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 Markov Models


Stabilized training of joint energy-based models and their practical applications

arXiv.org Artificial Intelligence

The recently proposed Joint Energy-based Model (JEM) interprets discriminatively trained classifier $p(y|x)$ as an energy model, which is also trained as a generative model describing the distribution of the input observations $p(x)$. The JEM training relies on "positive examples" (i.e. examples from the training data set) as well as on "negative examples", which are samples from the modeled distribution $p(x)$ generated by means of Stochastic Gradient Langevin Dynamics (SGLD). Unfortunately, SGLD often fails to deliver negative samples of sufficient quality during the standard JEM training, which causes a very unbalanced contribution from the positive and negative examples when calculating gradients for JEM updates. As a consequence, the standard JEM training is quite unstable requiring careful tuning of hyper-parameters and frequent restarts when the training starts diverging. This makes it difficult to apply JEM to different neural network architectures, modalities, and tasks. In this work, we propose a training procedure that stabilizes SGLD-based JEM training (ST-JEM) by balancing the contribution from the positive and negative examples. We also propose to add an additional "regularization" term to the training objective -- MI between the input observations $x$ and output labels $y$ -- which encourages the JEM classifier to make more certain decisions about output labels. We demonstrate the effectiveness of our approach on the CIFAR10 and CIFAR100 tasks. We also consider the task of classifying phonemes in a speech signal, for which we were not able to train JEM without the proposed stabilization. We show that a convincing speech can be generated from the trained model. Alternatively, corrupted speech can be de-noised by bringing it closer to the modeled speech distribution using a few SGLD iterations. We also propose and discuss additional applications of the trained model.


Feeling Optimistic? Ambiguity Attitudes for Online Decision Making

arXiv.org Artificial Intelligence

As autonomous agents enter complex environments, it becomes more difficult to adequately model the interactions between the two. Agents must therefore cope with greater ambiguity (e.g., unknown environments, underdefined models, and vague problem definitions). Despite the consequences of ignoring ambiguity, tools for decision making under ambiguity are understudied. The general approach has been to avoid ambiguity (exploit known information) using robust methods. This work contributes ambiguity attitude graph search (AAGS), generalizing robust methods with ambiguity attitudes--the ability to trade-off between seeking and avoiding ambiguity in the problem. AAGS solves online decision making problems with limited budget to learn about their environment. To evaluate this approach AAGS is tasked with path planning in static and dynamic environments. Results demonstrate that appropriate ambiguity attitudes are dependent on the quality of information from the environment. In relatively certain environments, AAGS can readily exploit information with robust policies. Conversely, model complexity reduces the information conveyed by individual samples; this allows the risks taken by optimistic policies to achieve better performance.


Proactive Multi-Camera Collaboration For 3D Human Pose Estimation

arXiv.org Artificial Intelligence

This paper presents a multi-agent reinforcement learning (MARL) scheme for proactive Multi-Camera Collaboration in 3D Human Pose Estimation in dynamic human crowds. Traditional fixed-viewpoint multi-camera solutions for human motion capture (MoCap) are limited in capture space and susceptible to dynamic occlusions. Active camera approaches proactively control camera poses to find optimal viewpoints for 3D reconstruction. However, current methods still face challenges with credit assignment and environment dynamics. To address these issues, our proposed method introduces a novel Collaborative Triangulation Contribution Reward (CTCR) that improves convergence and alleviates multi-agent credit assignment issues resulting from using 3D reconstruction accuracy as the shared reward. Additionally, we jointly train our model with multiple world dynamics learning tasks to better capture environment dynamics and encourage anticipatory behaviors for occlusion avoidance. We evaluate our proposed method in four photo-realistic UE4 environments to ensure validity and generalizability. Empirical results show that our method outperforms fixed and active baselines in various scenarios with different numbers of cameras and humans. Figure 1: Left: Two critical challenges in fixed camera approaches. Right: Three active cameras collaborate to best reconstruct the 3D pose of the target (marked in). Marker-less motion capture (MoCap) has broad applications in many areas such as cinematography, medical research, virtual reality (VR), sports, and etc. Their successes can be partly attributed to recent developments in 3D Human pose estimation (HPE) techniques (Tu et al., 2020; Iskakov et al., 2019; Jafarian et al., 2019; Pavlakos et al., 2017b; Lin & Lee, 2021b). A straightforward implementation to solve multi-views 3D HPE is to use fixed cameras. Although being a convenient solution, it is less effective against dynamic occlusions. Moreover, fixed camera solutions confine tracking targets within a constrained space, therefore less applicable to outdoor MoCap. On the contrary, active cameras (Luo et al., 2018; 2019; Zhong et al., 2018a; 2019) such as ones mounted on drones can maneuver proactively against incoming occlusions. Owing to its remarkable flexibility, the active approach has thus attracted overwhelming interest (Tallamraju et al., 2020; Ho et al., 2021; Xu et al., 2017; Kiciroglu et al., 2019; Saini et al., 2022; Cheng et al., 2018; Zhang et al., 2021).


