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 Markov Models


Towards Personalized Explanation of Robotic Planning via User Feedback

arXiv.org Artificial Intelligence

Prior studies have found that providing explanations about robots' decisions and actions help to improve system transparency, increase human users' trust of robots, and enable effective human-robot collaboration. Different users have various preferences about what should be included in explanations. However, little research has been conducted for the generation of personalized explanations. In this paper, we present a system for generating personalized explanations of robotic planning via user feedback. We consider robotic planning using Markov decision processes (MDPs) and develop an algorithm to automatically generate a personalized explanation of an optimal robotic plan (i.e., an optimal MDP policy) based on the user preference regarding four elements (i.e., objective, locality, specificity, and abstraction). In addition, we design the system to interact with users via answering users' further questions about the generated explanations. Users have the option to update their preferences to view different explanations. The system is capable of detecting and resolving any preference conflict via user interaction. Our user study results show that the generated personalized explanations improve user satisfaction, while the majority of users liked the system's capabilities of question-answering, and conflict detection and resolution.


An Overview of Multi-Agent Reinforcement Learning from Game Theoretical Perspective

arXiv.org Artificial Intelligence

Following the remarkable success of the AlphaGO series, 2019 was a booming year that witnessed significant advances in multi-agent reinforcement learning (MARL) techniques. MARL corresponds to the learning problem in a multi-agent system in which multiple agents learn simultaneously. MARL is an interdisciplinary domain with a long history that includes game theory, machine learning, stochastic control, psychology, and optimisation. Although MARL has achieved considerable empirical success in solving real-world games, there is a lack of a self-contained overview in the literature that elaborates the game theoretical foundations of modern MARL methods and summarises the recent advances. In fact, the majority of existing surveys are outdated and do not fully cover the recent developments since 2010. In this work, we provide a monograph on MARL that covers both the fundamentals and the latest developments in the research frontier. The goal of our monograph is to provide a self-contained assessment of the current state-of-the-art MARL techniques from a game theoretical perspective. We expect this work to serve as a stepping stone for both new researchers who are about to enter this fast-growing domain and existing domain experts who want to obtain a panoramic view and identify new directions based on recent advances.


Learning When to Switch: Composing Controllers to Traverse a Sequence of Terrain Artifacts

arXiv.org Artificial Intelligence

Legged robots often use separate control policies that are highly engineered for traversing difficult terrain such as stairs, gaps, and steps, where switching between policies is only possible when the robot is in a region that is common to adjacent controllers. Deep Reinforcement Learning (DRL) is a promising alternative to hand-crafted control design, though typically requires the full set of test conditions to be known before training. DRL policies can result in complex (often unrealistic) behaviours that have few or no overlapping regions between adjacent policies, making it difficult to switch behaviours. In this work we develop multiple DRL policies with Curriculum Learning (CL), each that can traverse a single respective terrain condition, while ensuring an overlap between policies. We then train a network for each destination policy that estimates the likelihood of successfully switching from any other policy. We evaluate our switching method on a previously unseen combination of terrain artifacts and show that it performs better than heuristic methods. While our method is trained on individual terrain types, it performs comparably to a Deep Q Network trained on the full set of terrain conditions. This approach allows the development of separate policies in constrained conditions with embedded prior knowledge about each behaviour, that is scalable to any number of behaviours, and prepares DRL methods for applications in the real world


Reward Propagation Using Graph Convolutional Networks

arXiv.org Artificial Intelligence

Potential-based reward shaping provides an approach for designing good reward functions, with the purpose of speeding up learning. However, automatically finding potential functions for complex environments is a difficult problem (in fact, of the same difficulty as learning a value function from scratch). We propose a new framework for learning potential functions by leveraging ideas from graph representation learning. Our approach relies on Graph Convolutional Networks which we use as a key ingredient in combination with the probabilistic inference view of reinforcement learning. More precisely, we leverage Graph Convolutional Networks to perform message passing from rewarding states. The propagated messages can then be used as potential functions for reward shaping to accelerate learning. We verify empirically that our approach can achieve considerable improvements in both small and high-dimensional control problems.


Pseudo Random Number Generation through Reinforcement Learning and Recurrent Neural Networks

arXiv.org Artificial Intelligence

A Pseudo-Random Number Generator (PRNG) is any algorithm generating a sequence of numbers approximating properties of random numbers. These numbers are widely employed in mid-level cryptography and in software applications. Test suites are used to evaluate PRNGs quality by checking statistical properties of the generated sequences. These sequences are commonly represented bit by bit. This paper proposes a Reinforcement Learning (RL) approach to the task of generating PRNGs from scratch by learning a policy to solve a partially observable Markov Decision Process (MDP), where the full state is the period of the generated sequence and the observation at each time step is the last sequence of bits appended to such state. We use a Long-Short Term Memory (LSTM) architecture to model the temporal relationship between observations at different time steps, by tasking the LSTM memory with the extraction of significant features of the hidden portion of the MDP's states. We show that modeling a PRNG with a partially observable MDP and a LSTM architecture largely improves the results of the fully observable feedforward RL approach introduced in previous work.


