Goto

Collaborating Authors

 Markov Models


Learning Topic Models: Identifiability and Finite-Sample Analysis

arXiv.org Machine Learning

Topic models provide a useful text-mining tool for learning, extracting and discovering latent structures in large text corpora. Although a plethora of methods have been proposed for topic modeling, a formal theoretical investigation on the statistical identifiability and accuracy of latent topic estimation is lacking in the literature. In this paper, we propose a maximum likelihood estimator (MLE) of latent topics based on a specific integrated likelihood, which is naturally connected to the concept of volume minimization in computational geometry. Theoretically, we introduce a new set of geometric conditions for topic model identifiability, which are weaker than conventional separability conditions relying on the existence of anchor words or pure topic documents. We conduct finite-sample error analysis for the proposed estimator and discuss the connection of our results with existing ones. We conclude with empirical studies on both simulated and real datasets.


Transformer-based Map Matching Model with Limited Ground-Truth Data using Transfer-Learning Approach

arXiv.org Artificial Intelligence

In many spatial trajectory-based applications, it is necessary to map raw trajectory data points onto road networks in digital maps, which is commonly referred to as a map-matching process. While most previous map-matching methods have focused on using rule-based algorithms to deal with the map-matching problems, in this paper, we consider the map-matching task from the data-driven perspective, proposing a deep learning-based map-matching model. We build a Transformer-based map-matching model with a transfer learning approach. We generate trajectory data to pre-train the Transformer model and then fine-tune the model with a limited number of ground-truth data to minimize the model development cost and reduce the real-to-virtual gap. Three metrics (Average Hamming Distance, F-score, and BLEU) at two levels (point and segment level) are used to evaluate the model performance. The results indicate that the proposed model outperforms existing models. Furthermore, we use the attention weights of the Transformer to plot the map-matching process and find how the model matches the road segments correctly.


Design Strategy Network: A deep hierarchical framework to represent generative design strategies in complex action spaces

arXiv.org Artificial Intelligence

Generative design problems often encompass complex action spaces that may be divergent over time, contain state-dependent constraints, or involve hybrid (discrete and continuous) domains. To address those challenges, this work introduces Design Strategy Network (DSN), a data-driven deep hierarchical framework that can learn strategies over these arbitrary complex action spaces. The hierarchical architecture decomposes every action decision into first predicting a preferred spatial region in the design space and then outputting a probability distribution over a set of possible actions from that region. This framework comprises a convolutional encoder to work with image-based design state representations, a multi-layer perceptron to predict a spatial region, and a weight-sharing network to generate a probability distribution over unordered set-based inputs of feasible actions. Applied to a truss design study, the framework learns to predict the actions of human designers in the study, capturing their truss generation strategies in the process. Results show that DSNs significantly outperform non-hierarchical methods of policy representation, demonstrating their superiority in complex action space problems.


Reinforcement Learning in Reward-Mixing MDPs

arXiv.org Artificial Intelligence

Learning a near optimal policy in a partially observable system remains an elusive challenge in contemporary reinforcement learning. In this work, we consider episodic reinforcement learning in a reward-mixing Markov decision process (MDP). There, a reward function is drawn from one of multiple possible reward models at the beginning of every episode, but the identity of the chosen reward model is not revealed to the agent. Hence, the latent state space, for which the dynamics are Markovian, is not given to the agent. We study the problem of learning a near optimal policy for two reward-mixing MDPs. Unlike existing approaches that rely on strong assumptions on the dynamics, we make no assumptions and study the problem in full generality. Indeed, with no further assumptions, even for two switching reward-models, the problem requires several new ideas beyond existing algorithmic and analysis techniques for efficient exploration. We provide the first polynomial-time algorithm that finds an $\epsilon$-optimal policy after exploring $\tilde{O}(poly(H,\epsilon^{-1}) \cdot S^2 A^2)$ episodes, where $H$ is time-horizon and $S, A$ are the number of states and actions respectively. This is the first efficient algorithm that does not require any assumptions in partially observed environments where the observation space is smaller than the latent state space.


Goal-Directed Design Agents: Integrating Visual Imitation with One-Step Lookahead Optimization for Generative Design

arXiv.org Artificial Intelligence

Engineering design problems often involve large state and action spaces along with highly sparse rewards. Since an exhaustive search of those spaces is not feasible, humans utilize relevant domain knowledge to condense the search space. Previously, deep learning agents (DLAgents) were introduced to use visual imitation learning to model design domain knowledge. This note builds on DLAgents and integrates them with one-step lookahead search to develop goal-directed agents capable of enhancing learned strategies for sequentially generating designs. Goal-directed DLAgents can employ human strategies learned from data along with optimizing an objective function. The visual imitation network from DLAgents is composed of a convolutional encoder-decoder network, acting as a rough planning step that is agnostic to feedback. Meanwhile, the lookahead search identifies the fine-tuned design action guided by an objective. These design agents are trained on an unconstrained truss design problem that is modeled as a sequential, action-based configuration design problem. The agents are then evaluated on two versions of the problem: the original version used for training and an unseen constrained version with an obstructed construction space. The goal-directed agents outperform the human designers used to train the network as well as the previous objective-agnostic versions of the agent in both scenarios. This illustrates a design agent framework that can efficiently use feedback to not only enhance learned design strategies but also adapt to unseen design problems.


