Markov Models
Cautious Planning with Incremental Symbolic Perception: Designing Verified Reactive Driving Maneuvers
Kamale, Disha, Haesaert, Sofie, Vasile, Cristian-Ioan
This work presents a step towards utilizing incrementally-improving symbolic perception knowledge of the robot's surroundings for provably correct reactive control synthesis applied to an autonomous driving problem. Combining abstract models of motion control and information gathering, we show that assume-guarantee specifications (a subclass of Linear Temporal Logic) can be used to define and resolve traffic rules for cautious planning. We propose a novel representation called symbolic refinement tree for perception that captures the incremental knowledge about the environment and embodies the relationships between various symbolic perception inputs. The incremental knowledge is leveraged for synthesizing verified reactive plans for the robot. The case studies demonstrate the efficacy of the proposed approach in synthesizing control inputs even in case of partially occluded environments.
Rethinking Individual Global Max in Cooperative Multi-Agent Reinforcement Learning
Hong, Yitian, Jin, Yaochu, Tang, Yang
In cooperative multi-agent reinforcement learning, centralized training and decentralized execution (CTDE) has achieved remarkable success. Individual Global Max (IGM) decomposition, which is an important element of CTDE, measures the consistency between local and joint policies. The majority of IGM-based research focuses on how to establish this consistent relationship, but little attention has been paid to examining IGM's potential flaws. In this work, we reveal that the IGM condition is a lossy decomposition, and the error of lossy decomposition will accumulated in hypernetwork-based methods. To address the above issue, we propose to adopt an imitation learning strategy to separate the lossy decomposition from Bellman iterations, thereby avoiding error accumulation. The proposed strategy is theoretically proved and empirically verified on the StarCraft Multi-Agent Challenge benchmark problem with zero sight view. The results also confirm that the proposed method outperforms state-of-the-art IGM-based approaches.
An information-theoretic perspective on intrinsic motivation in reinforcement learning: a survey
Aubret, Arthur, Matignon, Laetitia, Hassas, Salima
Traditionally, an agent maximizes a reward defined according to the task to perform: it may be a score when the agent learns to solve a game or a distance function when the agent learns to reach a goal. The reward is then considered as extrinsic (or as a feedback) because the reward function is provided expertly and specifically for the task. With an extrinsic reward, many spectacular results have been obtained on Atari game [Bellemare et al. 2015] with the Deep Q-network (DQN) [Mnih et al. 2015] through the integration of deep learning to RL, leading to deep reinforcement learning (DRL). However, despite the recent improvements of DRL approaches, they turn out to be most of the time unsuccessful when the rewards are scattered in the environment, as the agent is then unable to learn the desired behavior for the targeted task [Francois-Lavet et al. 2018]. Moreover, the behaviors learned by the agent are hardly reusable, both within the same task and across many different tasks [Francois-Lavet et al. 2018]. It is difficult for an agent to generalize the learnt skills to make high-level decisions in the environment. For example, such skill could be go to the door using primitive actions consisting in moving in the four cardinal directions; or even to move forward controlling different joints of a humanoid robot like in the robotic simulator MuJoCo [Todorov et al. 2012]. On another side, unlike RL, developmental learning [Cangelosi and Schlesinger 2018; Oudeyer and Smith 2016; Piaget and Cook 1952] is based on the trend that babies, or more broadly organisms, acquire new skill while spontaneously exploring their environment [Barto 2013; Gopnik et al. 1999].
Semi-Supervised Imitation Learning of Team Policies from Suboptimal Demonstrations
Seo, Sangwon, Unhelkar, Vaibhav V.
We present Bayesian Team Imitation Learner (BTIL), an imitation learning algorithm to model the behavior of teams performing sequential tasks in Markovian domains. In contrast to existing multi-agent imitation learning techniques, BTIL explicitly models and infers the time-varying mental states of team members, thereby enabling learning of decentralized team policies from demonstrations of suboptimal teamwork. Further, to allow for sample- and label-efficient policy learning from small datasets, BTIL employs a Bayesian perspective and is capable of learning from semi-supervised demonstrations. We demonstrate and benchmark the performance of BTIL on synthetic multi-agent tasks as well as a novel dataset of human-agent teamwork. Our experiments show that BTIL can successfully learn team policies from demonstrations despite the influence of team members' (time-varying and potentially misaligned) mental states on their behavior.
