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 Markov Models


Sign Languague Recognition without frame-sequencing constraints: A proof of concept on the Argentinian Sign Language

arXiv.org Artificial Intelligence

Automatic sign language recognition (SLR) is an important topic within the areas of human-computer interaction and machine learning. On the one hand, it poses a complex challenge that requires the intervention of various knowledge areas, such as video processing, image processing, intelligent systems and linguistics. On the other hand, robust recognition of sign language could assist in the translation process and the integration of hearing-impaired people, as well as the teaching of sign language for the hearing population. SLR systems usually employ Hidden Markov Models, Dynamic Time Warping or similar models to recognize signs. Such techniques exploit the sequential ordering of frames to reduce the number of hypothesis. This paper presents a general probabilistic model for sign classification that combines sub-classifiers based on different types of features such as position, movement and handshape. The model employs a bag-of-words approach in all classification steps, to explore the hypothesis that ordering is not essential for recognition. The proposed model achieved an accuracy rate of 97% on an Argentinian Sign Language dataset containing 64 classes of signs and 3200 samples, providing some evidence that indeed recognition without ordering is possible.


Strategic Abilities of Forgetful Agents in Stochastic Environments

arXiv.org Artificial Intelligence

In this paper, we investigate the probabilistic variants of the strategy logics ATL and ATL* under imperfect information. Specifically, we present novel decidability and complexity results when the model transitions are stochastic and agents play uniform strategies. That is, the semantics of the logics are based on multi-agent, stochastic transition systems with imperfect information, which combine two sources of uncertainty, namely, the partial observability agents have on the environment, and the likelihood of transitions to occur from a system state. Since the model checking problem is undecidable in general in this setting, we restrict our attention to agents with memoryless (positional) strategies. The resulting setting captures the situation in which agents have qualitative uncertainty of the local state and quantitative uncertainty about the occurrence of future events. We illustrate the usefulness of this setting with meaningful examples.


Efficient Reinforcement Learning with Impaired Observability: Learning to Act with Delayed and Missing State Observations

arXiv.org Artificial Intelligence

In real-world reinforcement learning (RL) systems, various forms of {\it impaired observability} can complicate matters. These situations arise when an agent is unable to observe the most recent state of the system due to latency or lossy channels, yet the agent must still make real-time decisions. This paper introduces a theoretical investigation into efficient RL in control systems where agents must act with delayed and missing state observations. We present algorithms and establish near-optimal regret upper and lower bounds, of the form $\tilde{\mathcal{O}}(\sqrt{{\rm poly}(H) SAK})$, for RL in the delayed and missing observation settings. Here $S$ and $A$ are the sizes of state and action spaces, $H$ is the time horizon and $K$ is the number of episodes. Despite impaired observability posing significant challenges to the policy class and planning, our results demonstrate that learning remains efficient, with the regret bound optimally depending on the state-action size of the original system. Additionally, we provide a characterization of the performance of the optimal policy under impaired observability, comparing it to the optimal value obtained with full observability. Numerical results are provided to support our theory.


Efficient Diffusion Policies for Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) aims to learn optimal policies from offline datasets, where the parameterization of policies is crucial but often overlooked. Recently, Diffsuion-QL significantly boosts the performance of offline RL by representing a policy with a diffusion model, whose success relies on a parametrized Markov Chain with hundreds of steps for sampling. However, Diffusion-QL suffers from two critical limitations. 1) It is computationally inefficient to forward and backward through the whole Markov chain during training. 2) It is incompatible with maximum likelihood-based RL algorithms (e.g., policy gradient methods) as the likelihood of diffusion models is intractable. Therefore, we propose efficient diffusion policy (EDP) to overcome these two challenges. EDP approximately constructs actions from corrupted ones at training to avoid running the sampling chain. We conduct extensive experiments on the D4RL benchmark. The results show that EDP can reduce the diffusion policy training time from 5 days to 5 hours on gym-locomotion tasks. Moreover, we show that EDP is compatible with various offline RL algorithms (TD3, CRR, and IQL) and achieves new state-of-the-art on D4RL by large margins over previous methods. Our code is available at https://github.com/sail-sg/edp.


Pre-training Contextualized World Models with In-the-wild Videos for Reinforcement Learning

arXiv.org Artificial Intelligence

Unsupervised pre-training methods utilizing large and diverse datasets have achieved tremendous success across a range of domains. Recent work has investigated such unsupervised pre-training methods for model-based reinforcement learning (MBRL) but is limited to domain-specific or simulated data. In this paper, we study the problem of pre-training world models with abundant in-the-wild videos for efficient learning of downstream visual control tasks. However, in-the-wild videos are complicated with various contextual factors, such as intricate backgrounds and textured appearance, which precludes a world model from extracting shared world knowledge to generalize better. To tackle this issue, we introduce Contextualized World Models (ContextWM) that explicitly separate context and dynamics modeling to overcome the complexity and diversity of in-the-wild videos and facilitate knowledge transfer between distinct scenes. Specifically, a contextualized extension of the latent dynamics model is elaborately realized by incorporating a context encoder to retain contextual information and empower the image decoder, which encourages the latent dynamics model to concentrate on essential temporal variations. Our experiments show that in-the-wild video pre-training equipped with ContextWM can significantly improve the sample efficiency of MBRL in various domains, including robotic manipulation, locomotion, and autonomous driving. Code is available at this repository: https://github.com/thuml/ContextWM.


