Goto

Collaborating Authors

 Markov Models


Algorithm for Constrained Markov Decision Process with Linear Convergence

arXiv.org Artificial Intelligence

The problem of constrained Markov decision process is considered. An agent aims to maximize the expected accumulated discounted reward subject to multiple constraints on its costs (the number of constraints is relatively small). A new dual approach is proposed with the integration of two ingredients: entropy regularized policy optimizer and Vaidya's dual optimizer, both of which are critical to achieve faster convergence. The finite-time error bound of the proposed approach is provided. Despite the challenge of the nonconcave objective subject to nonconcave constraints, the proposed approach is shown to converge (with linear rate) to the global optimum. The complexity expressed in terms of the optimality gap and the constraint violation significantly improves upon the existing primal-dual approaches.


Learning Preferences for Interactive Autonomy

arXiv.org Artificial Intelligence

When robots enter everyday human environments, they need to understand their tasks and how they should perform those tasks. To encode these, reward functions, which specify the objective of a robot, are employed. However, designing reward functions can be extremely challenging for complex tasks and environments. A promising approach is to learn reward functions from humans. Recently, several robot learning works embrace this approach and leverage human demonstrations to learn the reward functions. Known as inverse reinforcement learning, this approach relies on a fundamental assumption: humans can provide near-optimal demonstrations to the robot. Unfortunately, this is rarely the case: human demonstrations to the robot are often suboptimal due to various reasons, e.g., difficulty of teleoperation, robot having high degrees of freedom, or humans' cognitive limitations. This thesis is an attempt towards learning reward functions from human users by using other, more reliable data modalities. Specifically, we study how reward functions can be learned using comparative feedback, in which the human user compares multiple robot trajectories instead of (or in addition to) providing demonstrations. To this end, we first propose various forms of comparative feedback, e.g., pairwise comparisons, best-of-many choices, rankings, scaled comparisons; and describe how a robot can use these various forms of human feedback to infer a reward function, which may be parametric or non-parametric. Next, we propose active learning techniques to enable the robot to ask for comparison feedback that optimizes for the expected information that will be gained from that user feedback. Finally, we demonstrate the applicability of our methods in a wide variety of domains, ranging from autonomous driving simulations to home robotics, from standard reinforcement learning benchmarks to lower-body exoskeletons.


DIAMBRA Arena: a New Reinforcement Learning Platform for Research and Experimentation

arXiv.org Artificial Intelligence

The recent advances in reinforcement learning have led to effective methods able to obtain above human-level performances in very complex environments. However, once solved, these environments become less valuable, and new challenges with different or more complex scenarios are needed to support research advances. This work presents DIAMBRA Arena, a new platform for reinforcement learning research and experimentation, featuring a collection of high-quality environments exposing a Python API fully compliant with OpenAI Gym standard. They are episodic tasks with discrete actions and observations composed by raw pixels plus additional numerical values, all supporting both single player and two players mode, allowing to work on standard reinforcement learning, competitive multi-agent, human-agent competition, self-play, human-in-the-loop training and imitation learning. Software capabilities are demonstrated by successfully training multiple deep reinforcement learning agents with proximal policy optimization obtaining human-like behavior. Results confirm the utility of DIAMBRA Arena as a reinforcement learning research tool, providing environments designed to study some of the most challenging topics in the field.


Policy Optimization with Linear Temporal Logic Constraints

arXiv.org Artificial Intelligence

We study the problem of policy optimization (PO) with linear temporal logic (LTL) constraints. The language of LTL allows flexible description of tasks that may be unnatural to encode as a scalar cost function. We consider LTL-constrained PO as a systematic framework, decoupling task specification from policy selection, and as an alternative to the standard of cost shaping. With access to a generative model, we develop a model-based approach that enjoys a sample complexity analysis for guaranteeing both task satisfaction and cost optimality (through a reduction to a reachability problem). Empirically, our algorithm can achieve strong performance even in low-sample regimes.


Hierarchical Reinforcement Learning for Furniture Layout in Virtual Indoor Scenes

arXiv.org Artificial Intelligence

In real life, the decoration of 3D indoor scenes through designing furniture layout provides a rich experience for people. In this paper, we explore the furniture layout task as a Markov decision process (MDP) in virtual reality, which is solved by hierarchical reinforcement learning (HRL). The goal is to produce a proper two-furniture layout in the virtual reality of the indoor scenes. In particular, we first design a simulation environment and introduce the HRL formulation for a two-furniture layout. We then apply a hierarchical actor-critic algorithm with curriculum learning to solve the MDP. We conduct our experiments on a large-scale real-world interior layout dataset that contains industrial designs from professional designers. Our numerical results demonstrate that the proposed model yields higher-quality layouts as compared with the state-of-art models.