Age of Semantics in Cooperative Communications: To Expedite Simulation Towards Real via Offline Reinforcement Learning
Chen, Xianfu, Zhao, Zhifeng, Mao, Shiwen, Wu, Celimuge, Zhang, Honggang, Bennis, Mehdi
The age of information metric fails to correctly describe the intrinsic semantics of a status update. In an intelligent reflecting surface-aided cooperative relay communication system, we propose the age of semantics (AoS) for measuring semantics freshness of the status updates. Specifically, we focus on the status updating from a source node (SN) to the destination, which is formulated as a Markov decision process (MDP). The objective of the SN is to maximize the expected satisfaction of AoS and energy consumption under the maximum transmit power constraint. To seek the optimal control policy, we first derive an online deep actor-critic (DAC) learning scheme under the on-policy temporal difference learning framework. However, implementing the online DAC in practice poses the key challenge in infinitely repeated interactions between the SN and the system, which can be dangerous particularly during the exploration. We then put forward a novel offline DAC scheme, which estimates the optimal control policy from a previously collected dataset without any further interactions with the system. Numerical experiments verify the theoretical results and show that our offline DAC scheme significantly outperforms the online DAC scheme and the most representative baselines in terms of mean utility, demonstrating strong robustness to dataset quality.
C-Causal Blindness An experimental computational framework on the isomorphic relationship between biological computation, artificial computation, and logic using weighted hidden Markov models
This text is concerned with a hypothetical flavour of cognitive blindness referred to in this paper as \textit{C-Causal Blindness} or C-CB. A cognitive blindness where the policy to obtain the objective leads to the state to be avoided. A literal example of C-CB would be \textit{Kurt G\"odel's} decision to starve for \textit{"fear of being poisoned"} - take this to be premise \textbf{A}. The objective being \textit{"to avoid being poisoned (so as to not die)"}: \textbf{C}, the plan or policy being \textit{"don't eat"}: \textbf{B}, and the actual outcome having been \textit{"dying"}: $\lnot$\textbf{C} - the state that G\"odel wanted to avoid to begin with. Like many, G\"odel pursued a strategy that caused the result he wanted to avoid. An experimental computational framework is proposed to show the isomorphic relationship between C-CB in brain computations, logic, and computer computations using hidden Markov models.
Active Predicting Coding: Brain-Inspired Reinforcement Learning for Sparse Reward Robotic Control Problems
Ororbia, Alexander, Mali, Ankur
One of the key goals of brain-inspired computing is to develop methods that draw inspiration from computational neuroscience and cognitive science to build effective adaptive and efficient agents that are capable of intelligently interacting with their environment. Notably, brain-inspired computational research seeks to develop intelligent systems that are capable of circumventing the current limitations of modern-day approaches [1, 2], such as deep neural networks trained by the popular backpropagation of errors (or backprop)[3]. This goal is complementary to (and, to an extent, even a precursor to some elements of) the domain of neurorobotics [4, 5], which focuses on designing robotic devices that contain control systems based on or are inspired by principles of animal/human nervous systems and/or brain structures guided by the key premise that (neural) models are embodied in a body and an environment. While the gap between neurorobotics and many brain-inspired approaches largely is largely divided between focus on real-world hardware (the former) or software simulation (the latter), one pathway to bridging this gap might lie in developing powerful brain-inspired approaches that scale up to and operate robustly on problems that may ultimately be tackled by embodied robotic systems as well as using higher-quality, more realistic simulation platforms (as we do in this work). It is along this path that this work takes a step forward by developing a neurobiologically-grounded neural circuit that is used to craft a complete agent that can tackle extremely sparse reward learning control problems (tested on a more realistic, higher quality robotic system simulator), a problem that many robotic systems must ultimately face, much as humans and animals do in the real world. To build such building neural blocks and an agent system, we start from two neurocognitive theoretical foundations, predictive processing (or coding) and planning-as-inference. With respect to predictive coding, which views the brain as a type of hierarchical, pattern-creation engine [6] that engages in continual self-correction [7], we implement a fundamental circuit where each of its levels/regions are implemented by clusters of neurons that attempt to predict the state of other neural clusters/regions and adjust their synapses based on how different their predictions were from observed signals. This allows us to sidestep many of the key issues central to backprop, such as the vanishing/exploding gradient problems [8], the requirement for a long, unstable credit assignment feedback pathway [9], forward and backward locking problems [10], and the need for differentiability [11, 9]. On the other hand, motivated by planningarXiv:2209.09174v1
Partial sequence labeling with structured Gaussian Processes
Lu, Xiaolei, Chow, Tommy W. S.
