Markov Models
Bayesian Active Learning for Discrete Latent Variable Models
Jha, Aditi, Ashwood, Zoe C., Pillow, Jonathan W.
Active learning seeks to reduce the amount of data required to fit the parameters of a model, thus forming an important class of techniques in modern machine learning. However, past work on active learning has largely overlooked latent variable models, which play a vital role in neuroscience, psychology, and a variety of other engineering and scientific disciplines. Here we address this gap by proposing a novel framework for maximum-mutual-information input selection for discrete latent variable regression models. We first apply our method to a class of models known as "mixtures of linear regressions" (MLR). While it is well known that active learning confers no advantage for linear-Gaussian regression models, we use Fisher information to show analytically that active learning can nevertheless achieve large gains for mixtures of such models, and we validate this improvement using both simulations and real-world data. We then consider a powerful class of temporally structured latent variable models given by a Hidden Markov Model (HMM) with generalized linear model (GLM) observations, which has recently been used to identify discrete states from animal decision-making data. We show that our method substantially reduces the amount of data needed to fit GLM-HMM, and outperforms a variety of approximate methods based on variational and amortized inference. Infomax learning for latent variable models thus offers a powerful for characterizing temporally structured latent states, with a wide variety of applications in neuroscience and beyond.
Contextualize Me -- The Case for Context in Reinforcement Learning
Benjamins, Carolin, Eimer, Theresa, Schubert, Frederik, Mohan, Aditya, Dรถhler, Sebastian, Biedenkapp, Andrรฉ, Rosenhahn, Bodo, Hutter, Frank, Lindauer, Marius
While Reinforcement Learning ( RL) has made great strides towards solving increasingly complicated problems, many algorithms are still brittle to even slight environmental changes. Contextual Reinforcement Learning (cRL) provides a framework to model such changes in a principled manner, thereby enabling flexible, precise and interpretable task specification and generation. Our goal is to show how the framework of cRL contributes to improving zero-shot generalization in RL through meaningful benchmarks and structured reasoning about generalization tasks. We confirm the insight that optimal behavior in cRL requires context information, as in other related areas of partial observability. To empirically validate this in the cRL framework, we provide various context-extended versions of common RL environments. They are part of the first benchmark library, CARL, designed for generalization based on cRL extensions of popular benchmarks, which we propose as a testbed to further study general agents. We show that in the contextual setting, even simple RL environments become challenging - and that naive solutions are not enough to generalize across complex context spaces.
Is novelty predictable?
Fannjiang, Clara, Listgarten, Jennifer
Machine learning-based design has gained traction in the sciences, most notably in the design of small molecules, materials, and proteins, with societal implications spanning drug development and manufacturing, plastic degradation, and carbon sequestration. When designing objects to achieve novel property values with machine learning, one faces a fundamental challenge: how to push past the frontier of current knowledge, distilled from the training data into the model, in a manner that rationally controls the risk of failure. If one trusts learned models too much in extrapolation, one is likely to design rubbish. In contrast, if one does not extrapolate, one cannot find novelty. Herein, we ponder how one might strike a useful balance between these two extremes. We focus in particular on designing proteins with novel property values, although much of our discussion addresses machine learning-based design more broadly.
A Survey on Causal Reinforcement Learning
Zeng, Yan, Cai, Ruichu, Sun, Fuchun, Huang, Libo, Hao, Zhifeng
While Reinforcement Learning (RL) achieves tremendous success in sequential decision-making problems of many domains, it still faces key challenges of data inefficiency and the lack of interpretability. Interestingly, many researchers have leveraged insights from the causality literature recently, bringing forth flourishing works to unify the merits of causality and address well the challenges from RL. As such, it is of great necessity and significance to collate these Causal Reinforcement Learning (CRL) works, offer a review of CRL methods, and investigate the potential functionality from causality toward RL. In particular, we divide existing CRL approaches into two categories according to whether their causality-based information is given in advance or not. We further analyze each category in terms of the formalization of different models, ranging from the Markov Decision Process (MDP), Partially Observed Markov Decision Process (POMDP), Multi-Arm Bandits (MAB), and Dynamic Treatment Regime (DTR). Moreover, we summarize the evaluation matrices and open sources while we discuss emerging applications, along with promising prospects for the future development of CRL.
