Markov Models
Explainability in autonomous pedagogically structured scenarios
We present the notion of explainability for decision-making processes in a pedagogically structured autonomous environment. Multi-agent systems that are structured pedagogically consist of pedagogical teachers and learners that operate in environments in which both are sometimes not fully aware of all the states in the environment and beliefs of other agents thus making it challenging to explain their decisions and actions with one another. This work emphasises the need for robust and iterative explanation-based communication between the pedagogical teacher and the learner. Explaining the rationale behind multi-agent decisions in an interactive, partially observable environment is necessary to build trustworthy and reliable communication between pedagogical teachers and learners. Ongoing research is primarily focused on explanations of the agents' behaviour towards humans, and there is a lack of research on inter-agent explainability.
The Pump Scheduling Problem: A Real-World Scenario for Reinforcement Learning
Donâncio, Henrique, Vercouter, Laurent, Roclawski, Harald
Deep Reinforcement Learning (DRL) has achieved remarkable success in scenarios such as games and has emerged as a potential solution for control tasks. That is due to its ability to leverage scalability and handle complex dynamics. However, few works have targeted environments grounded in real-world settings. Indeed, real-world scenarios can be challenging, especially when faced with the high dimensionality of the state space and unknown reward function. We release a testbed consisting of an environment simulator and demonstrations of human operation concerning pump scheduling of a real-world water distribution facility to facilitate research. The pump scheduling problem can be viewed as a decision process to decide when to operate pumps to supply water while limiting electricity consumption and meeting system constraints. To provide a starting point, we release a well-documented codebase, present an overview of some challenges that can be addressed and provide a baseline representation of the problem.
Mode Reduction for Markov Jump Systems
Du, Zhe, Balzano, Laura, Ozay, Necmiye
Switched systems are capable of modeling processes with underlying dynamics that may change abruptly over time. To achieve accurate modeling in practice, one may need a large number of modes, but this may in turn increase the model complexity drastically. Existing work on reducing system complexity mainly considers state space reduction, whereas reducing the number of modes is less studied. In this work, we consider Markov jump linear systems (MJSs), a special class of switched systems where the active mode switches according to a Markov chain, and several issues associated with its mode complexity. Specifically, inspired by clustering techniques from unsupervised learning, we are able to construct a reduced MJS with fewer modes that approximates the original MJS well under various metrics. Furthermore, both theoretically and empirically, we show how one can use the reduced MJS to analyze stability and design controllers with significant reduction in computational cost while achieving guaranteed accuracy.
Fine-Grained Session Recommendations in E-commerce using Deep Reinforcement Learning
Bharadwaj, Diddigi Raghu Ram, Kumar, Lakshya, Jawaid, Saif, Vempati, Sreekanth
Sustaining users' interest and keeping them engaged in the platform is very important for the success of an e-commerce business. A session encompasses different activities of a user between logging into the platform and logging out or making a purchase. User activities in a session can be classified into two groups: Known Intent and Unknown intent. Known intent activity pertains to the session where the intent of a user to browse/purchase a specific product can be easily captured. Whereas in unknown intent activity, the intent of the user is not known. For example, consider the scenario where a user enters the session to casually browse the products over the platform, similar to the window shopping experience in the offline setting. While recommending similar products is essential in the former, accurately understanding the intent and recommending interesting products is essential in the latter setting in order to retain a user. In this work, we focus primarily on the unknown intent setting where our objective is to recommend a sequence of products to a user in a session to sustain their interest, keep them engaged and possibly drive them towards purchase. We formulate this problem in the framework of the Markov Decision Process (MDP), a popular mathematical framework for sequential decision making and solve it using Deep Reinforcement Learning (DRL) techniques. However, training the next product recommendation is difficult in the RL paradigm due to large variance in browse/purchase behavior of the users. Therefore, we break the problem down into predicting various product attributes, where a pattern/trend can be identified and exploited to build accurate models. We show that the DRL agent provides better performance compared to a greedy strategy.
Safe Policy Improvement in Constrained Markov Decision Processes
The automatic synthesis of a policy through reinforcement learning (RL) from a given set of formal requirements depends on the construction of a reward signal and consists of the iterative application of many policy-improvement steps. The synthesis algorithm has to balance target, safety, and comfort requirements in a single objective and to guarantee that the policy improvement does not increase the number of safety-requirements violations, especially for safety-critical applications. In this work, we present a solution to the synthesis problem by solving its two main challenges: reward-shaping from a set of formal requirements and safe policy update. For the former, we propose an automatic reward-shaping procedure, defining a scalar reward signal compliant with the task specification. For the latter, we introduce an algorithm ensuring that the policy is improved in a safe fashion with high-confidence guarantees. We also discuss the adoption of a model-based RL algorithm to efficiently use the collected data and train a model-free agent on the predicted trajectories, where the safety violation does not have the same impact as in the real world. Finally, we demonstrate in standard control benchmarks that the resulting learning procedure is effective and robust even under heavy perturbations of the hyperparameters.
