Markov Models
AVLEN: Audio-Visual-Language Embodied Navigation in 3D Environments
Paul, Sudipta, Roy-Chowdhury, Amit K., Cherian, Anoop
Recent years have seen embodied visual navigation advance in two distinct directions: (i) in equipping the AI agent to follow natural language instructions, and (ii) in making the navigable world multimodal, e.g., audio-visual navigation. However, the real world is not only multimodal, but also often complex, and thus in spite of these advances, agents still need to understand the uncertainty in their actions and seek instructions to navigate. To this end, we present AVLEN~ -- an interactive agent for Audio-Visual-Language Embodied Navigation. Similar to audio-visual navigation tasks, the goal of our embodied agent is to localize an audio event via navigating the 3D visual world; however, the agent may also seek help from a human (oracle), where the assistance is provided in free-form natural language. To realize these abilities, AVLEN uses a multimodal hierarchical reinforcement learning backbone that learns: (a) high-level policies to choose either audio-cues for navigation or to query the oracle, and (b) lower-level policies to select navigation actions based on its audio-visual and language inputs. The policies are trained via rewarding for the success on the navigation task while minimizing the number of queries to the oracle. To empirically evaluate AVLEN, we present experiments on the SoundSpaces framework for semantic audio-visual navigation tasks. Our results show that equipping the agent to ask for help leads to a clear improvement in performance, especially in challenging cases, e.g., when the sound is unheard during training or in the presence of distractor sounds.
A Reinforcement Learning Approach to Estimating Long-term Treatment Effects
Tang, Ziyang, Duan, Yiheng, Zhang, Stephanie, Li, Lihong
A/B tests) are a powerful tool for estimating treatment effects, to inform decisions making in business, healthcare and other applications. In many problems, the treatment has a lasting effect that evolves over time. A limitation with randomized experiments is that they do not easily extend to measure long-term effects, since running long experiments is time-consuming and expensive. In this paper, we take a reinforcement learning (RL) approach that estimates the average reward in a Markov process. Motivated by real-world scenarios where the observed state transition is nonstationary, we develop a new algorithm for a class of nonstationary problems, and demonstrate promising results in two synthetic datasets and one online store dataset.
LEATHER: A Framework for Learning to Generate Human-like Text in Dialogue
Sicilia, Anthony, Alikhani, Malihe
Algorithms for text-generation in dialogue can be misguided. For example, in task-oriented settings, reinforcement learning that optimizes only task-success can lead to abysmal lexical diversity. We hypothesize this is due to poor theoretical understanding of the objectives in text-generation and their relation to the learning process (i.e., model training). To this end, we propose a new theoretical framework for learning to generate text in dialogue. Compared to existing theories of learning, our framework allows for analysis of the multi-faceted goals inherent to text-generation. We use our framework to develop theoretical guarantees for learners that adapt to unseen data. As an example, we apply our theory to study data-shift within a cooperative learning algorithm proposed for the GuessWhat?! visual dialogue game. From this insight, we propose a new algorithm, and empirically, we demonstrate our proposal improves both task-success and human-likeness of the generated text. Finally, we show statistics from our theory are empirically predictive of multiple qualities of the generated dialogue, suggesting our theory is useful for model-selection when human evaluations are not available.
Learning Active Camera for Multi-Object Navigation
Chen, Peihao, Ji, Dongyu, Lin, Kunyang, Hu, Weiwen, Huang, Wenbing, Li, Thomas H., Tan, Mingkui, Gan, Chuang
Getting robots to navigate to multiple objects autonomously is essential yet difficult in robot applications. One of the key challenges is how to explore environments efficiently with camera sensors only. Existing navigation methods mainly focus on fixed cameras and few attempts have been made to navigate with active cameras. As a result, the agent may take a very long time to perceive the environment due to limited camera scope. In contrast, humans typically gain a larger field of view by looking around for a better perception of the environment. How to make robots perceive the environment as efficiently as humans is a fundamental problem in robotics. In this paper, we consider navigating to multiple objects more efficiently with active cameras. Specifically, we cast moving camera to a Markov Decision Process and reformulate the active camera problem as a reinforcement learning problem. However, we have to address two new challenges: 1) how to learn a good camera policy in complex environments and 2) how to coordinate it with the navigation policy. To address these, we carefully design a reward function to encourage the agent to explore more areas by moving camera actively. Moreover, we exploit human experience to infer a rule-based camera action to guide the learning process. Last, to better coordinate two kinds of policies, the camera policy takes navigation actions into account when making camera moving decisions. Experimental results show our camera policy consistently improves the performance of multi-object navigation over four baselines on two datasets.
Active Particle Filter Networks: Efficient Active Localization in Continuous Action Spaces and Large Maps
Honerkamp, Daniel, Guttikonda, Suresh, Valada, Abhinav
Accurate localization is a critical requirement for most robotic tasks. The main body of existing work is focused on passive localization in which the motions of the robot are assumed given, abstracting from their influence on sampling informative observations. While recent work has shown the benefits of learning motions to disambiguate the robot's poses, these methods are restricted to granular discrete actions and directly depend on the size of the global map. We propose Active Particle Filter Networks (APFN), an approach that only relies on local information for both the likelihood evaluation as well as the decision making. To do so, we couple differentiable particle filters with a reinforcement learning agent that attends to the most relevant parts of the map. The resulting approach inherits the computational benefits of particle filters and can directly act in continuous action spaces while remaining fully differentiable and thereby end-to-end optimizable as well as agnostic to the input modality. We demonstrate the benefits of our approach with extensive experiments in photorealistic indoor environments built from real-world 3D scanned apartments. Videos and code are available at http://apfn.cs.uni-freiburg.de.
