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Dealing with Sparse Rewards Using Graph Neural Networks

arXiv.org Artificial Intelligence

Reinforcement learning is a machine learning paradigm where an artificial agent learns the optimal behavior through interactions with a dynamic environment. Goals and purposes are explained to the agent via a scalar reward signal it receives after each interaction. Throughout the training process, the agent infers the behavior that maximizes cumulative reward, also called the return. To succeed in this task, the agent needs to explore the environment to understand which states and actions yield high rewards. On the other hand, the agent also has to exploit the rewards it has already received to adapt its behavior. This problem is known as the exploration and exploitation trade-off. This work was supported in part on Section 2 by the Strategic Project "Digital Business" within the framework of the Strategic Academic Leadership Program "Priority 2030" at the National University of Science and Technology (NUST) MISiS, in part by the Basic Research Program at the National Research University Higher School of Economics (HSE University), and in part by the Computational Resources of HPC Facilities at HSE University.


Path convergence of Markov chains on large graphs

arXiv.org Machine Learning

We consider two classes of natural stochastic processes on finite unlabeled graphs. These are Euclidean stochastic optimization algorithms on the adjacency matrix of weighted graphs and a modified version of the Metropolis MCMC algorithm on stochastic block models over unweighted graphs. In both cases we show that, as the size of the graph goes to infinity, the random trajectories of the stochastic processes converge to deterministic curves on the space of measure-valued graphons. Measure-valued graphons, introduced by Lov\'{a}sz and Szegedy in \cite{lovasz2010decorated}, are a refinement of the concept of graphons that can distinguish between two infinite exchangeable arrays that give rise to the same graphon limit. We introduce new metrics on this space which provide us with a natural notion of convergence for our limit theorems. This notion is equivalent to the convergence of infinite-exchangeable arrays. Under suitable assumptions and a specified time-scaling, the Metropolis chain admits a diffusion limit as the number of vertices go to infinity. We then demonstrate that, in an appropriately formulated zero-noise limit, the stochastic process of adjacency matrices of this diffusion converges to a deterministic gradient flow curve on the space of graphons introduced in\cite{Oh2023}. A novel feature of this approach is that it provides a precise exponential convergence rate for the Metropolis chain in a certain limiting regime. The connection between a natural Metropolis chain commonly used in exponential random graph models and gradient flows on graphons, to the best of our knowledge, is new in the literature as well.


Digital Twins in Wind Energy: Emerging Technologies and Industry-Informed Future Directions

arXiv.org Artificial Intelligence

This article presents a comprehensive overview of the digital twin technology and its capability levels, with a specific focus on its applications in the wind energy industry. It consolidates the definitions of digital twin and its capability levels on a scale from 0-5; 0-standalone, 1-descriptive, 2-diagnostic, 3-predictive, 4-prescriptive, 5-autonomous. It then, from an industrial perspective, identifies the current state of the art and research needs in the wind energy sector. The article proposes approaches to the identified challenges from the perspective of research institutes and offers a set of recommendations for diverse stakeholders to facilitate the acceptance of the technology. The contribution of this article lies in its synthesis of the current state of knowledge and its identification of future research needs and challenges from an industry perspective, ultimately providing a roadmap for future research and development in the field of digital twin and its applications in the wind energy industry.


Inferring Inference

arXiv.org Artificial Intelligence

Patterns of microcircuitry suggest that the brain has an array of repeated canonical computational units. Yet neural representations are distributed, so the relevant computations may only be related indirectly to single-neuron transformations. It thus remains an open challenge how to define canonical distributed computations. We integrate normative and algorithmic theories of neural computation into a mathematical framework for inferring canonical distributed computations from large-scale neural activity patterns. At the normative level, we hypothesize that the brain creates a structured internal model of its environment, positing latent causes that explain its sensory inputs, and uses those sensory inputs to infer the latent causes. At the algorithmic level, we propose that this inference process is a nonlinear message-passing algorithm on a graph-structured model of the world. Given a time series of neural activity during a perceptual inference task, our framework finds (i) the neural representation of relevant latent variables, (ii) interactions between these variables that define the brain's internal model of the world, and (iii) message-functions specifying the inference algorithm. These targeted computational properties are then statistically distinguishable due to the symmetries inherent in any canonical computation, up to a global transformation. As a demonstration, we simulate recordings for a model brain that implicitly implements an approximate inference algorithm on a probabilistic graphical model. Given its external inputs and noisy neural activity, we recover the latent variables, their neural representation and dynamics, and canonical message-functions. We highlight features of experimental design needed to successfully extract canonical computations from neural data. Overall, this framework provides a new tool for discovering interpretable structure in neural recordings.