An Adiabatic Theorem for Policy Tracking with TD-learning

arXiv.org Artificial Intelligence

Policy evaluation and, in particular, temporal difference (TD) learning is a key ingredient in reinforcement learning. Here the expected value of future rewards is estimated from simulations of a given policy. When a stationary policy is fixed, the simulated process is a time-homogeneous Markov chain. The convergence of the policy evaluation algorithm is analyzed using stochastic approximation techniques under asynchronous Markovian updates. There is a well-developed theory of stochastic approximation that establishes the convergence of a variety of policy evaluation schemes.


Inverse Rational Control with Partially Observable Continuous Nonlinear Dynamics

arXiv.org Artificial Intelligence

A fundamental question in neuroscience is how the brain creates an internal model of the world to guide actions using sequences of ambiguous sensory information. This is naturally formulated as a reinforcement learning problem under partial observations, where an agent must estimate relevant latent variables in the world from its evidence, anticipate possible future states, and choose actions that optimize total expected reward. This problem can be solved by control theory, which allows us to find the optimal actions for a given system dynamics and objective function. However, animals often appear to behave suboptimally. Why? We hypothesize that animals have their own flawed internal model of the world, and choose actions with the highest expected subjective reward according to that flawed model. We describe this behavior as rational but not optimal. The problem of Inverse Rational Control (IRC) aims to identify which internal model would best explain an agent's actions. Our contribution here generalizes past work on Inverse Rational Control which solved this problem for discrete control in partially observable Markov decision processes. Here we accommodate continuous nonlinear dynamics and continuous actions, and impute sensory observations corrupted by unknown noise that is private to the animal. We first build an optimal Bayesian agent that learns an optimal policy generalized over the entire model space of dynamics and subjective rewards using deep reinforcement learning. Crucially, this allows us to compute a likelihood over models for experimentally observable action trajectories acquired from a suboptimal agent. We then find the model parameters that maximize the likelihood using gradient ascent.


Neural-Symbolic Reasoning on Knowledge Graphs

arXiv.org Artificial Intelligence

Knowledge graph reasoning is the fundamental component to support machine learning applications such as information extraction, information retrieval and recommendation. Since knowledge graph can be viewed as the discrete symbolic representations of knowledge, reasoning on knowledge graphs can naturally leverage the symbolic techniques. However, symbolic reasoning is intolerant of the ambiguous and noisy data. On the contrary, the recent advances of deep learning promote neural reasoning on knowledge graphs, which is robust to the ambiguous and noisy data, but lacks interpretability compared to symbolic reasoning. Considering the advantages and disadvantages of both methodologies, recent efforts have been made on combining the two reasoning methods. In this survey, we take a thorough look at the development of the symbolic reasoning, neural reasoning and the neural-symbolic reasoning on knowledge graphs. We survey two specific reasoning tasks, knowledge graph completion and question answering on knowledge graphs, and explain them in a unified reasoning framework. We also briefly discuss the future directions for knowledge graph reasoning.


A Theory of Multiple-Source Adaptation with Limited Target Labeled Data

arXiv.org Machine Learning

We present a theoretical and algorithmic study of the multiple-source domain adaptation problem in the common scenario where the learner has access only to a limited amount of labeled target data, but where the learner has at disposal a large amount of labeled data from multiple source domains. We show that a new family of algorithms based on model selection ideas benefits from very favorable guarantees in this scenario and discuss some theoretical obstacles affecting some alternative techniques. We also report the results of several experiments with our algorithms that demonstrate their practical effectiveness.


Bias no more: high-probability data-dependent regret bounds for adversarial bandits and MDPs

arXiv.org Machine Learning

We develop a new approach to obtaining high probability regret bounds for online learning with bandit feedback against an adaptive adversary. While existing approaches all require carefully constructing optimistic and biased loss estimators, our approach uses standard unbiased estimators and relies on a simple increasing learning rate schedule, together with the help of logarithmically homogeneous self-concordant barriers and a strengthened Freedman's inequality. Besides its simplicity, our approach enjoys several advantages. First, the obtained high-probability regret bounds are data-dependent and could be much smaller than the worst-case bounds, which resolves an open problem asked by Neu (2015). Second, resolving another open problem of Bartlett et al. (2008) and Abernethy and Rakhlin (2009), our approach leads to the first general and efficient algorithm with a high-probability regret bound for adversarial linear bandits, while previous methods are either inefficient or only applicable to specific action sets. Finally, our approach can also be applied to learning adversarial Markov Decision Processes and provides the first algorithm with a high-probability small-loss bound for this problem.