Learning Robust Dynamics through Variational Sparse Gating
Jain, Arnav Kumar, Sujit, Shivakanth, Joshi, Shruti, Michalski, Vincent, Hafner, Danijar, Ebrahimi-Kahou, Samira
Learning world models from their sensory inputs enables agents to plan for actions by imagining their future outcomes. World models have previously been shown to improve sample-efficiency in simulated environments with few objects, but have not yet been applied successfully to environments with many objects. In environments with many objects, often only a small number of them are moving or interacting at the same time. In this paper, we investigate integrating this inductive bias of sparse interactions into the latent dynamics of world models trained from pixels. First, we introduce Variational Sparse Gating (VSG), a latent dynamics model that updates its feature dimensions sparsely through stochastic binary gates. Moreover, we propose a simplified architecture Simple Variational Sparse Gating (SVSG) that removes the deterministic pathway of previous models, resulting in a fully stochastic transition function that leverages the VSG mechanism. We evaluate the two model architectures in the BringBackShapes (BBS) environment that features a large number of moving objects and partial observability, demonstrating clear improvements over prior models.
Model-based Lifelong Reinforcement Learning with Bayesian Exploration
Fu, Haotian, Yu, Shangqun, Littman, Michael, Konidaris, George
We propose a model-based lifelong reinforcement-learning approach that estimates a hierarchical Bayesian posterior distilling the common structure shared across different tasks. The learned posterior combined with a sample-based Bayesian exploration procedure increases the sample efficiency of learning across a family of related tasks. We first derive an analysis of the relationship between the sample complexity and the initialization quality of the posterior in the finite MDP setting. We next scale the approach to continuous-state domains by introducing a Variational Bayesian Lifelong Reinforcement Learning algorithm that can be combined with recent model-based deep RL methods, and that exhibits backward transfer. Experimental results on several challenging domains show that our algorithms achieve both better forward and backward transfer performance than state-of-the-art lifelong RL methods.
Transferring Dexterous Manipulation from GPU Simulation to a Remote Real-World TriFinger
Allshire, Arthur, Mittal, Mayank, Lodaya, Varun, Makoviychuk, Viktor, Makoviichuk, Denys, Widmaier, Felix, Wüthrich, Manuel, Bauer, Stefan, Handa, Ankur, Garg, Animesh
We present a system for learning a challenging dexterous manipulation task involving moving a cube to an arbitrary 6-DoF pose with only 3-fingers trained with NVIDIA's IsaacGym simulator. We show empirical benefits, both in simulation and sim-to-real transfer, of using keypoints as opposed to position+quaternion representations for the object pose in 6-DoF for policy observations and in reward calculation to train a model-free reinforcement learning agent. By utilizing domain randomization strategies along with the keypoint representation of the pose of the manipulated object, we achieve a high success rate of 83% on a remote TriFinger system maintained by the organizers of the Real Robot Challenge. With the aim of assisting further research in learning in-hand manipulation, we make the codebase of our system, along with trained checkpoints that come with billions of steps of experience available, at https://s2r2-ig.github.io
How can a Radar Mask its Cognition?
Pattanayak, Kunal, Krishnamurthy, Vikram, Berry, Christopher
A cognitive radar is a constrained utility maximizer that adapts its sensing mode in response to a changing environment. If an adversary can estimate the utility function of a cognitive radar, it can determine the radar's sensing strategy and mitigate the radar performance via electronic countermeasures (ECM). This paper discusses how a cognitive radar can {\em hide} its strategy from an adversary that detects cognition. The radar does so by transmitting purposefully designed sub-optimal responses to spoof the adversary's Neyman-Pearson detector. We provide theoretical guarantees by ensuring the Type-I error probability of the adversary's detector exceeds a pre-defined level for a specified tolerance on the radar's performance loss. We illustrate our cognition masking scheme via numerical examples involving waveform adaptation and beam allocation. We show that small purposeful deviations from the optimal strategy of the radar confuse the adversary by significant amounts, thereby masking the radar's cognition. Our approach uses novel ideas from revealed preference in microeconomics and adversarial inverse reinforcement learning. Our proposed algorithms provide a principled approach for system-level electronic counter-countermeasures (ECCM) to mask the radar's cognition, i.e., hide the radar's strategy from an adversary. We also provide performance bounds for our cognition masking scheme when the adversary has misspecified measurements of the radar's response.
Co-Training an Observer and an Evading Target
Brandenburger, André, Hoffmann, Folker, Charlish, Alexander
Reinforcement learning (RL) is already widely applied to applications such as robotics, but it is only sparsely used in sensor management. In this paper, we apply the popular Proximal Policy Optimization (PPO) approach to a multi-agent UAV tracking scenario. While recorded data of real scenarios can accurately reflect the real world, the required amount of data is not always available. Simulation data, however, is typically cheap to generate, but the utilized target behavior is often naive and only vaguely represents the real world. In this paper, we utilize multi-agent RL to jointly generate protagonistic and antagonistic policies and overcome the data generation problem, as the policies are generated on-the-fly and adapt continuously. This way, we are able to clearly outperform baseline methods and robustly generate competitive policies. In addition, we investigate explainable artificial intelligence (XAI) by interpreting feature saliency and generating an easy-to-read decision tree as a simplified policy.