Learning Skills from Demonstrations: A Trend from Motion Primitives to Experience Abstraction
Tavassoli, Mehrdad, Katyara, Sunny, Pozzi, Maria, Deshpande, Nikhil, Caldwell, Darwin G., Prattichizzo, Domenico
The uses of robots are changing from static environments in factories to encompass novel concepts such as Human-Robot Collaboration in unstructured settings. Pre-programming all the functionalities for robots becomes impractical, and hence, robots need to learn how to react to new events autonomously, just like humans. However, humans, unlike machines, are naturally skilled in responding to unexpected circumstances based on either experiences or observations. Hence, embedding such anthropoid behaviours into robots entails the development of neuro-cognitive models that emulate motor skills under a robot learning paradigm. Effective encoding of these skills is bound to the proper choice of tools and techniques. This paper studies different motion and behaviour learning methods ranging from Movement Primitives (MP) to Experience Abstraction (EA), applied to different robotic tasks. These methods are scrutinized and then experimentally benchmarked by reconstructing a standard pick-n-place task. Apart from providing a standard guideline for the selection of strategies and algorithms, this paper aims to draw a perspectives on their possible extensions and improvements
Financial Engineering and Artificial Intelligence in Python
Have you ever thought about what would happen if you combined the power of machine learning and artificial intelligence with financial engineering? Today, you can stop imagining, and start doing. This course will teach you the core fundamentals of financial engineering, with a machine learning twist. We will cover must-know topics in financial engineering, such as: Exploratory data analysis, significance testing, correlations, alpha and beta Time series analysis, simple moving average, exponentially-weighted moving average Holt-Winters exponential smoothing model Efficient Market Hypothesis Random Walk Hypothesis Time series forecasting ("stock price prediction") Modern portfolio theory Efficient frontier / Markowitz bullet Mean-variance optimization Maximizing the Sharpe ratio Convex optimization with Linear Programming and Quadratic Programming Capital Asset Pricing Model (CAPM) Algorithmic trading (VIP only) Statistical Factor Models (VIP only) Regime Detection with Hidden Markov Models (VIP only) In addition, we will look at various non-traditional techniques which stem purely from the field of machine learning and artificial intelligence, such as: Classification models Unsupervised learning Reinforcement learning and Q-learning We will learn about the greatest flub made in the past decade by marketers posing as "machine learning experts" who promise to teach unsuspecting students how to "predict stock prices with LSTMs". You will learn exactly why their methodology is fundamentally flawed and why their results are complete nonsense.
Estimation of High-Dimensional Markov-Switching VAR Models with an Approximate EM Algorithm
Li, Xiudi, Safikhani, Abolfazl, Shojaie, Ali
Regime shifts in high-dimensional time series arise naturally in many applications, from neuroimaging to finance. This problem has received considerable attention in low-dimensional settings, with both Bayesian and frequentist methods used extensively for parameter estimation. The EM algorithm is a particularly popular strategy for parameter estimation in low-dimensional settings, although the statistical properties of the resulting estimates have not been well understood. Furthermore, its extension to high-dimensional time series has proved challenging. To overcome these challenges, in this paper we propose an approximate EM algorithm for Markov-switching VAR models that leads to efficient computation and also facilitates the investigation of asymptotic properties of the resulting parameter estimates. We establish the consistency of the proposed EM algorithm in high dimensions and investigate its performance via simulation studies.
Learning to branch with Tree MDPs
Scavuzzo, Lara, Chen, Feng Yang, Chรฉtelat, Didier, Gasse, Maxime, Lodi, Andrea, Yorke-Smith, Neil, Aardal, Karen
State-of-the-art Mixed Integer Linear Program (MILP) solvers combine systematic tree search with a plethora of hard-coded heuristics, such as the branching rule. The idea of learning branching rules from data has received increasing attention recently, and promising results have been obtained by learning fast approximations of the strong branching expert. In this work, we instead propose to learn branching rules from scratch via Reinforcement Learning (RL). We revisit the work of Etheve et al. (2020) and propose tree Markov Decision Processes, or tree MDPs, a generalization of temporal MDPs that provides a more suitable framework for learning to branch. We derive a tree policy gradient theorem, which exhibits a better credit assignment compared to its temporal counterpart. We demonstrate through computational experiments that tree MDPs improve the learning convergence, and offer a promising framework for tackling the learning-to-branch problem in MILPs.
Frame Mining: a Free Lunch for Learning Robotic Manipulation from 3D Point Clouds
Liu, Minghua, Li, Xuanlin, Ling, Zhan, Li, Yangyan, Su, Hao
We study how choices of input point cloud coordinate frames impact learning of manipulation skills from 3D point clouds. There exist a variety of coordinate frame choices to normalize captured robot-object-interaction point clouds. We find that different frames have a profound effect on agent learning performance, and the trend is similar across 3D backbone networks. In particular, the end-effector frame and the target-part frame achieve higher training efficiency than the commonly used world frame and robot-base frame in many tasks, intuitively because they provide helpful alignments among point clouds across time steps and thus can simplify visual module learning. Moreover, the well-performing frames vary across tasks, and some tasks may benefit from multiple frame candidates. We thus propose FrameMiners to adaptively select candidate frames and fuse their merits in a task-agnostic manner. Experimentally, FrameMiners achieves on-par or significantly higher performance than the best single-frame version on five fully physical manipulation tasks adapted from ManiSkill and OCRTOC. Without changing existing camera placements or adding extra cameras, point cloud frame mining can serve as a free lunch to improve 3D manipulation learning.