The Wasserstein Believer: Learning Belief Updates for Partially Observable Environments through Reliable Latent Space Models

arXiv.org Artificial Intelligence

Partially Observable Markov Decision Processes (POMDPs) are used to model environments where the full state cannot be perceived by an agent. As such the agent needs to reason taking into account the past observations and actions. However, simply remembering the full history is generally intractable due to the exponential growth in the history space. Maintaining a probability distribution that models the belief over what the true state is can be used as a sufficient statistic of the history, but its computation requires access to the model of the environment and is often intractable. While SOTA algorithms use Recurrent Neural Networks to compress the observation-action history aiming to learn a sufficient statistic, they lack guarantees of success and can lead to sub-optimal policies. To overcome this, we propose the Wasserstein Belief Updater, an RL algorithm that learns a latent model of the POMDP and an approximation of the belief update. Our approach comes with theoretical guarantees on the quality of our approximation ensuring that our outputted beliefs allow for learning the optimal value function.


No-Regret Online Reinforcement Learning with Adversarial Losses and Transitions

arXiv.org Machine Learning

Existing online learning algorithms for adversarial Markov Decision Processes achieve ${O}(\sqrt{T})$ regret after $T$ rounds of interactions even if the loss functions are chosen arbitrarily by an adversary, with the caveat that the transition function has to be fixed. This is because it has been shown that adversarial transition functions make no-regret learning impossible. Despite such impossibility results, in this work, we develop algorithms that can handle both adversarial losses and adversarial transitions, with regret increasing smoothly in the degree of maliciousness of the adversary. More concretely, we first propose an algorithm that enjoys $\widetilde{{O}}(\sqrt{T} + C^{\textsf{P}})$ regret where $C^{\textsf{P}}$ measures how adversarial the transition functions are and can be at most ${O}(T)$. While this algorithm itself requires knowledge of $C^{\textsf{P}}$, we further develop a black-box reduction approach that removes this requirement. Moreover, we also show that further refinements of the algorithm not only maintains the same regret bound, but also simultaneously adapts to easier environments (where losses are generated in a certain stochastically constrained manner as in Jin et al. [2021]) and achieves $\widetilde{{O}}(U + \sqrt{UC^{\textsf{L}}} + C^{\textsf{P}})$ regret, where $U$ is some standard gap-dependent coefficient and $C^{\textsf{L}}$ is the amount of corruption on losses.


Maximize to Explore: One Objective Function Fusing Estimation, Planning, and Exploration

arXiv.org Machine Learning

In online reinforcement learning (online RL), balancing exploration and exploitation is crucial for finding an optimal policy in a sample-efficient way. To achieve this, existing sample-efficient online RL algorithms typically consist of three components: estimation, planning, and exploration. However, in order to cope with general function approximators, most of them involve impractical algorithmic components to incentivize exploration, such as optimization within data-dependent level-sets or complicated sampling procedures. To address this challenge, we propose an easy-to-implement RL framework called \textit{Maximize to Explore} (\texttt{MEX}), which only needs to optimize \emph{unconstrainedly} a single objective that integrates the estimation and planning components while balancing exploration and exploitation automatically. Theoretically, we prove that \texttt{MEX} achieves a sublinear regret with general function approximations for Markov decision processes (MDP) and is further extendable to two-player zero-sum Markov games (MG). Meanwhile, we adapt deep RL baselines to design practical versions of \texttt{MEX}, in both model-free and model-based manners, which can outperform baselines by a stable margin in various MuJoCo environments with sparse rewards. Compared with existing sample-efficient online RL algorithms with general function approximations, \texttt{MEX} achieves similar sample efficiency while enjoying a lower computational cost and is more compatible with modern deep RL methods.


Monte Carlo guided Diffusion for Bayesian linear inverse problems

arXiv.org Machine Learning

Ill-posed linear inverse problems arise frequently in various applications, from computational photography to medical imaging. A recent line of research exploits Bayesian inference with informative priors to handle the ill-posedness of such problems. Amongst such priors, score-based generative models (SGM) have recently been successfully applied to several different inverse problems. In this study, we exploit the particular structure of the prior defined by the SGM to define a sequence of intermediate linear inverse problems. As the noise level decreases, the posteriors of these inverse problems get closer to the target posterior of the original inverse problem. To sample from this sequence of posteriors, we propose the use of Sequential Monte Carlo (SMC) methods. The proposed algorithm, MCGDiff, is shown to be theoretically grounded and we provide numerical simulations showing that it outperforms competing baselines when dealing with ill-posed inverse problems in a Bayesian setting.


Coreset Markov Chain Monte Carlo

arXiv.org Machine Learning

A Bayesian coreset is a small, weighted subset of data that replaces the full dataset during inference in order to reduce computational cost. However, state of the art methods for tuning coreset weights are expensive, require nontrivial user input, and impose constraints on the model. In this work, we propose a new method -- Coreset MCMC -- that simulates a Markov chain targeting the coreset posterior, while simultaneously updating the coreset weights using those same draws. Coreset MCMC is simple to implement and tune, and can be used with any existing MCMC kernel. We analyze Coreset MCMC in a representative setting to obtain key insights about the convergence behaviour of the method. Empirical results demonstrate that Coreset MCMC provides higher quality posterior approximations and reduced computational cost compared with other coreset construction methods. Further, compared with other general subsampling MCMC methods, we find that Coreset MCMC has a higher sampling efficiency with competitively accurate posterior approximations.