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A perspective on the history of Artificial Intelligence (AI)

#artificialintelligence

Artificial Intelligence (AI) history consists of original work and research by not only mathematicians and computer scientists, but studies by psychologists, physicists, and economists have also been much used. The timeline consists of the pre-1950 era of statistical methods to present AlphaZero in 2017 and more. The most significant push in the development of technology was during the 2nd world war where both the allied forces and their enemies worked hard to develop technology which can help them get superiority over others. The timeline started in 1943, work by McCulloch and Pitts on Artificial Neuron gets the recognition of first work on AI. After work done by and McCulloch, Donald Hebb demonstrated rule for modifying connection strings between neurons -- this is called Hebbian learning.


Non-asymptotic Performances of Robust Markov Decision Processes

arXiv.org Machine Learning

Markov Decision Processes (MDPs) play key mathematical models in Reinforcement Learning (RL). Despite its success in empirical performances [Haarnoja et al., 2018, Mnih et al., 2015, 2016, Silver et al., 2016], there are also many works providing insightful and solid theoretical understandings towards RL. The difficulty of solving an MDP mainly is due to the reward and transition probability, whose exact information is usually unknown to observers. To deal with the situations, one common approach resorts to offline methods, where the agent only has access to a given explorable dataset generated by given strategies. Many practical deep RL algorithms employ the offline method and achieve state-of-art success [Mnih et al., 2015, Lillicrap et al., 2015, Fujimoto et al., 2019]. In addition to empirical success, there are flourishing works on offline RL from a theoretical perspective. Some prior works [Chen and Jiang, 2019, Agarwal et al., 2020, Duan et al., 2021] have provided solid results on model-free offline methods, while some other works [Sidford et al., 2018, Xie et al., 2019, Yin and Wang, 2020, Yin et al., 2020] consider model-based approaches. However, Mannor et al. [2004] showed that model-based approaches can be quite sensitive to estimation errors by directly estimating the transition probability from an offline dataset.


Reinforcement Learning with Expert Trajectory For Quantitative Trading

arXiv.org Artificial Intelligence

In recent years, quantitative investment methods combined with artificial intelligence have attracted more and more attention from investors and researchers. Existing related methods based on the supervised learning are not very suitable for learning problems with long-term goals and delayed rewards in real futures trading. In this paper, therefore, we model the price prediction problem as a Markov decision process (MDP), and optimize it by reinforcement learning with expert trajectory. In the proposed method, we employ more than 100 short-term alpha factors instead of price, volume and several technical factors in used existing methods to describe the states of MDP. Furthermore, unlike DQN (deep Q-learning) and BC (behavior cloning) in related methods, we introduce expert experience in training stage, and consider both the expert-environment interaction and the agent-environment interaction to design the temporal difference error so that the agents are more adaptable for inevitable noise in financial data. Experimental results evaluated on share price index futures in China, including IF (CSI 300) and IC (CSI 500), show that the advantages of the proposed method compared with three typical technical analysis and two deep leaning based methods.


Learning to Detect an Odd Restless Markov Arm with a Trembling Hand

arXiv.org Machine Learning

This paper studies the problem of finding an anomalous arm in a multi-armed bandit when (a) each arm is a finite-state Markov process, and (b) the arms are restless. Here, anomaly means that the transition probability matrix (TPM) of one of the arms (the odd arm) is different from the common TPM of each of the non-odd arms. The TPMs are unknown to a decision entity that wishes to find the index of the odd arm as quickly as possible, subject to an upper bound on the error probability. We derive a problem instance-specific asymptotic lower bound on the expected time required to find the odd arm index, where the asymptotics is as the error probability vanishes. Further, we devise a policy based on the principle of certainty equivalence, and demonstrate that under a continuous selection assumption and a certain regularity assumption on the TPMs, the policy achieves the lower bound arbitrarily closely. Thus, while the lower bound is shown for all problem instances, the upper bound is shown only for those problem instances satisfying the continuous selection and the regularity assumptions. Our achievability analysis is based on resolving the identifiability problem in the context of a certain lifted countable-state controlled Markov process. Index Terms Odd arm identification, restless multi-armed bandits, controlled Markov process, certainty equivalence, identifiability, anomaly detection, anomaly, anomalous process. Consider a multi-armed bandit in which each arm is a time-homogeneous and ergodic discrete-time Markov process taking values in a common finite state space.


