Markov Models
A Survey on Generative Modeling with Limited Data, Few Shots, and Zero Shot
Abdollahzadeh, Milad, Malekzadeh, Touba, Teo, Christopher T. H., Chandrasegaran, Keshigeyan, Liu, Guimeng, Cheung, Ngai-Man
In machine learning, generative modeling aims to learn to generate new data statistically similar to the training data distribution. In this paper, we survey learning generative models under limited data, few shots and zero shot, referred to as Generative Modeling under Data Constraint (GM-DC). This is an important topic when data acquisition is challenging, e.g. healthcare applications. We discuss background, challenges, and propose two taxonomies: one on GM-DC tasks and another on GM-DC approaches. Importantly, we study interactions between different GM-DC tasks and approaches. Furthermore, we highlight research gaps, research trends, and potential avenues for future exploration. Project website: https://gmdc-survey.github.io.
End-to-End Learning of Deep Visuomotor Policy for Needle Picking
Lin, Hongbin, Li, Bin, Chu, Xiangyu, Dou, Qi, Liu, Yunhui, Au, Kwok Wai Samuel
Needle picking is a challenging manipulation task in robot-assisted surgery due to the characteristics of small slender shapes of needles, needles' variations in shapes and sizes, and demands for millimeter-level control. Prior works, heavily relying on the prior of needles (e.g., geometric models), are hard to scale to unseen needles' variations. In this paper, we present the first end-to-end learning method to train deep visuomotor policy for needle picking. Concretely, we propose DreamerfD to maximally leverage demonstrations to improve the learning efficiency of a state-of-the-art model-based reinforcement learning method, DreamerV2; Since Variational Auto-Encoder (VAE) in DreamerV2 is difficult to scale to high-resolution images, we propose Dynamic Spotlight Adaptation to represent control-related visual signals in a low-resolution image space; Virtual Clutch is also proposed to reduce performance degradation due to significant error between prior and posterior encoded states at the beginning of a rollout. We conducted extensive experiments in simulation to evaluate the performance, robustness, in-domain variation adaptation, and effectiveness of individual components of our method. Our method, trained by 8k demonstration timesteps and 140k online policy timesteps, can achieve a remarkable success rate of 80%. Furthermore, our method effectively demonstrated its superiority in generalization to unseen in-domain variations including needle variations and image disturbance, highlighting its robustness and versatility. Codes and videos are available at https://sites.google.com/view/DreamerfD.
A Novel Deep Reinforcement Learning Based Automated Stock Trading System Using Cascaded LSTM Networks
Zou, Jie, Lou, Jiashu, Wang, Baohua, Liu, Sixue
More and more stock trading strategies are constructed using deep reinforcement learning (DRL) algorithms, but DRL methods originally widely used in the gaming community are not directly adaptable to financial data with low signal-to-noise ratios and unevenness, and thus suffer from performance shortcomings. In this paper, to capture the hidden information, we propose a DRL based stock trading system using cascaded LSTM, which first uses LSTM to extract the time-series features from stock daily data, and then the features extracted are fed to the agent for training, while the strategy functions in reinforcement learning also use another LSTM for training. Experiments in DJI in the US market and SSE50 in the Chinese stock market show that our model outperforms previous baseline models in terms of cumulative returns and Sharp ratio, and this advantage is more significant in the Chinese stock market, a merging market. It indicates that our proposed method is a promising way to build a automated stock trading system.
Survey of Human Models for Verification of Human-Machine Systems
Wang, Timothy E., Pinto, Alessandro
We survey the landscape of human operator modeling ranging from the early cognitive models developed in artificial intelligence to more recent formal task models developed for model-checking of human machine interactions. We review human performance modeling and human factors studies in the context of aviation, and models of how the pilot interacts with automation in the cockpit. The purpose of the survey is to assess the applicability of available state-of-the-art models of the human operators for the design, verification and validation of future safety-critical aviation systems that exhibit higher-level of autonomy, but still require human operators in the loop. These systems include the single-pilot aircraft and NextGen air traffic management. We discuss the gaps in existing models and propose future research to address them.