Mastering Strategy Card Game (Legends of Code and Magic) via End-to-End Policy and Optimistic Smooth Fictitious Play

arXiv.org Artificial Intelligence

Deep Reinforcement Learning combined with Fictitious Play shows impressive results on many benchmark games, most of which are, however, single-stage. In contrast, real-world decision making problems may consist of multiple stages, where the observation spaces and the action spaces can be completely different across stages. We study a two-stage strategy card game Legends of Code and Magic and propose an end-to-end policy to address the difficulties that arise in multi-stage game. We also propose an optimistic smooth fictitious play algorithm to find the Nash Equilibrium for the two-player game. Our approach wins double championships of COG2022 competition. Extensive studies verify and show the advancement of our approach.


On the Sample Complexity of Vanilla Model-Based Offline Reinforcement Learning with Dependent Samples

arXiv.org Artificial Intelligence

Offline reinforcement learning (offline RL) considers problems where learning is performed using only previously collected samples and is helpful for the settings in which collecting new data is costly or risky. In model-based offline RL, the learner performs estimation (or optimization) using a model constructed according to the empirical transition frequencies. We analyze the sample complexity of vanilla model-based offline RL with dependent samples in the infinite-horizon discounted-reward setting. In our setting, the samples obey the dynamics of the Markov decision process and, consequently, may have interdependencies. Under no assumption of independent samples, we provide a high-probability, polynomial sample complexity bound for vanilla model-based off-policy evaluation that requires partial or uniform coverage. We extend this result to the off-policy optimization under uniform coverage. As a comparison to the model-based approach, we analyze the sample complexity of off-policy evaluation with vanilla importance sampling in the infinite-horizon setting. Finally, we provide an estimator that outperforms the sample-mean estimator for almost deterministic dynamics that are prevalent in reinforcement learning.


Unsupervised Active Visual Search with Monte Carlo planning under Uncertain Detections

arXiv.org Artificial Intelligence

We propose a solution for Active Visual Search of objects in an environment, whose 2D floor map is the only known information. Our solution has three key features that make it more plausible and robust to detector failures compared to state-of-the-art methods: (i) it is unsupervised as it does not need any training sessions. (ii) During the exploration, a probability distribution on the 2D floor map is updated according to an intuitive mechanism, while an improved belief update increases the effectiveness of the agent's exploration. (iii) We incorporate the awareness that an object detector may fail into the aforementioned probability modelling by exploiting the success statistics of a specific detector. Our solution is dubbed POMP-BE-PD (Pomcp-based Online Motion Planning with Belief by Exploration and Probabilistic Detection). It uses the current pose of an agent and an RGB-D observation to learn an optimal search policy, exploiting a POMDP solved by a Monte-Carlo planning approach. On the Active Vision Database benchmark, we increase the average success rate over all the environments by a significant 35% while decreasing the average path length by 4% with respect to competing methods. Thus, our results are state-of-the-art, even without using any training procedure.


