Markov Models
Structural Segmentation and Labeling of Tabla Solo Performances
R, Gowriprasad, Aravind, R, Murthy, Hema A
Tabla is a North Indian percussion instrument used as an accompaniment and an exclusive instrument for solo performances. Tabla solo is intricate and elaborate, exhibiting rhythmic evolution through a sequence of homogeneous sections marked by shared rhythmic characteristics. Each section has a specific structure and name associated with it. Tabla learning and performance in the Indian subcontinent is based on stylistic schools called gharana-s. Several compositions by various composers from different gharana-s are played in each section. This paper addresses the task of segmenting the tabla solo concert into musically meaningful sections. We then assign suitable section labels and recognize gharana-s from the sections. We present a diverse collection of over 38 hours of solo tabla recordings for the task. We motivate the problem and present different challenges and facets of the tasks. Inspired by the distinct musical properties of tabla solo, we compute several rhythmic and timbral features for the segmentation task. This work explores the approach of automatically locating the significant changes in the rhythmic structure by analyzing local self-similarity in an unsupervised manner. We also explore supervised random forest and a convolutional neural network trained on hand-crafted features. Both supervised and unsupervised approaches are also tested on a set of held-out recordings. Segmentation of an audio piece into its structural components and labeling is crucial to many music information retrieval applications like repetitive structure finding, audio summarization, and fast music navigation. This work helps us obtain a comprehensive musical description of the tabla solo concert.
AutoDRIVE -- Technical Report
Samak, Tanmay Vilas, Samak, Chinmay Vilas
This work presents AutoDRIVE, a comprehensive research and education platform for implementing and validating intelligent transportation algorithms pertaining to vehicular autonomy as well as smart city management. It is an openly accessible platform featuring a 1:14 scale car with realistic drive and steering actuators, redundant sensing modalities, high-performance computational resources, and standard vehicular lighting system. Additionally, the platform also offers a range of modules for rapid design and development of the infrastructure. The AutoDRIVE platform encompasses Devkit, Simulator and Testbed, a harmonious trio to develop, simulate and deploy autonomy algorithms. It is compatible with a variety of software development packages, and supports single as well as multi-agent paradigms through local and distributed computing. AutoDRIVE is a product-level implementation, with a vast scope for commercialization. This versatile platform has numerous applications, and they are bound to keep increasing as new features are added. This work demonstrates four such applications including autonomous parking, behavioural cloning, intersection traversal and smart city management, each exploiting distinct features of the platform.
Giving Feedback on Interactive Student Programs with Meta-Exploration
Liu, Evan Zheran, Stephan, Moritz, Nie, Allen, Piech, Chris, Brunskill, Emma, Finn, Chelsea
Developing interactive software, such as websites or games, is a particularly engaging way to learn computer science. However, teaching and giving feedback on such software is time-consuming -- standard approaches require instructors to manually grade student-implemented interactive programs. As a result, online platforms that serve millions, like Code.org, are unable to provide any feedback on assignments for implementing interactive programs, which critically hinders students' ability to learn. One approach toward automatic grading is to learn an agent that interacts with a student's program and explores states indicative of errors via reinforcement learning. However, existing work on this approach only provides binary feedback of whether a program is correct or not, while students require finer-grained feedback on the specific errors in their programs to understand their mistakes. In this work, we show that exploring to discover errors can be cast as a meta-exploration problem. This enables us to construct a principled objective for discovering errors and an algorithm for optimizing this objective, which provides fine-grained feedback. We evaluate our approach on a set of over 700K real anonymized student programs from a Code.org interactive assignment. Our approach provides feedback with 94.3% accuracy, improving over existing approaches by 17.7% and coming within 1.5% of human-level accuracy. Project web page: https://ezliu.github.io/dreamgrader.
Artificial Disfluency Detection, Uh No, Disfluency Generation for the Masses
Passali, T., Mavropoulos, T., Tsoumakas, G., Meditskos, G., Vrochidis, S.
