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 Markov Models


Learning Restricted Boltzmann Machines with Sparse Latent Variables

arXiv.org Machine Learning

Restricted Boltzmann Machines (RBMs) are a common family of undirected graphical models with latent variables. An RBM is described by a bipartite graph, with all observed variables in one layer and all latent variables in the other. We consider the task of learning an RBM given samples generated according to it. The best algorithms for this task currently have time complexity $\tilde{O}(n^2)$ for ferromagnetic RBMs (i.e., with attractive potentials) but $\tilde{O}(n^d)$ for general RBMs, where $n$ is the number of observed variables and $d$ is the maximum degree of a latent variable. Let the MRF neighborhood of an observed variable be its neighborhood in the Markov Random Field of the marginal distribution of the observed variables. In this paper, we give an algorithm for learning general RBMs with time complexity $\tilde{O}(n^{2^s+1})$, where $s$ is the maximum number of latent variables connected to the MRF neighborhood of an observed variable. This is an improvement when $s < \log_2 (d-1)$, which corresponds to RBMs with sparse latent variables. Furthermore, we give a version of this learning algorithm that recovers a model with small prediction error and whose sample complexity is independent of the minimum potential in the Markov Random Field of the observed variables. This is of interest because the sample complexity of current algorithms scales with the inverse of the minimum potential, which cannot be controlled in terms of natural properties of the RBM.


DeepAveragers: Offline Reinforcement Learning by Solving Derived Non-Parametric MDPs

arXiv.org Artificial Intelligence

We study an approach to offline reinforcement learning (RL) based on optimally solving finitely-represented MDPs derived from a static dataset of experience. This approach can be applied on top of any learned representation and has the potential to easily support multiple solution objectives as well as zero-shot adjustment to changing environments and goals. Our main contribution is to introduce the Deep Averagers with Costs MDP (DAC-MDP) and to investigate its solutions for offline RL. DAC-MDPs are a nonparametric model that can leverage deep representations and account for limited data by introducing costs for exploiting under-represented parts of the model. In theory, we show conditions that allow for lower-bounding the performance of DAC-MDP solutions. We also investigate the empirical behavior in a number of environments, including those with imagebased observations. Overall, the experiments demonstrate that the framework can work in practice and scale to large complex offline RL problems. Research in automated planning and control has produced powerful algorithms to solve for optimal, or near-optimal, decisions given accurate environment models. Examples include the classic valueand policy-iteration algorithms for tabular representations or more sophisticated symbolic variants for graphical model representations (e.g. In concept, these planners address many of the traditional challenges in reinforcement learning (RL). They can perform "zero-shot transfer" to new goals and changes to the environment model, accurately account for sparse reward or low-probability events, and solve for different optimization objectives (e.g. Effectively leveraging these planners, however, requires an accurate model grounded in observations and expressed in the planner's representation. On the other hand, model-based reinforcement learning (MBRL) aims to learn grounded models to improve RL's data efficiency.


Adaptive Sampling for Best Policy Identification in Markov Decision Processes

arXiv.org Machine Learning

We investigate the problem of best-policy identification in discounted Markov Decision Processes (MDPs) when the learner has access to a generative model. The objective is to devise a learning algorithm returning the best policy as early as possible. We first derive a problem-specific lower bound of the sample complexity satisfied by any learning algorithm. This lower bound corresponds to an optimal sample allocation that solves a non-convex program, and hence, is hard to exploit in the design of efficient algorithms. We then provide a simple and tight upper bound of the sample complexity lower bound, whose corresponding nearly-optimal sample allocation becomes explicit. The upper bound depends on specific functionals of the MDP such as the sub-optimality gaps and the variance of the next-state value function, and thus really captures the hardness of the MDP. Finally, we devise KLB-TS (KL Ball Track-and-Stop), an algorithm tracking this nearly-optimal allocation, and provide asymptotic guarantees for its sample complexity (both almost surely and in expectation). The advantages of KLB-TS against state-of-the-art algorithms are discussed and illustrated numerically.


Nonstationary Reinforcement Learning with Linear Function Approximation

arXiv.org Machine Learning

We consider reinforcement learning (RL) in episodic Markov decision processes (MDPs) with linear function approximation under drifting environment. Specifically, both the reward and state transition functions can evolve over time, as long as their respective total variations, quantified by suitable metrics, do not exceed certain \textit{variation budgets}. We first develop the $\texttt{LSVI-UCB-Restart}$ algorithm, an optimistic modification of least-squares value iteration combined with periodic restart, and establish its dynamic regret bound when variation budgets are known. We then propose a parameter-free algorithm, $\texttt{Ada-LSVI-UCB-Restart}$, that works without knowing the variation budgets, but with a slightly worse dynamic regret bound. We also derive the first minimax dynamic regret lower bound for nonstationary MDPs to show that our proposed algorithms are near-optimal. As a byproduct, we establish a minimax regret lower bound for linear MDPs, which is unsolved by \cite{jin2020provably}. In addition, we provide numerical experiments to demonstrate the effectiveness of our proposed algorithms. As far as we know, this is the first dynamic regret analysis in nonstationary reinforcement learning with function approximation.