Solution Path of Time-varying Markov Random Fields with Discrete Regularization
We study the problem of inferring sparse time-varying Markov random fields (MRFs) with different discrete and temporal regularizations on the parameters. Due to the intractability of discrete regularization, most approaches for solving this problem rely on the so-called maximum-likelihood estimation (MLE) with relaxed regularization, which neither results in ideal statistical properties nor scale to the dimensions encountered in realistic settings. In this paper, we address these challenges by departing from the MLE paradigm and resorting to a new class of constrained optimization problems with exact, discrete regularization to promote sparsity in the estimated parameters. Despite the nonconvex and discrete nature of our formulation, we show that it can be solved efficiently and parametrically for all sparsity levels. More specifically, we show that the entire solution path of the time-varying MRF for all sparsity levels can be obtained in $\mathcal{O}(pT^3)$, where $T$ is the number of time steps and $p$ is the number of unknown parameters at any given time. The efficient and parametric characterization of the solution path renders our approach highly suitable for cross-validation, where parameter estimation is required for varying regularization values. Despite its simplicity and efficiency, we show that our proposed approach achieves provably small estimation error for different classes of time-varying MRFs, namely Gaussian and discrete MRFs, with as few as one sample per time. Utilizing our algorithm, we can recover the complete solution path for instances of time-varying MRFs featuring over 30 million variables in less than 12 minutes on a standard laptop computer. Our code is available at \url{https://sites.google.com/usc.edu/gomez/data}.
Settling the Sample Complexity of Online Reinforcement Learning
Zhang, Zihan, Chen, Yuxin, Lee, Jason D., Du, Simon S.
A central issue lying at the heart of online reinforcement learning (RL) is data efficiency. While a number of recent works achieved asymptotically minimal regret in online RL, the optimality of these results is only guaranteed in a ``large-sample'' regime, imposing enormous burn-in cost in order for their algorithms to operate optimally. How to achieve minimax-optimal regret without incurring any burn-in cost has been an open problem in RL theory. We settle this problem for the context of finite-horizon inhomogeneous Markov decision processes. Specifically, we prove that a modified version of Monotonic Value Propagation (MVP), a model-based algorithm proposed by \cite{zhang2020reinforcement}, achieves a regret on the order of (modulo log factors) \begin{equation*} \min\big\{ \sqrt{SAH^3K}, \,HK \big\}, \end{equation*} where $S$ is the number of states, $A$ is the number of actions, $H$ is the planning horizon, and $K$ is the total number of episodes. This regret matches the minimax lower bound for the entire range of sample size $K\geq 1$, essentially eliminating any burn-in requirement. It also translates to a PAC sample complexity (i.e., the number of episodes needed to yield $\varepsilon$-accuracy) of $\frac{SAH^3}{\varepsilon^2}$ up to log factor, which is minimax-optimal for the full $\varepsilon$-range. Further, we extend our theory to unveil the influences of problem-dependent quantities like the optimal value/cost and certain variances. The key technical innovation lies in the development of a new regret decomposition strategy and a novel analysis paradigm to decouple complicated statistical dependency -- a long-standing challenge facing the analysis of online RL in the sample-hungry regime.
Group Activity Recognition in Computer Vision: A Comprehensive Review, Challenges, and Future Perspectives
Wang, Chuanchuan, Mohamed, Ahmad Sufril Azlan
Group activity recognition is a hot topic in computer vision. Recognizing activities through group relationships plays a vital role in group activity recognition. It holds practical implications in various scenarios, such as video analysis, surveillance, automatic driving, and understanding social activities. The model's key capabilities encompass efficiently modeling hierarchical relationships within a scene and accurately extracting distinctive spatiotemporal features from groups. Given this technology's extensive applicability, identifying group activities has garnered significant research attention. This work examines the current progress in technology for recognizing group activities, with a specific focus on global interactivity and activities. Firstly, we comprehensively review the pertinent literature and various group activity recognition approaches, from traditional methodologies to the latest methods based on spatial structure, descriptors, non-deep learning, hierarchical recurrent neural networks (HRNN), relationship models, and attention mechanisms. Subsequently, we present the relational network and relational architectures for each module. Thirdly, we investigate methods for recognizing group activity and compare their performance with state-of-the-art technologies. We summarize the existing challenges and provide comprehensive guidance for newcomers to understand group activity recognition. Furthermore, we review emerging perspectives in group activity recognition to explore new directions and possibilities.