Existing approaches for disfluency detection typically require the existence of large annotated datasets. However, current datasets for this task are limited, suffer from class imbalance, and lack some types of disfluencies that can be encountered in real-world scenarios. This work proposes LARD, a method for automatically generating artificial disfluencies from fluent text. LARD can simulate all the different types of disfluencies (repetitions, replacements and restarts) based on the reparandum/interregnum annotation scheme. In addition, it incorporates contextual embeddings into the disfluency generation to produce realistic context-aware artificial disfluencies. Since the proposed method requires only fluent text, it can be used directly for training, bypassing the requirement of annotated disfluent data. Our empirical evaluation demonstrates that LARD can indeed be effectively used when no or only a few data are available. Furthermore, our detailed analysis suggests that the proposed method generates realistic disfluencies and increases the accuracy of existing disfluency detectors.
A Survey on the Integration of Machine Learning with Sampling-based Motion Planning
McMahon, Troy, Sivaramakrishnan, Aravind, Granados, Edgar, Bekris, Kostas E.
Sampling-based methods are widely adopted solutions for robot motion planning. The methods are straightforward to implement, effective in practice for many robotic systems. It is often possible to prove that they have desirable properties, such as probabilistic completeness and asymptotic optimality. Nevertheless, they still face challenges as the complexity of the underlying planning problem increases, especially under tight computation time constraints, which impact the quality of returned solutions or given inaccurate models. This has motivated machine learning to improve the computational efficiency and applicability of Sampling-Based Motion Planners (SBMPs). This survey reviews such integrative efforts and aims to provide a classification of the alternative directions that have been explored in the literature. It first discusses how learning has been used to enhance key components of SBMPs, such as node sampling, collision detection, distance or nearest neighbor computation, local planning, and termination conditions. Then, it highlights planners that use learning to adaptively select between different implementations of such primitives in response to the underlying problem's features. It also covers emerging methods, which build complete machine learning pipelines that reflect the traditional structure of SBMPs. It also discusses how machine learning has been used to provide data-driven models of robots, which can then be used by a SBMP. Finally, it provides a comparative discussion of the advantages and disadvantages of the approaches covered, and insights on possible future directions of research. An online version of this survey can be found at: https://prx-kinodynamic.github.io/
Coordination for Connected and Automated Vehicles at Non-signalized Intersections: A Value Decomposition-based Multiagent Deep Reinforcement Learning Approach
Guo, Zihan, Wu, Yan, Wang, Lifang, Zhang, Junzhi
The recent proliferation of the research on multi-agent deep reinforcement learning (MDRL) offers an encouraging way to coordinate multiple connected and automated vehicles (CAVs) to pass the intersection. In this paper, we apply a value decomposition-based MDRL approach (QMIX) to control various CAVs in mixed-autonomy traffic of different densities to efficiently and safely pass the non-signalized intersection with fairish fuel consumption. Implementation tricks including network-level improvements, Q value update by TD ($\lambda$), and reward clipping operation are added to the pure QMIX framework, which is expected to improve the convergence speed and the asymptotic performance of the original version. The efficacy of our approach is demonstrated by several evaluation metrics: average speed, the number of collisions, and average fuel consumption per episode. The experimental results show that our approach's convergence speed and asymptotic performance can exceed that of the original QMIX and the proximal policy optimization (PPO), a state-of-the-art reinforcement learning baseline applied to the non-signalized intersection. Moreover, CAVs under the lower traffic flow controlled by our method can improve their average speed without collisions and consume the least fuel. The training is additionally conducted under the doubled traffic density, where the learning reward converges. Consequently, the model with maximal reward and minimum crashes can still guarantee low fuel consumption, but slightly reduce the efficiency of vehicles and induce more collisions than the lower-traffic counterpart, implying the difficulty of generalizing RL policy to more advanced scenarios.
