Markov Models
Approximate Information States for Worst-Case Control and Learning in Uncertain Systems
Dave, Aditya, Venkatesh, Nishanth, Malikopoulos, Andreas A.
In this paper, we investigate discrete-time decision-making problems in uncertain systems with partially observed states. We consider a non-stochastic model, where uncontrolled disturbances acting on the system take values in bounded sets with unknown distributions. We present a general framework for decision-making in such problems by developing the notions of information states and approximate information states. In our definition of an information state, we introduce conditions to identify for an uncertain variable sufficient to construct a dynamic program (DP) that computes an optimal strategy. We show that many information states from the literature on worst-case control actions, e.g., the conditional range, are examples of our more general definition. Next, we relax these conditions to define approximate information states using only output variables, which can be learned from output data without knowledge of system dynamics. We use this notion to formulate an approximate DP that yields a strategy with a bounded performance loss. Finally, we illustrate the application of our results in control and reinforcement learning using numerical examples.
An Approach to Stochastic Dynamic Games with Asymmetric Information and Hidden Actions
Ouyang, Yi, Tavafoghi, Hamidreza, Teneketzis, Demosthenis
We study, in discrete time, a general class of sequential stochastic dynamic games with asymmetric information. We consider a setting where the underlying system has Markovian dynamics controlled by the agents' joint actions. Each agent's instantaneous utility depends on the agents' joint actions and the system state. At each time instant each agent makes a private noisy observation that depends on the current system state and the agents' actions in the previous time instant. In addition, at each time instant all agents may have a common noisy observation of the system state and their actions in the previous time instant. The agents' actions are hidden, that is, each agent's actions are not directly observable by the other agents. Therefore, at every time instant agents have asymmetric and imperfect information about the game's history. Dynamic games with the above features arise in engineering (cybersecurity, transportation, energy markets), in economics (industrial organization), and in socio-technological applications. As pointed out in Tang et al (2022), the key challenges in the study of dynamic games with asymmetric information are: (i) The domain of agents' strategies increases with time, as the agents acquire information over time.
Graph based Environment Representation for Vision-and-Language Navigation in Continuous Environments
Wang, Ting, Wu, Zongkai, Yao, Feiyu, Wang, Donglin
Vision-and-Language Navigation in Continuous Environments (VLN-CE) is a navigation task that requires an agent to follow a language instruction in a realistic environment. The understanding of environments is a crucial part of the VLN-CE task, but existing methods are relatively simple and direct in understanding the environment, without delving into the relationship between language instructions and visual environments. Therefore, we propose a new environment representation in order to solve the above problems. First, we propose an Environment Representation Graph (ERG) through object detection to express the environment in semantic level. This operation enhances the relationship between language and environment. Then, the relational representations of object-object, object-agent in ERG are learned through GCN, so as to obtain a continuous expression about ERG. Sequentially, we combine the ERG expression with object label embeddings to obtain the environment representation. Finally, a new cross-modal attention navigation framework is proposed, incorporating our environment representation and a special loss function dedicated to training ERG. Experimental result shows that our method achieves satisfactory performance in terms of success rate on VLN-CE tasks. Further analysis explains that our method attains better cross-modal matching and strong generalization ability.
Interpretable Hidden Markov Model-Based Deep Reinforcement Learning Hierarchical Framework for Predictive Maintenance of Turbofan Engines
Abbas, Ammar N., Chasparis, Georgios, Kelleher, John D.
An open research question in deep reinforcement learning is how to focus the policy learning of key decisions within a sparse domain. This paper emphasizes combining the advantages of inputoutput hidden Markov models and reinforcement learning towards interpretable maintenance decisions. We propose a novel hierarchical-modeling methodology that, at a high level, detects and interprets the root cause of a failure as well as the health degradation of the turbofan engine, while, at a low level, it provides the optimal replacement policy. It outperforms the baseline performance of deep reinforcement learning methods applied directly to the raw data or when using a hidden Markov model without such a specialized hierarchy. It also provides comparable performance to prior work, however, with the additional benefit of interpretability.
Unifying Consciousness and Time to Enhance Artificial Intelligence
Consciousness is a sequential process of awareness which can focus on one piece of information at a time. This process of awareness experiences causation which underpins the notion of time while it interplays with matter and energy, forming reality. The study of Consciousness, time and reality is complex and evolving fast in many fields, including metaphysics and fundamental physics. Reality composes patterns in human Consciousness in response to the regularities in nature. These regularities could be physical (e.g., astronomical, environmental), biological, chemical, mental, social, etc. The patterns that emerged in Consciousness were correlated to the environment, life and social behaviours followed by constructed frameworks, systems and structures. The complex constructs evolved as cultures, customs, norms and values, which created a diverse society. In the evolution of responsible AI, it is important to be attuned to the evolved cultural, ethical and moral values through Consciousness. This requires the advocated design of self-learning AI aware of time perception and human ethics.
