Markov Models
Probabilistic Generating Circuits
Zhang, Honghua, Juba, Brendan, Broeck, Guy Van den
Generating functions, which are widely used in combinatorics and probability theory, encode function values into the coefficients of a polynomial. In this paper, we explore their use as a tractable probabilistic model, and propose probabilistic generating circuits (PGCs) for their efficient representation. PGCs strictly subsume many existing tractable probabilistic models, including determinantal point processes (DPPs), probabilistic circuits (PCs) such as sum-product networks, and tractable graphical models. We contend that PGCs are not just a theoretical framework that unifies vastly different existing models, but also show huge potential in modeling realistic data. We exhibit a simple class of PGCs that are not trivially subsumed by simple combinations of PCs and DPPs, and obtain competitive performance on a suite of density estimation benchmarks. We also highlight PGCs' connection to the theory of strongly Rayleigh distributions.
TacticZero: Learning to Prove Theorems from Scratch with Deep Reinforcement Learning
Wu, Minchao, Norrish, Michael, Walder, Christian, Dezfouli, Amir
We propose a novel approach to interactive theorem-proving (ITP) using deep reinforcement learning. Unlike previous work, our framework is able to prove theorems both end-to-end and from scratch (i.e., without relying on example proofs from human experts). We formulate the process of ITP as a Markov decision process (MDP) in which each state represents a set of potential derivation paths. The agent learns to select promising derivations as well as appropriate tactics within each derivation using deep policy gradients. This structure allows us to introduce a novel backtracking mechanism which enables the agent to efficiently discard (predicted) dead-end derivations and restart the derivation from promising alternatives. Experimental results show that the framework provides comparable performance to that of the approaches that use human experts, and that it is also capable of proving theorems that it has never seen during training. We further elaborate the role of each component of the framework using ablation studies.
Improving Artificial Teachers by Considering How People Learn and Forget
Nioche, Aurรฉlien, Murena, Pierre-Alexandre, de la Torre-Ortiz, Carlos, Oulasvirta, Antti
Applications for self-regulated teaching are very popular (e.g., with Duolingo estimates of 100M downloads from Google Play at the time of writing). One of the central challenges for research on intelligent user interfaces is to identify algorithmic principles that can pick the best interventions for reliably improving human learning toward stated objectives in light of realistically obtainable data on the user. The computational problem we study is how, when given some learning materials, we can organize them into lessons and reviews such that, over time, human learning is maximized with respect to a set learning objective. Predicting the effects of teaching interventions on human learning is challenging, however. Firstly, the state of user memory is both latent (that is, not directly observable) and non-stationary (that is, evolving over time, on account of such effects as loss of activation and interference), and an intervention that is ideal for one user may be a poor choice for another user -- there are large individual-to-individual differences in forgetting and recall.
iX-BSP: Incremental Belief Space Planning
Farhi, Elad I., Indelman, Vadim
Deciding what's next? is a fundamental problem in robotics and Artificial Intelligence. Under belief space planning (BSP), in a partially observable setting, it involves calculating the expected accumulated belief-dependent reward, where the expectation is with respect to all future measurements. Since solving this general un-approximated problem quickly becomes intractable, state of the art approaches turn to approximations while still calculating planning sessions from scratch. In this work we propose a novel paradigm, Incremental BSP (iX-BSP), based on the key insight that calculations across planning sessions are similar in nature and can be appropriately re-used. We calculate the expectation incrementally by utilizing Multiple Importance Sampling techniques for selective re-sampling and re-use of measurement from previous planning sessions. The formulation of our approach considers general distributions and accounts for data association aspects. We demonstrate how iX-BSP could benefit existing approximations of the general problem, introducing iML-BSP, which re-uses calculations across planning sessions under the common Maximum Likelihood assumption. We evaluate both methods and demonstrate a substantial reduction in computation time while statistically preserving accuracy. The evaluation includes both simulation and real-world experiments considering autonomous vision-based navigation and SLAM. As a further contribution, we introduce to iX-BSP the non-integral wildfire approximation, allowing one to trade accuracy for computational performance by averting from updating re-used beliefs when they are "close enough". We evaluate iX-BSP under wildfire demonstrating a substantial reduction in computation time while controlling the accuracy sacrifice. We also provide analytical and empirical bounds of the effect wildfire holds over the objective value.
Learning Memory-Dependent Continuous Control from Demonstrations
Hou, Siqing, Han, Dongqi, Tani, Jun
Efficient exploration has presented a long-standing challenge in reinforcement learning, especially when rewards are sparse. A developmental system can overcome this difficulty by learning from both demonstrations and self-exploration. However, existing methods are not applicable to most real-world robotic controlling problems because they assume that environments follow Markov decision processes (MDP); thus, they do not extend to partially observable environments where historical observations are necessary for decision making. This paper builds on the idea of replaying demonstrations for memory-dependent continuous control, by proposing a novel algorithm, Recurrent Actor-Critic with Demonstration and Experience Replay (READER). Experiments involving several memory-crucial continuous control tasks reveal significantly reduce interactions with the environment using our method with a reasonably small number of demonstration samples. The algorithm also shows better sample efficiency and learning capabilities than a baseline reinforcement learning algorithm for memory-based control from demonstrations.