Hierarchical autoregressive neural networks for statistical systems
Białas, Piotr, Korcyl, Piotr, Stebel, Tomasz
It was recently proposed that neural networks could be used to approximate many-dimensional probability distributions that appear e.g. in lattice field theories or statistical mechanics. Subsequently they can be used as variational approximators to asses extensive properties of statistical systems, like free energy, and also as neural samplers used in Monte Carlo simulations. The practical application of this approach is unfortunately limited by its unfavorable scaling both of the numerical cost required for training, and the memory requirements with the system size. This is due to the fact that the original proposition involved a neural network of width which scaled with the total number of degrees of freedom, e.g. $L^2$ in case of a two dimensional $L\times L$ lattice. In this work we propose a hierarchical association of physical degrees of freedom, for instance spins, to neurons which replaces it with the scaling with the linear extent $L$ of the system. We demonstrate our approach on the two-dimensional Ising model by simulating lattices of various sizes up to $128 \times 128$ spins, with time benchmarks reaching lattices of size $512 \times 512$. We observe that our proposal improves the quality of neural network training, i.e. the approximated probability distribution is closer to the target that could be previously achieved. As a consequence, the variational free energy reaches a value closer to its theoretical expectation and, if applied in a Markov Chain Monte Carlo algorithm, the resulting autocorrelation time is smaller. Finally, the replacement of a single neural network by a hierarchy of smaller networks considerably reduces the memory requirements.
Structured Exploration Through Instruction Enhancement for Object Navigation
Hutsebaut-Buysse, Matthias, Mets, Kevin, De Schepper, Tom, Latré, Steven
Finding an object of a specific class in an unseen environment remains an unsolved navigation problem. Hence, we propose a hierarchical learning-based method for object navigation. The top-level is capable of high-level planning, and building a memory on a floorplan-level (e.g., which room makes the most sense for the agent to visit next, where has the agent already been?). While the lower-level is tasked with efficiently navigating between rooms and looking for objects in them. Instructions can be provided to the agent using a simple synthetic language. The top-level intelligently enhances the instructions in order to make the overall task more tractable. Language grounding, mapping instructions to visual observations, is performed by utilizing an additional separate supervised trained goal assessment module. We demonstrate the effectiveness of our method on a dynamic configurable domestic environment.
How Text Segmentation works part1(Artificial Intelligence)
Abstract: Natural Language Processing (NLP) models' current trend consists of using increasingly more extra-data to build the best models as possible. It implies more expensive computational costs and training time, difficulties for deployment, and worries about these models' carbon footprint reveal a critical problem in the future. Against this trend, our goal is to develop NLP models requiring no extra-data and minimizing training time. To do so, in this paper, we explore Markov chain models, Hidden Markov Chain (HMC) and Pairwise Markov Chain (PMC), for NLP segmentation tasks. We apply these models for three classic applications: POS Tagging, Named-Entity-Recognition, and Chunking.
ScienceWorld: Is your Agent Smarter than a 5th Grader?
Wang, Ruoyao, Jansen, Peter, Côté, Marc-Alexandre, Ammanabrolu, Prithviraj
We present ScienceWorld, a benchmark to test agents' scientific reasoning abilities in a new interactive text environment at the level of a standard elementary school science curriculum. Despite the transformer-based progress seen in question-answering and scientific text processing, we find that current models cannot reason about or explain learned science concepts in novel contexts. For instance, models can easily answer what the conductivity of a known material is but struggle when asked how they would conduct an experiment in a grounded environment to find the conductivity of an unknown material. This begs the question of whether current models are simply retrieving answers by way of seeing a large number of similar examples or if they have learned to reason about concepts in a reusable manner. We hypothesize that agents need to be grounded in interactive environments to achieve such reasoning capabilities. Our experiments provide empirical evidence supporting this hypothesis -- showing that a 1.5 million parameter agent trained interactively for 100k steps outperforms a 11 billion parameter model statically trained for scientific question-answering and reasoning from millions of expert demonstrations.