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Heterogeneous Hidden Markov Models for Sleep Activity Recognition from Multi-Source Passively Sensed Data

arXiv.org Artificial Intelligence

Psychiatric patients' passive activity monitoring is crucial to detect behavioural shifts in real-time, comprising a tool that helps clinicians supervise patients' evolution over time and enhance the associated treatments' outcomes. Frequently, sleep disturbances and mental health deterioration are closely related, as mental health condition worsening regularly entails shifts in the patients' circadian rhythms. Therefore, Sleep Activity Recognition constitutes a behavioural marker to portray patients' activity cycles and to detect behavioural changes among them. Moreover, mobile passively sensed data captured from smartphones, thanks to these devices' ubiquity, constitute an excellent alternative to profile patients' biorhythm. In this work, we aim to identify major sleep episodes based on passively sensed data. To do so, a Heterogeneous Hidden Markov Model is proposed to model a discrete latent variable process associated with the Sleep Activity Recognition task in a self-supervised way. We validate our results against sleep metrics reported by clinically tested wearables, proving the effectiveness of the proposed approach.


Formalizing the Problem of Side Effect Regularization

arXiv.org Artificial Intelligence

AI objectives are often hard to specify properly. Some approaches tackle this problem by regularizing the AI's side effects: Agents must weigh off "how much of a mess they make" with an imperfectly specified proxy objective. We propose a formal criterion for side effect regularization via the assistance game framework. In these games, the agent solves a partially observable Markov decision process (POMDP) representing its uncertainty about the objective function it should optimize. We consider the setting where the true objective is revealed to the agent at a later time step. We show that this POMDP is solved by trading off the proxy reward with the agent's ability to achieve a range of future tasks. We empirically demonstrate the reasonableness of our problem formalization via ground-truth evaluation in two gridworld environments.


Learning to Follow Instructions in Text-Based Games

arXiv.org Artificial Intelligence

Text-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations typically include instructions that, in a reinforcement learning (RL) setting, can directly or indirectly guide a player towards completing reward-worthy tasks. In this work, we study the ability of RL agents to follow such instructions. We conduct experiments that show that the performance of state-of-the-art text-based game agents is largely unaffected by the presence or absence of such instructions, and that these agents are typically unable to execute tasks to completion. To further study and address the task of instruction following, we equip RL agents with an internal structured representation of natural language instructions in the form of Linear Temporal Logic (LTL), a formal language that is increasingly used for temporally extended reward specification in RL. Our framework both supports and highlights the benefit of understanding the temporal semantics of instructions and in measuring progress towards achievement of such a temporally extended behaviour. Experiments with 500+ games in TextWorld demonstrate the superior performance of our approach.


A Survey on Quantum Reinforcement Learning

arXiv.org Artificial Intelligence

With recent advances in the fabrication and control of hardware for quantum information processing, the possibilities of merging quantum computing (QC) with machine learning (ML) have received a huge amount of attention within the growing research community. Hereby, reinforcement learning (RL) is the third paradigm besides supervised and unsupervised learning. In this survey article, we provide an overview over so-called quantum reinforcement learning (QRL) algorithms. We understand these as quantum-assisted approaches, that solve a particular task (be they classical or quantum in nature) by employing quantum resources (either in simulation and/or in experiment). In order to keep this contribution as self-contained as possible, we provide the necessary backgrounds before venturing into the QRL literature. We start out with a brief recap of the essentials of the RL paradigm in the fully classical setting in Sec. 2. Further, in Sec. 3 we provide a quick introduction to QC and variational quantum circuits (VQCs). Readers familiar with either of the topics may safely skip these sections. In Sec. 4 we turn our attention to the emerging field of QRL, starting out with a quick overview of the literature.


Challenges and Opportunities in Deep Reinforcement Learning with Graph Neural Networks: A Comprehensive review of Algorithms and Applications

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has empowered a variety of artificial intelligence fields, including pattern recognition, robotics, recommendation-systems, and gaming. Similarly, graph neural networks (GNN) have also demonstrated their superior performance in supervised learning for graph-structured data. In recent times, the fusion of GNN with DRL for graph-structured environments has attracted a lot of attention. This paper provides a comprehensive review of these hybrid works. These works can be classified into two categories: (1) algorithmic enhancement, where DRL and GNN complement each other for better utility; (2) application-specific enhancement, where DRL and GNN support each other. This fusion effectively addresses various complex problems in engineering and life sciences. Based on the review, we further analyze the applicability and benefits of fusing these two domains, especially in terms of increasing generalizability and reducing computational complexity. Finally, the key challenges in integrating DRL and GNN, and potential future research directions are highlighted, which will be of interest to the broader machine learning community.


Reinforcement Learning with Stepwise Fairness Constraints

arXiv.org Artificial Intelligence

Decision making systems trained with real-world data are deployed ubiquitously in our daily life, for example, in regard to credit, education, and medical care. However, those decision systems may demonstrate discrimination against disadvantaged groups due to the biases in the data [16]. In order to mitigate this issue, many have proposed to impose fairness constraints [16, 20] on the decision, such that certain statistical parity properties are achieved. Despite the fact that fair learning has been extensively studied, most of this work is in the static setting without considering the sequential feedback effects of decisions. At the same time, in many scenarios, algorithmic decisions may incur changes in the underlying features or qualification status of individuals, which further feeds back to the decision making process; for example, banks' decision may induce borrowers to react, for example changing their FICO score by closing credit cards.


