Markov Models
Mastering Autonomous Assembly in Fusion Application with Learning-by-doing: a Peg-in-hole Study
Yin, Ruochen, Wu, Huapeng, Li, Ming, Cheng, Yong, Song, Yuntao, Handroos, Heikki
Robotic peg-in-hole assembly represents a critical area of investigation in robotic automation. The fusion of reinforcement learning (RL) and deep neural networks (DNNs) has yielded remarkable breakthroughs in this field. However, existing RL-based methods grapple with delivering optimal performance under the unique environmental and mission constraints of fusion applications. As a result, we propose an inventively designed RL-based approach. In contrast to alternative methods, our focus centers on enhancing the DNN architecture rather than the RL model. Our strategy receives and integrates data from the RGB camera and force/torque (F/T) sensor, training the agent to execute the peg-in-hole assembly task in a manner akin to human hand-eye coordination. All training and experimentation unfold within a realistic environment, and empirical outcomes demonstrate that this multi-sensor fusion approach excels in rigid peg-in-hole assembly tasks, surpassing the repeatable accuracy of the robotic arm utilized--0.1 mm--in uncertain and unstable conditions.
Efficient Model-Free Exploration in Low-Rank MDPs
Mhammedi, Zakaria, Block, Adam, Foster, Dylan J., Rakhlin, Alexander
A major challenge in reinforcement learning is to develop practical, sample-efficient algorithms for exploration in high-dimensional domains where generalization and function approximation is required. Low-Rank Markov Decision Processes -- where transition probabilities admit a low-rank factorization based on an unknown feature embedding -- offer a simple, yet expressive framework for RL with function approximation, but existing algorithms are either (1) computationally intractable, or (2) reliant upon restrictive statistical assumptions such as latent variable structure, access to model-based function approximation, or reachability. In this work, we propose the first provably sample-efficient algorithm for exploration in Low-Rank MDPs that is both computationally efficient and model-free, allowing for general function approximation and requiring no additional structural assumptions. Our algorithm, VoX, uses the notion of a generalized optimal design for the feature embedding as an efficiently computable basis for exploration, performing efficient optimal design computation by interleaving representation learning and policy optimization. Our analysis -- which is appealingly simple and modular -- carefully combines several techniques, including a new reduction from optimal design computation to policy optimization based on the Frank-Wolfe method, and an improved analysis of a certain minimax representation learning objective found in prior work.
ScriptWorld: Text Based Environment For Learning Procedural Knowledge
Joshi, Abhinav, Ahmad, Areeb, Pandey, Umang, Modi, Ashutosh
Text-based games provide a framework for developing natural language understanding and commonsense knowledge about the world in reinforcement learning based agents. Existing text-based environments often rely on fictional situations and characters to create a gaming framework and are far from real-world scenarios. In this paper, we introduce ScriptWorld: a text-based environment for teaching agents about real-world daily chores and hence imparting commonsense knowledge. To the best of our knowledge, it is the first interactive text-based gaming framework that consists of daily real-world human activities designed using scripts dataset. We provide gaming environments for 10 daily activities and perform a detailed analysis of the proposed environment. We develop RL-based baseline models/agents to play the games in Scriptworld. To understand the role of language models in such environments, we leverage features obtained from pre-trained language models in the RL agents. Our experiments show that prior knowledge obtained from a pre-trained language model helps to solve real-world text-based gaming environments. We release the environment via Github: https://github.com/Exploration-Lab/ScriptWorld
Reinforcement and Deep Reinforcement Learning-based Solutions for Machine Maintenance Planning, Scheduling Policies, and Optimization
Ogunfowora, Oluwaseyi, Najjaran, Homayoun
Systems and machines undergo various failure modes that result in machine health degradation, so maintenance actions are required to restore them back to a state where they can perform their expected functions. Since maintenance tasks are inevitable, maintenance planning is essential to ensure the smooth operations of the production system and other industries at large. Maintenance planning is a decision-making problem that aims at developing optimum maintenance policies and plans that help reduces maintenance costs, extend asset life, maximize their availability, and ultimately ensure workplace safety. Reinforcement learning is a data-driven decision-making algorithm that has been increasingly applied to develop dynamic maintenance plans while leveraging the continuous information from condition monitoring of the system and machine states. By leveraging the condition monitoring data of systems and machines with reinforcement learning, smart maintenance planners can be developed, which is a precursor to achieving a smart factory. This paper presents a literature review on the applications of reinforcement and deep reinforcement learning for maintenance planning and optimization problems. To capture the common ideas without losing touch with the uniqueness of each publication, taxonomies used to categorize the systems were developed, and reviewed publications were highlighted, classified, and summarized based on these taxonomies. Adopted methodologies, findings, and well-defined interpretations of the reviewed studies were summarized in graphical and tabular representations to maximize the utility of the work for both researchers and practitioners. This work also highlights the research gaps, key insights from the literature, and areas for future work.
A Natural Language Processing Approach to Malware Classification
Mehta, Ritik, Jurečková, Olha, Stamp, Mark
Many different machine learning and deep learning techniques have been successfully employed for malware detection and classification. Examples of popular learning techniques in the malware domain include Hidden Markov Models (HMM), Random Forests (RF), Convolutional Neural Networks (CNN), Support Vector Machines (SVM), and Recurrent Neural Networks (RNN) such as Long Short-Term Memory (LSTM) networks. In this research, we consider a hybrid architecture, where HMMs are trained on opcode sequences, and the resulting hidden states of these trained HMMs are used as feature vectors in various classifiers. In this context, extracting the HMM hidden state sequences can be viewed as a form of feature engineering that is somewhat analogous to techniques that are commonly employed in Natural Language Processing (NLP). We find that this NLP-based approach outperforms other popular techniques on a challenging malware dataset, with an HMM-Random Forrest model yielding the best results.