Reward prediction for representation learning and reward shaping

arXiv.org Machine Learning

One of the fundamental challenges in reinforcement learning (RL) is the one of data efficiency: modern algorithms require a very large number of training samples, especially compared to humans, for solving environments with high-dimensional observations. The severity of this problem is increased when the reward signal is sparse. In this work, we propose learning a state representation in a self-supervised manner for reward prediction. The reward predictor learns to estimate either a raw or a smoothed version of the true reward signal in environment with a single, terminating, goal state. We augment the training of out-of-the-box RL agents by shaping the reward using our reward predictor during policy learning. Using our representation for preprocessing high-dimensional observations, as well as using the predictor for reward shaping, is shown to significantly enhance Actor Critic using Kronecker-factored Trust Region and Proximal Policy Optimization in single-goal environments with visual inputs.


Decomposed Soft Actor-Critic Method for Cooperative Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Deep reinforcement learning methods have shown great performance on many challenging cooperative multi-agent tasks. Two main promising research directions are multi-agent value function decomposition and multi-agent policy gradients. In this paper, we propose a new decomposed multi-agent soft actor-critic (mSAC) method, which effectively combines the advantages of the aforementioned two methods. The main modules include decomposed Q network architecture, discrete probabilistic policy and counterfactual advantage function (optinal). Theoretically, mSAC supports efficient off-policy learning and addresses credit assignment problem partially in both discrete and continuous action spaces. Tested on StarCraft II micromanagement cooperative multiagent benchmark, we empirically investigate the performance of mSAC against its variants and analyze the effects of the different components. Experimental results demonstrate that mSAC significantly outperforms policy-based approach COMA, and achieves competitive results with SOTA value-based approach Qmix on most tasks in terms of asymptotic perfomance metric. In addition, mSAC achieves pretty good results on large action space tasks, such as 2c vs 64zg and MMM2.


Introduction to Markov Chain Programming

#artificialintelligence

Now that you are familiar with how a Markov Chain works, you can deep dive into more complex stochastic modelling techniques, such as the Hidden Markov Process or MCMC. Stay tuned for more of these follow-up contents!


A Framework of Explanation Generation toward Reliable Autonomous Robots

arXiv.org Artificial Intelligence

To realize autonomous collaborative robots, it is important to increase the trust that users have in them. Toward this goal, this paper proposes an algorithm which endows an autonomous agent with the ability to explain the transition from the current state to the target state in a Markov decision process (MDP). According to cognitive science, to generate an explanation that is acceptable to humans, it is important to present the minimum information necessary to sufficiently understand an event. To meet this requirement, this study proposes a framework for identifying important elements in the decision-making process using a prediction model for the world and generating explanations based on these elements. To verify the ability of the proposed method to generate explanations, we conducted an experiment using a grid environment. It was inferred from the result of a simulation experiment that the explanation generated using the proposed method was composed of the minimum elements important for understanding the transition from the current state to the target state. Furthermore, subject experiments showed that the generated explanation was a good summary of the process of state transition, and that a high evaluation was obtained for the explanation of the reason for an action.


Utilizing Skipped Frames in Action Repeats via Pseudo-Actions

arXiv.org Artificial Intelligence

In many deep reinforcement learning settings, when an agent takes an action, it repeats the same action a predefined number of times without observing the states until the next action-decision point. This technique of action repetition has several merits in training the agent, but the data between action-decision points (i.e., intermediate frames) are, in effect, discarded. Since the amount of training data is inversely proportional to the interval of action repeats, they can have a negative impact on the sample efficiency of training. In this paper, we propose a simple but effective approach to alleviate to this problem by introducing the concept of pseudo-actions. The key idea of our method is making the transition between action-decision points usable as training data by considering pseudo-actions. Pseudo-actions for continuous control tasks are obtained as the average of the action sequence straddling an action-decision point. For discrete control tasks, pseudo-actions are computed from learned action embeddings. This method can be combined with any model-free reinforcement learning algorithm that involves the learning of Q-functions. We demonstrate the effectiveness of our approach on both continuous and discrete control tasks in OpenAI Gym.


Explainable Autonomous Robots: A Survey and Perspective

arXiv.org Artificial Intelligence

It is commonly claimed that AI will replace most manual labor in the future; however, is this really the case? AI technologies do have higher image recognition accuracy compared to humans in some limited contexts, and have consistently outperformed humans in classical games such as Go and chess. Nonetheless, we believe that even advanced future developments based on current technology will not lead to robots replacing humans. AI systems' fundamental lack of ability to communicate naturally and effectively with humans is among the most significant reasons that they cannot replace human labor. Here, one may believe that such communication could be achieved via the development of natural language processing (NLP) technology [4]; however, NLP technologies are systems for estimating the content of human statements and their meanings; they do not constitute communication. That is, humans do not feel that robots using such systems truly understand and respond to them appropriately. Therefore, if effective communication is not achieved, robots will continue to function only as tools to assist humans. Advancements improving the accuracy or effectiveness of various specific tasks do not indicate that robots are equivalent to human beings. Under this scenario, how can we enable robots to communicate with humans?