Policy evaluation from a single path: Multi-step methods, mixing and mis-specification

arXiv.org Artificial Intelligence

We study non-parametric estimation of the value function of an infinite-horizon $\gamma$-discounted Markov reward process (MRP) using observations from a single trajectory. We provide non-asymptotic guarantees for a general family of kernel-based multi-step temporal difference (TD) estimates, including canonical $K$-step look-ahead TD for $K = 1, 2, \ldots$ and the TD$(\lambda)$ family for $\lambda \in [0,1)$ as special cases. Our bounds capture its dependence on Bellman fluctuations, mixing time of the Markov chain, any mis-specification in the model, as well as the choice of weight function defining the estimator itself, and reveal some delicate interactions between mixing time and model mis-specification. For a given TD method applied to a well-specified model, its statistical error under trajectory data is similar to that of i.i.d. sample transition pairs, whereas under mis-specification, temporal dependence in data inflates the statistical error. However, any such deterioration can be mitigated by increased look-ahead. We complement our upper bounds by proving minimax lower bounds that establish optimality of TD-based methods with appropriately chosen look-ahead and weighting, and reveal some fundamental differences between value function estimation and ordinary non-parametric regression.


Coordination with Humans via Strategy Matching

arXiv.org Artificial Intelligence

Human and robot partners increasingly need to work together to perform tasks as a team. Robots designed for such collaboration must reason about how their task-completion strategies interplay with the behavior and skills of their human team members as they coordinate on achieving joint goals. Our goal in this work is to develop a computational framework for robot adaptation to human partners in human-robot team collaborations. We first present an algorithm for autonomously recognizing available task-completion strategies by observing human-human teams performing a collaborative task. By transforming team actions into low dimensional representations using hidden Markov models, we can identify strategies without prior knowledge. Robot policies are learned on each of the identified strategies to construct a Mixture-of-Experts model that adapts to the task strategies of unseen human partners. We evaluate our model on a collaborative cooking task using an Overcooked simulator. Results of an online user study with 125 participants demonstrate that our framework improves the task performance and collaborative fluency of human-agent teams, as compared to state of the art reinforcement learning methods.


A Survey on Influence Maximization: From an ML-Based Combinatorial Optimization

arXiv.org Artificial Intelligence

Influence Maximization (IM) is a classical combinatorial optimization problem, which can be widely used in mobile networks, social computing, and recommendation systems. It aims at selecting a small number of users such that maximizing the influence spread across the online social network. Because of its potential commercial and academic value, there are a lot of researchers focusing on studying the IM problem from different perspectives. The main challenge comes from the NP-hardness of the IM problem and \#P-hardness of estimating the influence spread, thus traditional algorithms for overcoming them can be categorized into two classes: heuristic algorithms and approximation algorithms. However, there is no theoretical guarantee for heuristic algorithms, and the theoretical design is close to the limit. Therefore, it is almost impossible to further optimize and improve their performance. With the rapid development of artificial intelligence, the technology based on Machine Learning (ML) has achieved remarkable achievements in many fields. In view of this, in recent years, a number of new methods have emerged to solve combinatorial optimization problems by using ML-based techniques. These methods have the advantages of fast solving speed and strong generalization ability to unknown graphs, which provide a brand-new direction for solving combinatorial optimization problems. Therefore, we abandon the traditional algorithms based on iterative search and review the recent development of ML-based methods, especially Deep Reinforcement Learning, to solve the IM problem and other variants in social networks. We focus on summarizing the relevant background knowledge, basic principles, common methods, and applied research. Finally, the challenges that need to be solved urgently in future IM research are pointed out.


ProtoX: Explaining a Reinforcement Learning Agent via Prototyping

arXiv.org Artificial Intelligence

While deep reinforcement learning has proven to be successful in solving control tasks, the "black-box" nature of an agent has received increasing concerns. We propose a prototype-based post-hoc policy explainer, ProtoX, that explains a blackbox agent by prototyping the agent's behaviors into scenarios, each represented by a prototypical state. When learning prototypes, ProtoX considers both visual similarity and scenario similarity. The latter is unique to the reinforcement learning context, since it explains why the same action is taken in visually different states. To teach ProtoX about visual similarity, we pre-train an encoder using contrastive learning via self-supervised learning to recognize states as similar if they occur close together in time and receive the same action from the black-box agent. We then add an isometry layer to allow ProtoX to adapt scenario similarity to the downstream task. ProtoX is trained via imitation learning using behavior cloning, and thus requires no access to the environment or agent. In addition to explanation fidelity, we design different prototype shaping terms in the objective function to encourage better interpretability. We conduct various experiments to test ProtoX. Results show that ProtoX achieved high fidelity to the original black-box agent while providing meaningful and understandable explanations.