interaction between the environment designer and the participants is modeled as a Stackelberg game. In this game, the designer (leader) sets up the rules of the economic system, while the participants (followers) respond strategically. We integrate algorithms for determining followers' response strategies into the leader's learning environment, providing a formulation of the leader's learning problem as a POMDP that we call the Stackelberg POMDP. We prove that the optimal leader's strategy in the Stackelberg game is the optimal policy in our Stackelberg POMDP under a limited set of possible policies, establishing a connection between solving POMDPs and Stackelberg games. We solve our POMDP under a limited set of policy options via the centralized training with decentralized execution framework. For the specific case of followers that are modeled as no-regret learners, we solve an array of increasingly complex settings, including problems of indirect mechanism design where there is turn-taking and limited communication by agents. We demonstrate the effectiveness of our training framework through ablation studies. We also give convergence results for no-regret learners to a Bayesian version of a coarse-correlated equilibrium, extending known results to the case of correlated types.


Difference Rewards Policy Gradients

arXiv.org Artificial Intelligence

Policy gradient methods have become one of the most popular classes of algorithms for multi-agent reinforcement learning. A key challenge, however, that is not addressed by many of these methods is multi-agent credit assignment: assessing an agent's contribution to the overall performance, which is crucial for learning good policies. We propose a novel algorithm called Dr.Reinforce that explicitly tackles this by combining difference rewards with policy gradients to allow for learning decentralized policies when the reward function is known. By differencing the reward function directly, Dr.Reinforce avoids difficulties associated with learning the Q-function as done by Counterfactual Multiagent Policy Gradients (COMA), a state-of-the-art difference rewards method. For applications where the reward function is unknown, we show the effectiveness of a version of Dr.Reinforce that learns an additional reward network that is used to estimate the difference rewards.


Real-Time Recurrent Reinforcement Learning

arXiv.org Artificial Intelligence

Recent advances in reinforcement learning, for partially-observable Markov decision processes (POMDPs), rely on the biologically implausible backpropagation through time algorithm (BPTT) to perform gradient-descent optimisation. In this paper we propose a novel reinforcement learning algorithm that makes use of random feedback local online learning (RFLO), a biologically plausible approximation of realtime recurrent learning (RTRL) to compute the gradients of the parameters of a recurrent neural network in an online manner. By combining it with TD($\lambda$), a variant of temporaldifference reinforcement learning with eligibility traces, we create a biologically plausible, recurrent actor-critic algorithm, capable of solving discrete and continuous control tasks in POMDPs. We compare BPTT, RTRL and RFLO as well as different network architectures, and find that RFLO can perform just as well as RTRL while exceeding even BPTT in terms of complexity. The proposed method, called real-time recurrent reinforcement learning (RTRRL), serves as a model of learning in biological neural networks mimicking reward pathways in the mammalian brain.


Sample Efficient Reinforcement Learning in Mixed Systems through Augmented Samples and Its Applications to Queueing Networks

arXiv.org Artificial Intelligence

This paper considers a class of reinforcement learning problems, which involve systems with two types of states: stochastic and pseudo-stochastic. In such systems, stochastic states follow a stochastic transition kernel while the transitions of pseudo-stochastic states are deterministic given the stochastic states/transitions. We refer to such systems as mixed systems, which are widely used in various applications, including manufacturing systems, communication networks, and queueing networks. We propose a sample efficient RL method that accelerates learning by generating augmented data samples. The proposed algorithm is data-driven and learns the policy from data samples from both real and augmented samples. This method significantly improves learning by reducing the sample complexity such that the dataset only needs to have sufficient coverage of the stochastic states. We analyze the sample complexity of the proposed method under Fitted Q Iteration (FQI) and demonstrate that the optimality gap decreases as $\tilde{\mathcal{O}}(\sqrt{{1}/{n}}+\sqrt{{1}/{m}}),$ where $n$ is the number of real samples and $m$ is the number of augmented samples per real sample. It is important to note that without augmented samples, the optimality gap is $\tilde{\mathcal{O}}(1)$ due to insufficient data coverage of the pseudo-stochastic states. Our experimental results on multiple queueing network applications confirm that the proposed method indeed significantly accelerates learning in both deep Q-learning and deep policy gradient.


PLEX: Making the Most of the Available Data for Robotic Manipulation Pretraining

arXiv.org Artificial Intelligence

Transformers [1] have lead to breakthroughs in training large-scale general representations for computer vision (CV) and natural language processing (NLP) [2], enabling zero-shot adaptation and fast finetuning [3]. At the same time, despite impressive progress, transformer-based representations haven't shown the same versatility for robotic manipulation. Some attribute this gap to the lack of suitable training data for robotics [3]. We argue instead that data relevant to training robotic manipulation models is copious but has important structure that most existing training methods ignore and fail to leverage. These insights lead us to propose a novel transformer-based architecture, called PLEX, that is capable of effective learning from realistically available robotic manipulation datasets. We observe that robotics-relevant data falls into three major categories: (1) Video-only data, which contain high-quality and potentially description-annotated demonstrations for an immense variety of tasks but have no explicit action information for a robot to mimic; (2) Data containing matching sequences of percepts and actions, which are less plentiful than pure videos and don't necessarily correspond to meaningful tasks [4], but capture valuable correlations between a robot's actions and changes in the environment and are easy to collect on a given robot; (3) Small sets of high-quality sensorimotor demonstrations for a target task in a target environment. Thus, a scalable model architecture for robotic manipulation must be able to learn primarily from videos, while being extra data-efficient on sensorimotor training sequences and the small amount target demonstrations. PLEX, the PLanning-EXecution architecture we propose, is designed to take advantage of data sources of these types.