LLaMA Rider: Spurring Large Language Models to Explore the Open World

arXiv.org Artificial Intelligence

Recently, various studies have leveraged Large Language Models (LLMs) to help decision-making and planning in environments, and try to align the LLMs' knowledge with the world conditions. Nonetheless, the capacity of LLMs to continuously acquire environmental knowledge and adapt in an open world remains uncertain. In this paper, we propose an approach to spur LLMs to explore the open world, gather experiences, and learn to improve their task-solving capabilities. In this approach, a multi-round feedback-revision mechanism is utilized to encourage LLMs to actively select appropriate revision actions guided by feedback information from the environment. This facilitates exploration and enhances the model's performance. Besides, we integrate sub-task relabeling to assist LLMs in maintaining consistency in sub-task planning and help the model learn the combinatorial nature between tasks, enabling it to complete a wider range of tasks through training based on the acquired exploration experiences. By evaluation in Minecraft, an open-ended sandbox world, we demonstrate that our approach LLaMA-Rider enhances the efficiency of the LLM in exploring the environment, and effectively improves the LLM's ability to accomplish more tasks through finetuning with merely 1.3k instances of collected data, showing minimal training costs compared to the baseline using reinforcement learning. Recently, significant advancements and successes have been achieved in the performance of Large Language Models (LLMs) in attaining human-like intelligence (OpenAI, 2023). Given the powerful capability of LLMs, many research works have started utilizing their abilities to assist intelligent agents in decision-making in the environments (Yao et al., 2023; Huang et al., 2022a; Li et al., 2022; Singh et al., 2023), and have found that LLMs possess a certain level of abilities for planning and accomplishing various tasks (Wang et al., 2023b). However, the knowledge that LLMs rely on comes from the language corpus used during pre-training, and there may be discrepancies between this knowledge and specific environments (Ahn et al., 2022). To ground LLMs to environments, some studies design Figure 1. Spurring LLaMA to explore specific mechanisms through prompt engineering to provide the open world. However, LLMs do not improve or acquire new knowledge in environments.


Learning Coverage Paths in Unknown Environments with Reinforcement Learning

arXiv.org Artificial Intelligence

Coverage path planning (CPP) is the problem of finding a path that covers the entire free space of a confined area, with applications ranging from robotic lawn mowing and vacuum cleaning, to demining and search-and-rescue tasks. While offline methods can find provably complete, and in some cases optimal, paths for known environments, their value is limited in online scenarios where the environment is not known beforehand. In this case, the path needs to be planned online while mapping the environment. We investigate how suitable reinforcement learning is for this challenging problem, and analyze the involved components required to efficiently learn coverage paths, such as action space, input feature representation, neural network architecture, and reward function. Compared to existing classical methods, this approach allows for a flexible path space, and enables the agent to adapt to specific environment dynamics. In addition to local sensory inputs for acting on short-term obstacle detections, we propose to use egocentric maps in multiple scales based on frontiers. This allows the agent to plan a long-term path in large-scale environments with feasible computational and memory complexity. Furthermore, we propose a novel total variation reward term for guiding the agent not to leave small holes of non-covered free space. To validate the effectiveness of our approach, we perform extensive experiments in simulation with a 2D ranging sensor on different variations of the CPP problem, surpassing the performance of both previous RL-based approaches and highly specialized methods.