Submodular Reinforcement Learning
Prajapat, Manish, Mutný, Mojmír, Zeilinger, Melanie N., Krause, Andreas
In reinforcement learning (RL), rewards of states are typically considered additive, and following the Markov assumption, they are $\textit{independent}$ of states visited previously. In many important applications, such as coverage control, experiment design and informative path planning, rewards naturally have diminishing returns, i.e., their value decreases in light of similar states visited previously. To tackle this, we propose $\textit{submodular RL}$ (SubRL), a paradigm which seeks to optimize more general, non-additive (and history-dependent) rewards modelled via submodular set functions which capture diminishing returns. Unfortunately, in general, even in tabular settings, we show that the resulting optimization problem is hard to approximate. On the other hand, motivated by the success of greedy algorithms in classical submodular optimization, we propose SubPO, a simple policy gradient-based algorithm for SubRL that handles non-additive rewards by greedily maximizing marginal gains. Indeed, under some assumptions on the underlying Markov Decision Process (MDP), SubPO recovers optimal constant factor approximations of submodular bandits. Moreover, we derive a natural policy gradient approach for locally optimizing SubRL instances even in large state- and action- spaces. We showcase the versatility of our approach by applying SubPO to several applications, such as biodiversity monitoring, Bayesian experiment design, informative path planning, and coverage maximization. Our results demonstrate sample efficiency, as well as scalability to high-dimensional state-action spaces.
Diversity Induced Environment Design via Self-Play
Li, Dexun, Li, Wenjun, Varakantham, Pradeep
Recent work on designing an appropriate distribution of environments has shown promise for training effective generally capable agents. Its success is partly because of a form of adaptive curriculum learning that generates environment instances (or levels) at the frontier of the agent's capabilities. However, such an environment design framework often struggles to find effective levels in challenging design spaces and requires costly interactions with the environment. In this paper, we aim to introduce diversity in the Unsupervised Environment Design (UED) framework. Specifically, we propose a task-agnostic method to identify observed/hidden states that are representative of a given level. The outcome of this method is then utilized to characterize the diversity between two levels, which as we show can be crucial to effective performance. In addition, to improve sampling efficiency, we incorporate the self-play technique that allows the environment generator to automatically generate environments that are of great benefit to the training agent. Quantitatively, our approach, Diversity-induced Environment Design via Self-Play (MBeDED), shows compelling performance over existing methods.
Advancing Robot Autonomy for Long-Horizon Tasks
Autonomous robots have real-world applications in diverse fields, such as mobile manipulation and environmental exploration, and many such tasks benefit from a hands-off approach in terms of human user involvement over a long task horizon. However, the level of autonomy achievable by a deployment is limited in part by the problem definition or task specification required by the system. Task specifications often require technical, low-level information that is unintuitive to describe and may result in generic solutions, burdening the user technically both before and after task completion. In this thesis, we aim to advance task specification abstraction toward the goal of increasing robot autonomy in real-world scenarios. We do so by tackling problems that address several different angles of this goal. First, we develop a way for the automatic discovery of optimal transition points between subtasks in the context of constrained mobile manipulation, removing the need for the human to hand-specify these in the task specification. We further propose a way to automatically describe constraints on robot motion by using demonstrated data as opposed to manually-defined constraints. Then, within the context of environmental exploration, we propose a flexible task specification framework, requiring just a set of quantiles of interest from the user that allows the robot to directly suggest locations in the environment for the user to study. We next systematically study the effect of including a robot team in the task specification and show that multirobot teams have the ability to improve performance under certain specification conditions, including enabling inter-robot communication. Finally, we propose methods for a communication protocol that autonomously selects useful but limited information to share with the other robots.