Existing partial sequence labeling models mainly focus on max-margin framework which fails to provide an uncertainty estimation of the prediction. Further, the unique ground truth disambiguation strategy employed by these models may include wrong label information for parameter learning. In this paper, we propose structured Gaussian Processes for partial sequence labeling (SGPPSL), which encodes uncertainty in the prediction and does not need extra effort for model selection and hyperparameter learning. The model employs factor-as-piece approximation that divides the linear-chain graph structure into the set of pieces, which preserves the basic Markov Random Field structure and effectively avoids handling large number of candidate output sequences generated by partially annotated data. Then confidence measure is introduced in the model to address different contributions of candidate labels, which enables the ground-truth label information to be utilized in parameter learning. Based on the derived lower bound of the variational lower bound of the proposed model, variational parameters and confidence measures are estimated in the framework of alternating optimization. Moreover, weighted Viterbi algorithm is proposed to incorporate confidence measure to sequence prediction, which considers label ambiguity arose from multiple annotations in the training data and thus helps improve the performance. SGPPSL is evaluated on several sequence labeling tasks and the experimental results show the effectiveness of the proposed model.
Offline Reinforcement Learning with Instrumental Variables in Confounded Markov Decision Processes
Fu, Zuyue, Qi, Zhengling, Wang, Zhaoran, Yang, Zhuoran, Xu, Yanxun, Kosorok, Michael R.
We study the offline reinforcement learning (RL) in the face of unmeasured confounders. Due to the lack of online interaction with the environment, offline RL is facing the following two significant challenges: (i) the agent may be confounded by the unobserved state variables; (ii) the offline data collected a prior does not provide sufficient coverage for the environment. To tackle the above challenges, we study the policy learning in the confounded MDPs with the aid of instrumental variables. Specifically, we first establish value function (VF)-based and marginalized importance sampling (MIS)-based identification results for the expected total reward in the confounded MDPs. Then by leveraging pessimism and our identification results, we propose various policy learning methods with the finite-sample suboptimality guarantee of finding the optimal in-class policy under minimal data coverage and modeling assumptions. Lastly, our extensive theoretical investigations and one numerical study motivated by the kidney transplantation demonstrate the promising performance of the proposed methods.
A Map-matching Algorithm with Extraction of Multi-group Information for Low-frequency Data
Fang, Jie, Wu, Xiongwei, Lin, Dianchao, Xu, Mengyun, Wu, Huahua, Wu, Xuesong, Bi, Ting
The growing use of probe vehicles generates a huge number of GNSS data. Limited by the satellite positioning technology, further improving the accuracy of map-matching is challenging work, especially for low-frequency trajectories. When matching a trajectory, the ego vehicle's spatial-temporal information of the present trip is the most useful with the least amount of data. In addition, there are a large amount of other data, e.g., other vehicles' state and past prediction results, but it is hard to extract useful information for matching maps and inferring paths. Most map-matching studies only used the ego vehicle's data and ignored other vehicles' data. Based on it, this paper designs a new map-matching method to make full use of "Big data". We first sort all data into four groups according to their spatial and temporal distance from the present matching probe which allows us to sort for their usefulness. Then we design three different methods to extract valuable information (scores) from them: a score for speed and bearing, a score for historical usage, and a score for traffic state using the spectral graph Markov neutral network. Finally, we use a modified top-K shortest-path method to search the candidate paths within an ellipse region and then use the fused score to infer the path (projected location). We test the proposed method against baseline algorithms using a real-world dataset in China. The results show that all scoring methods can enhance map-matching accuracy. Furthermore, our method outperforms the others, especially when GNSS probing frequency is less than 0.01 Hz.