Bach Style Music Authoring System based on Deep Learning

arXiv.org Artificial Intelligence

With the continuous improvement in various aspects in the field of artificial intelligence, the momentum of artificial intelligence with deep learning capabilities into the field of music is coming. The research purpose of this paper is to design a Bach style music authoring system based on deep learning. We use a LSTM neural network to train serialized and standardized music feature data. By repeated experiments, we find the optimal LSTM model which can generate imitation of Bach music. Finally the generated music is comprehensively evaluated in the form of online audition and Turing test. The repertoires which the music generation system constructed in this article are very close to the style of Bach's original music, and it is relatively difficult for ordinary people to distinguish the musics Bach authored and AI created.


Offline RL With Resource Constrained Online Deployment

arXiv.org Machine Learning

Offline reinforcement learning is used to train policies in scenarios where real-time access to the environment is expensive or impossible. As a natural consequence of these harsh conditions, an agent may lack the resources to fully observe the online environment before taking an action. We dub this situation the resource-constrained setting. This leads to situations where the offline dataset (available for training) can contain fully processed features (using powerful language models, image models, complex sensors, etc.) which are not available when actions are actually taken online. This disconnect leads to an interesting and unexplored problem in offline RL: Is it possible to use a richly processed offline dataset to train a policy which has access to fewer features in the online environment? In this work, we introduce and formalize this novel resource-constrained problem setting. We highlight the performance gap between policies trained using the full offline dataset and policies trained using limited features. We address this performance gap with a policy transfer algorithm which first trains a teacher agent using the offline dataset where features are fully available, and then transfers this knowledge to a student agent that only uses the resource-constrained features. To better capture the challenge of this setting, we propose a data collection procedure: Resource Constrained-Datasets for RL (RC-D4RL). We evaluate our transfer algorithm on RC-D4RL and the popular D4RL benchmarks and observe consistent improvement over the baseline (TD3+BC without transfer). The code for the experiments is available at https://github.com/JayanthRR/RC-OfflineRL}{github.com/RC-OfflineRL.


TensorPlan and the Few Actions Lower Bound for Planning in MDPs under Linear Realizability of Optimal Value Functions

arXiv.org Machine Learning

We consider the minimax query complexity of online planning with a generative model in fixed-horizon Markov decision processes (MDPs) with linear function approximation. Following recent works, we consider broad classes of problems where either (i) the optimal value function $v^\star$ or (ii) the optimal action-value function $q^\star$ lie in the linear span of some features; or (iii) both $v^\star$ and $q^\star$ lie in the linear span when restricted to the states reachable from the starting state. Recently, Weisz et al. (2021b) showed that under (ii) the minimax query complexity of any planning algorithm is at least exponential in the horizon $H$ or in the feature dimension $d$ when the size $A$ of the action set can be chosen to be exponential in $\min(d,H)$. On the other hand, for the setting (i), Weisz et al. (2021a) introduced TensorPlan, a planner whose query cost is polynomial in all relevant quantities when the number of actions is fixed. Among other things, these two works left open the question whether polynomial query complexity is possible when $A$ is subexponential in $min(d,H)$. In this paper we answer this question in the negative: we show that an exponentially large lower bound holds when $A=\Omega(\min(d^{1/4},H^{1/2}))$, under either (i), (ii) or (iii). In particular, this implies a perhaps surprising exponential separation of query complexity compared to the work of Du et al. (2021) who prove a polynomial upper bound when (iii) holds for all states. Furthermore, we show that the upper bound of TensorPlan can be extended to hold under (iii) and, for MDPs with deterministic transitions and stochastic rewards, also under (ii).


Learning molecular dynamics with simple language model built upon long short-term memory neural network - Nature Communications

#artificialintelligence

Recurrent neural networks have led to breakthroughs in natural language processing and speech recognition. Here we show that recurrent networks, specifically long short-term memory networks can also capture the temporal evolution of chemical/biophysical trajectories. Our character-level language model learns a probabilistic model of 1-dimensional stochastic trajectories generated from higher-dimensional dynamics. The model captures Boltzmann statistics and also reproduces kinetics across a spectrum of timescales. We demonstrate how training the long short-term memory network is equivalent to learning a path entropy, and that its embedding layer, instead of representing contextual meaning of characters, here exhibits a nontrivial connectivity between different metastable states in the underlying physical system. We demonstrate our model’s reliability through different benchmark systems and a force spectroscopy trajectory for multi-state riboswitch. We anticipate that our work represents a stepping stone in the understanding and use of recurrent neural networks for understanding the dynamics of complex stochastic molecular systems. Artificial neural networks have been successfully used for language recognition. Tsai et al. use the same techniques to link between language processing and prediction of molecular trajectories and show capability to predict complex thermodynamics and kinetics arising in chemical or biological physics.


Deep Synoptic Monte Carlo Planning in Reconnaissance Blind Chess

arXiv.org Artificial Intelligence

This paper introduces deep synoptic Monte Carlo planning (DSMCP) for large imperfect information games. The algorithm constructs a belief state with an unweighted particle filter and plans via playouts that start at samples drawn from the belief state. The algorithm accounts for uncertainty by performing inference on "synopses," a novel stochastic abstraction of information states. DSMCP is the basis of the program Penumbra, which won the official 2020 reconnaissance blind chess competition versus 33 other programs. This paper also evaluates algorithm variants that incorporate caution, paranoia, and a novel bandit algorithm. Furthermore, it audits the synopsis features used in Penumbra with per-bit saliency statistics.