Computing Marginal and Conditional Divergences between Decomposable Models with Applications

arXiv.org Machine Learning

The ability to compute the exact divergence between two high-dimensional distributions is useful in many applications but doing so naively is intractable. Computing the alpha-beta divergence -- a family of divergences that includes the Kullback-Leibler divergence and Hellinger distance -- between the joint distribution of two decomposable models, i.e chordal Markov networks, can be done in time exponential in the treewidth of these models. However, reducing the dissimilarity between two high-dimensional objects to a single scalar value can be uninformative. Furthermore, in applications such as supervised learning, the divergence over a conditional distribution might be of more interest. Therefore, we propose an approach to compute the exact alpha-beta divergence between any marginal or conditional distribution of two decomposable models. Doing so tractably is non-trivial as we need to decompose the divergence between these distributions and therefore, require a decomposition over the marginal and conditional distributions of these models. Consequently, we provide such a decomposition and also extend existing work to compute the marginal and conditional alpha-beta divergence between these decompositions. We then show how our method can be used to analyze distributional changes by first applying it to a benchmark image dataset. Finally, based on our framework, we propose a novel way to quantify the error in contemporary superconducting quantum computers. Code for all experiments is available at: https://lklee.dev/pub/2023-icdm/code


Impact of multi-armed bandit strategies on deep recurrent reinforcement learning

arXiv.org Machine Learning

Incomplete knowledge of the environment leads an agent to make decisions under uncertainty. One of the major dilemmas in Reinforcement Learning (RL) where an autonomous agent has to balance two contrasting needs in making its decisions is: exploiting the current knowledge of the environment to maximize the cumulative reward as well as exploring actions that allow improving the knowledge of the environment, hopefully leading to higher reward values (exploration-exploitation trade-off). Concurrently, another relevant issue regards the full observability of the states, which may not be assumed in all applications. Such as when only 2D images are considered as input in a RL approach used for finding the optimal action within a 3D simulation environment. In this work, we address these issues by deploying and testing several techniques to balance exploration and exploitation trade-off on partially observable systems for predicting steering wheels in autonomous driving scenario. More precisely, the final aim is to investigate the effects of using both stochastic and deterministic multi-armed bandit strategies coupled with a Deep Recurrent Q-Network. Additionally, we adapted and evaluated the impact of an innovative method to improve the learning phase of the underlying Convolutional Recurrent Neural Network. We aim to show that adaptive stochastic methods for exploration better approximate the trade-off between exploration and exploitation as, in general, Softmax and Max-Boltzmann strategies are able to outperform epsilon-greedy techniques.


Learning Collaborative Information Dissemination with Graph-based Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

In modern communication systems, efficient and reliable information dissemination is crucial for supporting critical operations across domains like disaster response, autonomous vehicles, and sensor networks. This paper introduces a Multi-Agent Reinforcement Learning (MARL) approach as a significant step forward in achieving more decentralized, efficient, and collaborative solutions. We propose a Partially Observable Stochastic Game (POSG) formulation for information dissemination empowering each agent to decide on message forwarding independently, based on their one-hop neighborhood. This constitutes a significant paradigm shift from traditional heuristics based on Multi-Point Relay (MPR) selection. Our approach harnesses Graph Convolutional Reinforcement Learning, employing Graph Attention Networks (GAT) with dynamic attention to capture essential network features. We propose two approaches, L-DGN and HL-DGN, which differ in the information that is exchanged among agents. We evaluate the performance of our decentralized approaches, by comparing them with a widely-used MPR heuristic, and we show that our trained policies are able to efficiently cover the network while bypassing the MPR set selection process. Our approach is a first step toward supporting the resilience of real-world broadcast communication infrastructures via learned, collaborative information dissemination.


A Simple Way to Incorporate Novelty Detection in World Models

arXiv.org Artificial Intelligence

Reinforcement learning (RL) using world models has found significant recent successes. However, when a sudden change to world mechanics or properties occurs then agent performance and reliability can dramatically decline. We refer to the sudden change in visual properties or state transitions as {\em novelties}. Implementing novelty detection within generated world model frameworks is a crucial task for protecting the agent when deployed. In this paper, we propose straightforward bounding approaches to incorporate novelty detection into world model RL agents, by utilizing the misalignment of the world model's hallucinated states and the true observed states as an anomaly score. We first provide an ontology of novelty detection relevant to sequential decision making, then we provide effective approaches to detecting novelties in a distribution of transitions learned by an agent in a world model. Finally, we show the advantage of our work in a novel environment compared to traditional machine learning novelty detection methods as well as currently accepted RL focused novelty detection algorithms.