Robotic Learning the Sequence of Packing Irregular Objects from Human Demonstrations

arXiv.org Artificial Intelligence

We tackle the challenge of robotic bin packing with irregular objects, such as groceries. Given the diverse physical attributes of these objects and the complex constraints governing their placement and manipulation, employing preprogrammed strategies becomes unfeasible. Our approach is to learn directly from expert demonstrations in order to extract implicit task knowledge and strategies to ensure safe object positioning, efficient use of space, and the generation of human-like behaviors that enhance human-robot trust. We rely on human demonstrations to learn a Markov chain for predicting the object packing sequence for a given set of items and then compare it with human performance. Our experimental results show that the model outperforms human performance by generating sequence predictions that humans classify as human-like more frequently than human-generated sequences. The human demonstrations were collected using our proposed VR platform, BoxED, which is a box packaging environment for simulating real-world objects and scenarios for fast and streamlined data collection with the purpose of teaching robots. We collected data from 43 participants packing a total of 263 boxes with supermarket-like objects, yielding 4644 object manipulations. Our VR platform can be easily adapted to new scenarios and objects, and is publicly available, alongside our dataset, at https://github.com/andrejfsantos4/BoxED.


Unbiased Kinetic Langevin Monte Carlo with Inexact Gradients

arXiv.org Machine Learning

We present an unbiased method for Bayesian posterior means based on kinetic Langevin dynamics that combines advanced splitting methods with enhanced gradient approximations. Our approach avoids Metropolis correction by coupling Markov chains at different discretization levels in a multilevel Monte Carlo approach. Theoretical analysis demonstrates that our proposed estimator is unbiased, attains finite variance, and satisfies a central limit theorem. It can achieve accuracy $\epsilon>0$ for estimating expectations of Lipschitz functions in $d$ dimensions with $\mathcal{O}(d^{1/4}\epsilon^{-2})$ expected gradient evaluations, without assuming warm start. We exhibit similar bounds using both approximate and stochastic gradients, and our method's computational cost is shown to scale logarithmically with the size of the dataset. The proposed method is tested using a multinomial regression problem on the MNIST dataset and a Poisson regression model for soccer scores. Experiments indicate that the number of gradient evaluations per effective sample is independent of dimension, even when using inexact gradients. For product distributions, we give dimension-independent variance bounds. Our results demonstrate that the unbiased algorithm we present can be much more efficient than the ``gold-standard" randomized Hamiltonian Monte Carlo.


Generative learning for nonlinear dynamics

arXiv.org Artificial Intelligence

Modern generative machine learning models demonstrate surprising ability to create realistic outputs far beyond their training data, such as photorealistic artwork, accurate protein structures, or conversational text. These successes suggest that generative models learn to effectively parametrize and sample arbitrarily complex distributions. Beginning half a century ago, foundational works in nonlinear dynamics used tools from information theory to infer properties of chaotic attractors from time series, motivating the development of algorithms for parametrizing chaos in real datasets. In this perspective, we aim to connect these classical works to emerging themes in large-scale generative statistical learning. We first consider classical attractor reconstruction, which mirrors constraints on latent representations learned by state space models of time series. We next revisit early efforts to use symbolic approximations to compare minimal discrete generators underlying complex processes, a problem relevant to modern efforts to distill and interpret black-box statistical models. Emerging interdisciplinary works bridge nonlinear dynamics and learning theory, such as operator-theoretic methods for complex fluid flows, or detection of broken detailed balance in biological datasets. We anticipate that future machine learning techniques may revisit other classical concepts from nonlinear dynamics, such as transinformation decay and complexity-entropy tradeoffs.


LISBET: a self-supervised Transformer model for the automatic segmentation of social behavior motifs

arXiv.org Machine Learning

Social behavior, defined as the process by which individuals act and react in response to others, is crucial for the function of societies and holds profound implications for mental health. To fully grasp the intricacies of social behavior and identify potential therapeutic targets for addressing social deficits, it is essential to understand its core principles. Although machine learning algorithms have made it easier to study specific aspects of complex behavior, current methodologies tend to focus primarily on single-animal behavior. In this study, we introduce LISBET (seLf-supervIsed Social BEhavioral Transformer), a model designed to detect and segment social interactions. Our model eliminates the need for feature selection and extensive human annotation by using self-supervised learning to detect and quantify social behaviors from dynamic body parts tracking data. LISBET can be used in hypothesis-driven mode to automate behavior classification using supervised finetuning, and in discovery-driven mode to segment social behavior motifs using unsupervised learning. We found that motifs recognized using the discovery-driven approach not only closely match the human annotations but also correlate with the electrophysiological activity of dopaminergic neurons in the Ventral Tegmental Area (VTA). We hope LISBET will help the community improve our understanding of social behaviors and their neural underpinnings.