Towards Learning Discrete Representations via Self-Supervision for Wearables-Based Human Activity Recognition
Haresamudram, Harish, Essa, Irfan, Ploetz, Thomas
Human activity recognition (HAR) in wearable computing is typically based on direct processing of sensor data. Sensor readings are translated into representations, either derived through dedicated preprocessing, or integrated into end-to-end learning. Independent of their origin, for the vast majority of contemporary HAR, those representations are typically continuous in nature. That has not always been the case. In the early days of HAR, discretization approaches have been explored - primarily motivated by the desire to minimize computational requirements, but also with a view on applications beyond mere recognition, such as, activity discovery, fingerprinting, or large-scale search. Those traditional discretization approaches, however, suffer from substantial loss in precision and resolution in the resulting representations with detrimental effects on downstream tasks. Times have changed and in this paper we propose a return to discretized representations. We adopt and apply recent advancements in Vector Quantization (VQ) to wearables applications, which enables us to directly learn a mapping between short spans of sensor data and a codebook of vectors, resulting in recognition performance that is generally on par with their contemporary, continuous counterparts - sometimes surpassing them. Therefore, this work presents a proof-of-concept for demonstrating how effective discrete representations can be derived, enabling applications beyond mere activity classification but also opening up the field to advanced tools for the analysis of symbolic sequences, as they are known, for example, from domains such as natural language processing. Based on an extensive experimental evaluation on a suite of wearables-based benchmark HAR tasks, we demonstrate the potential of our learned discretization scheme and discuss how discretized sensor data analysis can lead to substantial changes in HAR.
Augmented Modular Reinforcement Learning based on Heterogeneous Knowledge
In order to mitigate some of the inefficiencies of Reinforcement Learning (RL), modular approaches composing different decision-making policies to derive agents capable of performing a variety of tasks have been proposed. The modules at the basis of these architectures are generally reusable, also allowing for "plug-and-play" integration. However, such solutions still lack the ability to process and integrate multiple types of information (knowledge), such as rules, sub-goals, and skills. We propose Augmented Modular Reinforcement Learning (AMRL) to address these limitations. This new framework uses an arbitrator to select heterogeneous modules and seamlessly incorporate different types of knowledge. Additionally, we introduce a variation of the selection mechanism, namely the Memory-Augmented Arbitrator, which adds the capability of exploiting temporal information. We evaluate the proposed mechanisms on established as well as new environments and benchmark them against prominent deep RL algorithms. Our results demonstrate the performance improvements that can be achieved by augmenting traditional modular RL with other forms of heterogeneous knowledge.
Delphic Offline Reinforcement Learning under Nonidentifiable Hidden Confounding
Pace, Alizรฉe, Yรจche, Hugo, Schรถlkopf, Bernhard, Rรคtsch, Gunnar, Tennenholtz, Guy
A prominent challenge of offline reinforcement learning (RL) is the issue of hidden confounding: unobserved variables may influence both the actions taken by the agent and the observed outcomes. Hidden confounding can compromise the validity of any causal conclusion drawn from data and presents a major obstacle to effective offline RL. In the present paper, we tackle the problem of hidden confounding in the nonidentifiable setting. We propose a definition of uncertainty due to hidden confounding bias, termed delphic uncertainty, which uses variation over world models compatible with the observations, and differentiate it from the well-known epistemic and aleatoric uncertainties. We derive a practical method for estimating the three types of uncertainties, and construct a pessimistic offline RL algorithm to account for them. Our method does not assume identifiability of the unobserved confounders, and attempts to reduce the amount of confounding bias. We demonstrate through extensive experiments and ablations the efficacy of our approach on a sepsis management benchmark, as well as on electronic health records. Our results suggest that nonidentifiable hidden confounding bias can be mitigated to improve offline RL solutions in practice.