Finite-Sample Analysis of Off-Policy Natural Actor-Critic Algorithm
Khodadadian, Sajad, Chen, Zaiwei, Maguluri, Siva Theja
Reinforcement Learning (RL) is a paradigm where an agent aims at maximizing its cumulative reward by searching for an optimal policy, in an environment modeled as a Markov Decision Process (MDP) (Sutton and Barto, 2018). RL algorithms have achieved tremendous successes in a wide range of applications such as self-driving cars with Deep Deterministic Policy Gradient (DDPG) (Lillicrap et al., 2015), and AlphaGo in the game of Go (Silver et al., 2016). The algorithms in RL can be categorized into value space methods, such as Q-learning (Watkins and Dayan, 1992), TD-learning (Sutton, 1988), and policy space methods, such as actor-critic (AC) (Konda and Tsitsiklis, 2000). Despite great empirical successes (Bahdanau et al., 2016; Wang et al., 2016), the finite-sample convergence of AC type of algorithms are not completely characterized theoretically. An AC algorithm can be thought as a generalized policy iteration (Puterman, 1995), and consists of two phases, namely actor and critic. The objective of the actor is to improve the policy, while the critic aims at evaluating the performance of a specific policy. A step of the actor can be thought as a step of Stochastic Gradient Ascent (Bottou et al., 2018) with preconditioning.
Active Privacy-utility Trade-off Against a Hypothesis Testing Adversary
Erdemir, Ecenaz, Dragotti, Pier Luigi, Gunduz, Deniz
We consider a user releasing her data containing some personal information in return of a service. We model user's personal information as two correlated random variables, one of them, called the secret variable, is to be kept private, while the other, called the useful variable, is to be disclosed for utility. We consider active sequential data release, where at each time step the user chooses from among a finite set of release mechanisms, each revealing some information about the user's personal information, i.e., the true hypotheses, albeit with different statistics. The user manages data release in an online fashion such that maximum amount of information is revealed about the latent useful variable, while the confidence for the sensitive variable is kept below a predefined level. For the utility, we consider both the probability of correct detection of the useful variable and the mutual information (MI) between the useful variable and released data. We formulate both problems as a Markov decision process (MDP), and numerically solve them by advantage actor-critic (A2C) deep reinforcement learning (RL).
Causal Inference Q-Network: Toward Resilient Reinforcement Learning
Yang, Chao-Han Huck, Hung, I-Te Danny, Ouyang, Yi, Chen, Pin-Yu
However, most successful demonstrations of these DRL methods are usually trained and deployed under well-controlled situations. In contrast, real-world use cases often encounter inevitable observational uncertainty [Grigorescu et al., 2020, Hafner et al., 2018, Moreno et al., 2018] from an external attacker [Huang et al., 2017] or noisy sensor [Fortunato et al., 2018, Lee et al., 2018]. For examples, playing online video games may experience sudden black-outs or frame-skippings due to network instabilities, and driving on the road may encounter temporary blindness when facing the sun. Such an abrupt interference on the observation could cause serious issues for DRL algorithms. Unlike other machine learning tasks that involve only a single mission at a time (e.g., image classification), an RL agent has to deal with a dynamic [Schmidhuber, 1992] and encoded state [Schmidhuber, 1991, Kaelbling et al., 1998] and to anticipate future rewards. Therefore, DRL-based systems are likely to propagate and even enlarge risks (e.g., delay and noisy pulsed-signals on sensor-fusion [Yurtsever et al., 2020, Johansen et al., 2015]) induced from the uncertain interference.
BF++: a language for general-purpose program synthesis
Liventsev, Vadim, Hรคrmรค, Aki, Petkoviฤ, Milan
Most state of the art decision systems based on Reinforcement Learning (RL) are data-driven black-box neural models, where it is often difficult to incorporate expert knowledge into the models or let experts review and validate the learned decision mechanisms. Knowledge-insertion and model review are important requirements in many applications involving human health and safety. One way to bridge the gap between data and knowledge driven systems is program synthesis: replacing a neural network that outputs decisions with a symbolic program generated by a neural network or by means of genetic programming. We propose a new programming language, BF, designed specifically for automatic programming of agents in a Partially Observable Markov Decision Process (POMDP) setting and apply neural program synthesis to solve standard OpenAI Gym benchmarks. Source code is available at https://github.com/vadim0x60/cibi
Nearly Optimal Regret for Learning Adversarial MDPs with Linear Function Approximation
He, Jiafan, Zhou, Dongruo, Gu, Quanquan
We study the reinforcement learning for finite-horizon episodic Markov decision processes with adversarial reward and full information feedback, where the unknown transition probability function is a linear function of a given feature mapping. We propose an optimistic policy optimization algorithm with Bernstein bonus and show that it can achieve $\tilde{O}(dH\sqrt{T})$ regret, where $H$ is the length of the episode, $T$ is the number of interaction with the MDP and $d$ is the dimension of the feature mapping. Furthermore, we also prove a matching lower bound of $\tilde{\Omega}(dH\sqrt{T})$ up to logarithmic factors. To the best of our knowledge, this is the first computationally efficient, nearly minimax optimal algorithm for adversarial Markov decision processes with linear function approximation.