TGRL: An Algorithm for Teacher Guided Reinforcement Learning
Shenfeld, Idan, Hong, Zhang-Wei, Tamar, Aviv, Agrawal, Pulkit
Learning from rewards (i.e., reinforcement learning or RL) and learning to imitate a teacher (i.e., teacher-student learning) are two established approaches for solving sequential decision-making problems. To combine the benefits of these different forms of learning, it is common to train a policy to maximize a combination of reinforcement and teacher-student learning objectives. However, without a principled method to balance these objectives, prior work used heuristics and problem-specific hyperparameter searches to balance the two objectives. We present a $\textit{principled}$ approach, along with an approximate implementation for $\textit{dynamically}$ and $\textit{automatically}$ balancing when to follow the teacher and when to use rewards. The main idea is to adjust the importance of teacher supervision by comparing the agent's performance to the counterfactual scenario of the agent learning without teacher supervision and only from rewards. If using teacher supervision improves performance, the importance of teacher supervision is increased and otherwise it is decreased. Our method, $\textit{Teacher Guided Reinforcement Learning}$ (TGRL), outperforms strong baselines across diverse domains without hyper-parameter tuning.
PCL-Indexability and Whittle Index for Restless Bandits with General Observation Models
In this paper, we consider a general observation model for restless multi-armed bandit problems. The operation of the player needs to be based on certain feedback mechanism that is error-prone due to resource constraints or environmental or intrinsic noises. By establishing a general probabilistic model for dynamics of feedback/observation, we formulate the problem as a restless bandit with a countable belief state space starting from an arbitrary initial belief (a priori information). We apply the achievable region method with partial conservation law (PCL) to the infinite-state problem and analyze its indexability and priority index (Whittle index). Finally, we propose an approximation process to transform the problem into which the AG algorithm of Ni\~no-Mora and Bertsimas for finite-state problems can be applied to. Numerical experiments show that our algorithm has an excellent performance.
Efficient Semiring-Weighted Earley Parsing
Opedal, Andreas, Zmigrod, Ran, Vieira, Tim, Cotterell, Ryan, Eisner, Jason
This paper provides a reference description, in the form of a deduction system, of Earley's (1970) context-free parsing algorithm with various speed-ups. Our presentation includes a known worst-case runtime improvement from Earley's $O (N^3|G||R|)$, which is unworkable for the large grammars that arise in natural language processing, to $O (N^3|G|)$, which matches the runtime of CKY on a binarized version of the grammar $G$. Here $N$ is the length of the sentence, $|R|$ is the number of productions in $G$, and $|G|$ is the total length of those productions. We also provide a version that achieves runtime of $O (N^3|M|)$ with $|M| \leq |G|$ when the grammar is represented compactly as a single finite-state automaton $M$ (this is partly novel). We carefully treat the generalization to semiring-weighted deduction, preprocessing the grammar like Stolcke (1995) to eliminate deduction cycles, and further generalize Stolcke's method to compute the weights of sentence prefixes. We also provide implementation details for efficient execution, ensuring that on a preprocessed grammar, the semiring-weighted versions of our methods have the same asymptotic runtime and space requirements as the unweighted methods, including sub-cubic runtime on some grammars.
Sample-Efficient Learning of POMDPs with Multiple Observations In Hindsight
Guo, Jiacheng, Chen, Minshuo, Wang, Huan, Xiong, Caiming, Wang, Mengdi, Bai, Yu
This paper studies the sample-efficiency of learning in Partially Observable Markov Decision Processes (POMDPs), a challenging problem in reinforcement learning that is known to be exponentially hard in the worst-case. Motivated by real-world settings such as loading in game playing, we propose an enhanced feedback model called ``multiple observations in hindsight'', where after each episode of interaction with the POMDP, the learner may collect multiple additional observations emitted from the encountered latent states, but may not observe the latent states themselves. We show that sample-efficient learning under this feedback model is possible for two new subclasses of POMDPs: \emph{multi-observation revealing POMDPs} and \emph{distinguishable POMDPs}. Both subclasses generalize and substantially relax \emph{revealing POMDPs} -- a widely studied subclass for which sample-efficient learning is possible under standard trajectory feedback. Notably, distinguishable POMDPs only require the emission distributions from different latent states to be \emph{different} instead of \emph{linearly independent} as required in revealing POMDPs.
A Study on Multirobot Quantile Estimation in Natural Environments
Fernández, Isabel M. Rayas, Denniston, Christopher E., Sukhatme, Gaurav S.
Quantiles of a natural phenomena can provide scientists with an important understanding of different spreads of concentrations. When there are several available robots, it may be advantageous to pool resources in a collaborative way to improve performance. A multirobot team can be difficult to practically bring together and coordinate. To this end, we present a study across several axes of the impact of using multiple robots to estimate quantiles of a distribution of interest using an informative path planning formulation. We measure quantile estimation accuracy with increasing team size to understand what benefits result from a multirobot approach in a drone exploration task of analyzing the algae concentration in lakes. We additionally perform an analysis on several parameters, including the spread of robot initial positions, the planning budget, and inter-robot communication, and find that while using more robots generally results in lower estimation error, this benefit is achieved under certain conditions. We present our findings in the context of real field robotic applications and discuss the implications of the results and interesting directions for future work.