Bridging Distributional and Risk-sensitive Reinforcement Learning with Provable Regret Bounds

arXiv.org Artificial Intelligence

We study the regret guarantee for risk-sensitive reinforcement learning (RSRL) via distributional reinforcement learning (DRL) methods. In particular, we consider finite episodic Markov decision processes whose objective is the entropic risk measure (EntRM) of return. We identify a key property of the EntRM, the monotonicity-preserving property, which enables the risk-sensitive distributional dynamic programming framework. We then propose two novel DRL algorithms that implement optimism through two different schemes, including a model-free one and a model-based one. We prove that both of them attain $\tilde{\mathcal{O}}(\frac{\exp(|\beta| H)-1}{|\beta|H}H\sqrt{HS^2AT})$ regret upper bound, where $S$ is the number of states, $A$ the number of states, $H$ the time horizon and $T$ the number of total time steps. It matches RSVI2 proposed in \cite{fei2021exponential} with a much simpler regret analysis. To the best of our knowledge, this is the first regret analysis of DRL, which bridges DRL and RSRL in terms of sample complexity. Finally, we improve the existing lower bound by proving a tighter bound of $\Omega(\frac{\exp(\beta H/6)-1}{\beta H}H\sqrt{SAT})$ for $\beta>0$ case, which recovers the tight lower bound $\Omega(H\sqrt{SAT})$ in the risk-neutral setting.


Scenario-Agnostic Zero-Trust Defense with Explainable Threshold Policy: A Meta-Learning Approach

arXiv.org Artificial Intelligence

The increasing connectivity and intricate remote access environment have made traditional perimeter-based network defense vulnerable. Zero trust becomes a promising approach to provide defense policies based on agent-centric trust evaluation. However, the limited observations of the agent's trace bring information asymmetry in the decision-making. To facilitate the human understanding of the policy and the technology adoption, one needs to create a zero-trust defense that is explainable to humans and adaptable to different attack scenarios. To this end, we propose a scenario-agnostic zero-trust defense based on Partially Observable Markov Decision Processes (POMDP) and first-order Meta-Learning using only a handful of sample scenarios. The framework leads to an explainable and generalizable trust-threshold defense policy. To address the distribution shift between empirical security datasets and reality, we extend the model to a robust zero-trust defense minimizing the worst-case loss. We use case studies and real-world attacks to corroborate the results.


Reinforcement Learning Based Self-play and State Stacking Techniques for Noisy Air Combat Environment

arXiv.org Artificial Intelligence

Reinforcement learning (RL) has recently proven itself as a powerful instrument for solving complex problems and even surpassed human performance in several challenging applications. This signifies that RL algorithms can be used in the autonomous air combat problem, which has been studied for many years. The complexity of air combat arises from aggressive close-range maneuvers and agile enemy behaviors. In addition to these complexities, there may be uncertainties in real-life scenarios due to sensor errors, which prevent estimation of the actual position of the enemy. In this case, autonomous aircraft should be successful even in the noisy environments. In this study, we developed an air combat simulation, which provides noisy observations to the agents, therefore, make the air combat problem even more challenging. Thus, we present a state stacking method for noisy RL environments as a noise reduction technique. In our extensive set of experiments, the proposed method significantly outperforms the baseline algorithms in terms of the winning ratio, where the performance improvement is even more pronounced in the high noise levels. In addition, we incorporate a self-play scheme to our training process by periodically updating the enemy with a frozen copy of the training agent. By this way, the training agent performs air combat simulations to an enemy with smarter strategies, which improves the performance and robustness of the agents. In our simulations, we demonstrate that the self-play scheme provides important performance gains compared to the classical RL training.


Score-based Continuous-time Discrete Diffusion Models

arXiv.org Artificial Intelligence

Score-based modeling through stochastic differential equations (SDEs) has provided a new perspective on diffusion models, and demonstrated superior performance on continuous data. However, the gradient of the log-likelihood function, i.e., the score function, is not properly defined for discrete spaces. This makes it non-trivial to adapt \textcolor{\cdiff}{the score-based modeling} to categorical data. In this paper, we extend diffusion models to discrete variables by introducing a stochastic jump process where the reverse process denoises via a continuous-time Markov chain. This formulation admits an analytical simulation during backward sampling. To learn the reverse process, we extend score matching to general categorical data and show that an unbiased estimator can be obtained via simple matching of the conditional marginal distributions. We demonstrate the effectiveness of the proposed method on a set of synthetic and real-world music and image benchmarks.