Normalization Enhances Generalization in Visual Reinforcement Learning
Li, Lu, Lyu, Jiafei, Ma, Guozheng, Wang, Zilin, Yang, Zhenjie, Li, Xiu, Li, Zhiheng
Recent advances in visual reinforcement learning (RL) have led to impressive success in handling complex tasks. However, these methods have demonstrated limited generalization capability to visual disturbances, which poses a significant challenge for their real-world application and adaptability. Though normalization techniques have demonstrated huge success in supervised and unsupervised learning, their applications in visual RL are still scarce. In this paper, we explore the potential benefits of integrating normalization into visual RL methods with respect to generalization performance. We find that, perhaps surprisingly, incorporating suitable normalization techniques is sufficient to enhance the generalization capabilities, without any additional special design. We utilize the combination of two normalization techniques, CrossNorm and SelfNorm, for generalizable visual RL. Extensive experiments are conducted on DMControl Generalization Benchmark and CARLA to validate the effectiveness of our method. We show that our method significantly improves generalization capability while only marginally affecting sample efficiency. In particular, when integrated with DrQ-v2, our method enhances the test performance of DrQ-v2 on CARLA across various scenarios, from 14% of the training performance to 97%.
Graph Switching Dynamical Systems
Liu, Yongtuo, Magliacane, Sara, Kofinas, Miltiadis, Gavves, Efstratios
Dynamical systems with complex behaviours, e.g. immune system cells interacting with a pathogen, are commonly modelled by splitting the behaviour into different regimes, or modes, each with simpler dynamics, and then learning the switching behaviour from one mode to another. Switching Dynamical Systems (SDS) are a powerful tool that automatically discovers these modes and mode-switching behaviour from time series data. While effective, these methods focus on independent objects, where the modes of one object are independent of the modes of the other objects. In this paper, we focus on the more general interacting object setting for switching dynamical systems, where the per-object dynamics also depends on an unknown and dynamically changing subset of other objects and their modes. To this end, we propose a novel graph-based approach for switching dynamical systems, GRAph Switching dynamical Systems (GRASS), in which we use a dynamic graph to characterize interactions between objects and learn both intra-object and inter-object mode-switching behaviour. We introduce two new datasets for this setting, a synthesized ODE-driven particles dataset and a real-world Salsa Couple Dancing dataset. Experiments show that GRASS can consistently outperforms previous state-of-the-art methods.
Offline Meta Reinforcement Learning with In-Distribution Online Adaptation
Wang, Jianhao, Zhang, Jin, Jiang, Haozhe, Zhang, Junyu, Wang, Liwei, Zhang, Chongjie
Recent offline meta-reinforcement learning (meta-RL) methods typically utilize task-dependent behavior policies (e.g., training RL agents on each individual task) to collect a multi-task dataset. However, these methods always require extra information for fast adaptation, such as offline context for testing tasks. To address this problem, we first formally characterize a unique challenge in offline meta-RL: transition-reward distribution shift between offline datasets and online adaptation. Our theory finds that out-of-distribution adaptation episodes may lead to unreliable policy evaluation and that online adaptation with in-distribution episodes can ensure adaptation performance guarantee. Based on these theoretical insights, we propose a novel adaptation framework, called In-Distribution online Adaptation with uncertainty Quantification (IDAQ), which generates in-distribution context using a given uncertainty quantification and performs effective task belief inference to address new tasks. We find a return-based uncertainty quantification for IDAQ that performs effectively. Experiments show that IDAQ achieves state-of-the-art performance on the Meta-World ML1 benchmark compared to baselines with/without offline adaptation.