Deep neural network expressivity for optimal stopping problems

arXiv.org Artificial Intelligence

This article studies deep neural network expression rates for optimal stopping problems of discrete-time Markov processes on high-dimensional state spaces. A general framework is established in which the value function and continuation value of an optimal stopping problem can be approximated with error at most $\varepsilon$ by a deep ReLU neural network of size at most $\kappa d^{\mathfrak{q}} \varepsilon^{-\mathfrak{r}}$. The constants $\kappa,\mathfrak{q},\mathfrak{r} \geq 0$ do not depend on the dimension $d$ of the state space or the approximation accuracy $\varepsilon$. This proves that deep neural networks do not suffer from the curse of dimensionality when employed to solve optimal stopping problems. The framework covers, for example, exponential L\'evy models, discrete diffusion processes and their running minima and maxima. These results mathematically justify the use of deep neural networks for numerically solving optimal stopping problems and pricing American options in high dimensions.


Gaussian-Bernoulli RBMs Without Tears

arXiv.org Artificial Intelligence

We revisit the challenging problem of training Gaussian-Bernoulli restricted Boltzmann machines (GRBMs), introducing two innovations. We propose a novel Gibbs-Langevin sampling algorithm that outperforms existing methods like Gibbs sampling. We propose a modified contrastive divergence (CD) algorithm so that one can generate images with GRBMs starting from noise. This enables direct comparison of GRBMs with deep generative models, improving evaluation protocols in the RBM literature. Moreover, we show that modified CD and gradient clipping are enough to robustly train GRBMs with large learning rates, thus removing the necessity of various tricks in the literature. Experiments on Gaussian Mixtures, MNIST, FashionMNIST, and CelebA show GRBMs can generate good samples, despite their single-hidden-layer architecture. Our code is released at: \url{https://github.com/lrjconan/GRBM}.


Syntactic structures and the general Markov models

arXiv.org Artificial Intelligence

The focus of the present paper is to investigate the following questions: to what extent syntactic features capture phylogenetic relationships and to what extent Markov models are a viable assumption for phylogenetic reconstruction based on syntactic features. For the second, we also consider an alternative that we argue approximates the infinite site evolutionary model. These questions are motivated by the fact that at both lexical and syntactic level, Markov processes are commonly assumed to underlie computational models of language change; for instance, within the Principles and Parameters setting relevant here, Niyogi and Berwick (1997) developed models of language acquisition and language change based on a Markov process in a space of syntactic parameters. In this paper we focus only on language change processes, viewed through the lens of phylogenetic trees of language families. While the model we consider are not directly related to models of language acquisition and parameter setting, the historical changes of syntax within and across language families, through the modification of syntactic parameters, can be seen as an effect of such underlying dynamics.


Anchor-Changing Regularized Natural Policy Gradient for Multi-Objective Reinforcement Learning

arXiv.org Artificial Intelligence

We study policy optimization for Markov decision processes (MDPs) with multiple reward value functions, which are to be jointly optimized according to given criteria such as proportional fairness (smooth concave scalarization), hard constraints (constrained MDP), and max-min trade-off. We propose an Anchor-changing Regularized Natural Policy Gradient (ARNPG) framework, which can systematically incorporate ideas from well-performing first-order methods into the design of policy optimization algorithms for multi-objective MDP problems. Theoretically, the designed algorithms based on the ARNPG framework achieve $\tilde{O}(1/T)$ global convergence with exact gradients. Empirically, the ARNPG-guided algorithms also demonstrate superior performance compared to some existing policy gradient-based approaches in both exact gradients and sample-based scenarios.


A Treatise On FST Lattice Based MMI Training

arXiv.org Artificial Intelligence

Maximum mutual information (MMI) has become one of the two de facto methods for sequence-level training of speech recognition acoustic models. This paper aims to isolate, identify and bring forward the implicit modelling decisions induced by the design implementation of standard finite state transducer (FST) lattice based MMI training framework. The paper particularly investigates the necessity to maintain a preselected numerator alignment and raises the importance of determinizing FST denominator lattices on the fly. The efficacy of employing on the fly FST lattice determinization is mathematically shown to guarantee discrimination at the hypothesis level and is empirically shown through training deep CNN models on a 18K hours Mandarin dataset and on a 2.8K hours English dataset. On assistant and dictation tasks, the approach achieves between 2.3-4.6% relative WER reduction (WERR) over the standard FST lattice based approach.