QR-MIX: Distributional Value Function Factorisation for Cooperative Multi-Agent Reinforcement Learning

arXiv.org Machine Learning

In Cooperative Multi-Agent Reinforcement Learning (MARL) and under the setting of Centralized Training with Decentralized Execution (CTDE), agents observe and interact with their environment locally and independently. With local observation and random sampling, the randomness in rewards and observations leads to randomness in long-term returns. Existing methods such as Value Decomposition Network (VDN) and QMIX estimate the value of long-term returns as a scalar that does not contain the information of randomness. Our proposed model QR-MIX introduces quantile regression, modeling joint state-action values as a distribution, combining QMIX with Implicit Quantile Network (IQN). However, the monotonicity in QMIX limits the expression of joint state-action value distribution and may lead to incorrect estimation results in non-monotonic cases. Therefore, we proposed a flexible loss function to approximate the monotonicity found in QMIX. Our model is not only more tolerant of the randomness of returns, but also more tolerant of the randomness of monotonic constraints. The experimental results demonstrate that QR-MIX outperforms the previous state-of-the-art method QMIX in the StarCraft Multi-Agent Challenge (SMAC) environment.


Recurrent Distributed Reinforcement Learning for Partially Observable Robotic Assembly

arXiv.org Artificial Intelligence

In this work we solve for partially observable reinforcement learning (RL) environments by adding recurrency. We focus on partially observable robotic assembly tasks in the continuous action domain, with force/torque sensing being the only observation. We have developed a new distributed RL agent, named Recurrent Distributed DDPG (RD2), which adds a recurrent neural network layer to Ape-X DDPG and makes two important improvements on prioritized experience replay to stabilize training. We demonstrate the effectiveness of RD2 on a variety of joint assembly tasks and a partially observable version of the pendulum task from OpenAI Gym. Our results show that RD2 is able to achieve better performance than Ape-X DDPG and PPO with LSTM on partially observable tasks with varying complexity. We also show that the trained models adapt well to different initial states and different types of noise injected in the simulated environment. The video presenting our experiments is available at https://sites.google.com/view/rd2-rl


Uncertainty Aware Wildfire Management

arXiv.org Artificial Intelligence

Recent wildfires in the United States have resulted in loss of life and billions of dollars, destroying countless structures and forests. Fighting wildfires is extremely complex. It is difficult to observe the true state of fires due to smoke and risk associated with ground surveillance. There are limited resources to be deployed over a massive area and the spread of the fire is challenging to predict. This paper proposes a decision-theoretic approach to combat wildfires. We model the resource allocation problem as a partially-observable Markov decision process. We also present a data-driven model that lets us simulate how fires spread as a function of relevant covariates. A major problem in using data-driven models to combat wildfires is the lack of comprehensive data sources that relate fires with relevant covariates. We present an algorithmic approach based on large-scale raster and vector analysis that can be used to create such a dataset. Our data with over 2 million data points is the first open-source dataset that combines existing fire databases with covariates extracted from satellite imagery. Through experiments using real-world wildfire data, we demonstrate that our forecasting model can accurately model the spread of wildfires. Finally, we use simulations to demonstrate that our response strategy can significantly reduce response times compared to baseline methods.


Reinforcement Learning Based Temporal Logic Control with Maximum Probabilistic Satisfaction

arXiv.org Artificial Intelligence

This paper presents a model-free reinforcement learning (RL) algorithm to synthesize a control policy that maximizes the satisfaction probability of linear temporal logic (LTL) specifications. Due to the consideration of environment and motion uncertainties, we model the robot motion as a probabilistic labeled Markov decision process with unknown transition probabilities and unknown probabilistic label functions. The LTL task specification is converted to a limit deterministic generalized B\"uchi automaton (LDGBA) with several accepting sets to maintain dense rewards during learning. The novelty of applying LDGBA is to construct an embedded LDGBA (E-LDGBA) by designing a synchronous tracking-frontier function, which enables the record of non-visited accepting sets without increasing dimensional and computational complexity. With appropriate dependent reward and discount functions, rigorous analysis shows that any method that optimizes the expected discount return of the RL-based approach is guaranteed to find the optimal policy that maximizes the satisfaction probability of the LTL specifications. A model-free RL-based motion planning strategy is developed to generate the optimal policy in this paper. The effectiveness of the RL-based control synthesis is demonstrated via simulation and experimental results.


An Introduction to Machine Learning - Notes on New Technologies

#artificialintelligence

Humans learn from past experiences, Machines follow the instructions given by humans but, what if humans can train the machines to learn from the past experiences (data) and can do act much faster, here comes the concept of Machine Learning. Machine learning is the field of study that gives computers the capability to learn without being explicitly programmed. Machine learning algorithms build a mathematical model based on the data, known as training data, in order to make predictions or decisions. Machine learning is not only about learning, but also about understanding and reasoning. Machine Learning is not programmed, it is taught with data.


Logically Synthesized, Hardware-Accelerated, Restricted Boltzmann Machines for Combinatorial Optimization and Integer Factorization

arXiv.org Machine Learning

The Restricted Boltzmann Machine (RBM) is a stochastic neural network capable of solving a variety of difficult tasks such as NP-Hard combinatorial optimization problems and integer factorization. The RBM architecture is also very compact; requiring very few weights and biases. This, along with its simple, parallelizable sampling algorithm for finding the ground state of such problems, makes the RBM amenable to hardware acceleration. However, training of the RBM on these problems can pose a significant challenge, as the training algorithm tends to fail for large problem sizes and efficient mappings can be hard to find. Here, we propose a method of combining RBMs together that avoids the need to train large problems in their full form. We also propose methods for making the RBM more hardware amenable, allowing the algorithm to be efficiently mapped to an FPGA-based accelerator. Using this accelerator, we are able to show hardware accelerated factorization of 16 bit numbers with high accuracy with a speed improvement of 10000x and a power improvement of 32x.