AI-Based Affective Music Generation Systems: A Review of Methods, and Challenges
Music is a powerful medium for altering the emotional state of the listener. In recent years, with significant advancement in computing capabilities, artificial intelligence-based (AI-based) approaches have become popular for creating affective music generation (AMG) systems that are empowered with the ability to generate affective music. Entertainment, healthcare, and sensor-integrated interactive system design are a few of the areas in which AI-based affective music generation (AI-AMG) systems may have a significant impact. Given the surge of interest in this topic, this article aims to provide a comprehensive review of AI-AMG systems. The main building blocks of an AI-AMG system are discussed, and existing systems are formally categorized based on the core algorithm used for music generation. In addition, this article discusses the main musical features employed to compose affective music, along with the respective AI-based approaches used for tailoring them. Lastly, the main challenges and open questions in this field, as well as their potential solutions, are presented to guide future research. We hope that this review will be useful for readers seeking to understand the state-of-the-art in AI-AMG systems, and gain an overview of the methods used for developing them, thereby helping them explore this field in the future.
SoK: Adversarial Machine Learning Attacks and Defences in Multi-Agent Reinforcement Learning
Standen, Maxwell, Kim, Junae, Szabo, Claudia
Multi-Agent Reinforcement Learning (MARL) is vulnerable to Adversarial Machine Learning (AML) attacks and needs adequate defences before it can be used in real world applications. We have conducted a survey into the use of execution-time AML attacks against MARL and the defences against those attacks. We surveyed related work in the application of AML in Deep Reinforcement Learning (DRL) and Multi-Agent Learning (MAL) to inform our analysis of AML for MARL. We propose a novel perspective to understand the manner of perpetrating an AML attack, by defining Attack Vectors. We develop two new frameworks to address a gap in current modelling frameworks, focusing on the means and tempo of an AML attack against MARL, and identify knowledge gaps and future avenues of research.
Toward a `Standard Model' of Machine Learning
Machine learning (ML) is about computational methods that enable machines to learn concepts from experience. In handling a wide variety of experience ranging from data instances, knowledge, constraints, to rewards, adversaries, and lifelong interaction in an ever-growing spectrum of tasks, contemporary ML/AI (artificial intelligence) research has resulted in a multitude of learning paradigms and methodologies. Despite the continual progresses on all different fronts, the disparate narrowly focused methods also make standardized, composable, and reusable development of ML approaches difficult, and preclude the opportunity to build AI agents that panoramically learn from all types of experience. This article presents a standardized ML formalism, in particular a `standard equation' of the learning objective, that offers a unifying understanding of many important ML algorithms in the supervised, unsupervised, knowledge-constrained, reinforcement, adversarial, and online learning paradigms, respectively -- those diverse algorithms are encompassed as special cases due to different choices of modeling components. The framework also provides guidance for mechanical design of new ML approaches and serves as a promising vehicle toward panoramic machine learning with all experience.
Learning Graph Search Heuristics
Pรกndy, Michal, Qiu, Weikang, Corso, Gabriele, Veliฤkoviฤ, Petar, Ying, Rex, Leskovec, Jure, Liรฒ, Pietro
Searching for a path between two nodes in a graph is one of the most well-studied and fundamental problems in computer science. In numerous domains such as robotics, AI, or biology, practitioners develop search heuristics to accelerate their pathfinding algorithms. However, it is a laborious and complex process to hand-design heuristics based on the problem and the structure of a given use case. Here we present PHIL (Path Heuristic with Imitation Learning), a novel neural architecture and a training algorithm for discovering graph search and navigation heuristics from data by leveraging recent advances in imitation learning and graph representation learning. At training time, we aggregate datasets of search trajectories and ground-truth shortest path distances, which we use to train a specialized graph neural network-based heuristic function using backpropagation through steps of the pathfinding process. Our heuristic function learns graph embeddings useful for inferring node distances, runs in constant time independent of graph sizes, and can be easily incorporated in an algorithm such as A* at test time. Experiments show that PHIL reduces the number of explored nodes compared to state-of-the-art methods on benchmark datasets by 58.5\% on average, can be directly applied in diverse graphs ranging from biological networks to road networks, and allows for fast planning in time-critical robotics domains.
Adversarial Online Multi-Task Reinforcement Learning
Nguyen, Quan, Mehta, Nishant A.
We consider the adversarial online multi-task reinforcement learning setting, where in each of $K$ episodes the learner is given an unknown task taken from a finite set of $M$ unknown finite-horizon MDP models. The learner's objective is to minimize its regret with respect to the optimal policy for each task. We assume the MDPs in $\mathcal{M}$ are well-separated under a notion of $\lambda$-separability, and show that this notion generalizes many task-separability notions from previous works. We prove a minimax lower bound of $\Omega(K\sqrt{DSAH})$ on the regret of any learning algorithm and an instance-specific lower bound of $\Omega(\frac{K}{\lambda^2})$ in sample complexity for a class of uniformly-good cluster-then-learn algorithms. We use a novel construction called 2-JAO MDP for proving the instance-specific lower bound. The lower bounds are complemented with a polynomial time algorithm that obtains $\tilde{O}(\frac{K}{\lambda^2})$ sample complexity guarantee for the clustering phase and $\tilde{O}(\sqrt{MK})$ regret guarantee for the learning phase, indicating that the dependency on $K$ and $\frac{1}{\lambda^2}$ is tight.