Goto

Collaborating Authors

 Markov Models


The Teaching Dimension of Q-learning

arXiv.org Artificial Intelligence

In this paper, we initiate the study of sample complexity of teaching, termed as "teaching dimension" (TDim) in the literature, for Q-learning. While the teaching dimension of supervised learning has been studied extensively, these results do not extend to reinforcement learning due to the temporal constraints posed by the underlying Markov Decision Process environment. We characterize the TDim of Q-learning under different teachers with varying control over the environment, and present matching optimal teaching algorithms. Our TDim results provide the minimum number of samples needed for reinforcement learning, thus complementing standard PAC-style RL sample complexity analysis. Our teaching algorithms have the potential to speed up RL agent learning in applications where a helpful teacher is available.


An online evolving framework for advancing reinforcement-learning based automated vehicle control

arXiv.org Artificial Intelligence

In this paper, an online evolving framework is proposed to detect and revise a controller's imperfect decision-making in advance. The framework consists of three modules: the evolving Finite State Machine (e-FSM), action-reviser, and controller modules. The e-FSM module evolves a stochastic model (e.g., Discrete-Time Markov Chain) from scratch by determining new states and identifying transition probabilities repeatedly. With the latest stochastic model and given criteria, the action-reviser module checks validity of the controller's chosen action by predicting future states. Then, if the chosen action is not appropriate, another action is inspected and selected. In order to show the advantage of the proposed framework, the Deep Deterministic Policy Gradient (DDPG) w/ and w/o the online evolving framework are applied to control an ego-vehicle in the car-following scenario where control criteria are set by speed and safety. Experimental results show that inappropriate actions chosen by the DDPG controller are detected and revised appropriately through our proposed framework, resulting in no control failures after a few iterations.


Hausdorff Dimension, Stochastic Differential Equations, and Generalization in Neural Networks

arXiv.org Machine Learning

Despite its success in a wide range of applications, characterizing the generalization properties of stochastic gradient descent (SGD) in non-convex deep learning problems is still an important challenge. While modeling the trajectories of SGD via stochastic differential equations (SDE) under heavy-tailed gradient noise has recently shed light over several peculiar characteristics of SGD, a rigorous treatment of the generalization properties of such SDEs in a learning theoretical framework is still missing. Aiming to bridge this gap, in this paper, we prove generalization bounds for SGD under the assumption that its trajectories can be well-approximated by a Feller process, which defines a rich class of Markov processes that include several recent SDE representations (both Brownian or heavy-tailed) as its special case. We show that the generalization error can be controlled by the Hausdorff dimension of the trajectories, which is intimately linked to the tail behavior of the driving process. Our results imply that heavier-tailed processes should achieve better generalization; hence, the tail-index of the process can be used as a notion of ``capacity metric''. We support our theory with experiments on deep neural networks illustrating that the proposed capacity metric accurately estimates the generalization error, and it does not necessarily grow with the number of parameters unlike the existing capacity metrics in the literature.


Piecewise-Stationary Off-Policy Optimization

arXiv.org Artificial Intelligence

Off-policy learning is a framework for evaluating and optimizing policies without deploying them, from data collected by another policy. Real-world environments are typically non-stationary and the offline learned policies should adapt to these changes. To address this challenge, we study the novel problem of off-policy optimization in piecewise-stationary contextual bandits. Our proposed solution has two phases. In the offline learning phase, we partition logged data into categorical latent states and learn a near-optimal sub-policy for each state. In the online deployment phase, we adaptively switch between the learned sub-policies based on their performance. This approach is practical and analyzable, and we provide guarantees on both the quality of off-policy optimization and the regret during online deployment. To show the effectiveness of our approach, we compare it to state-of-the-art baselines on both synthetic and real-world datasets. Our approach outperforms methods that act only on observed context.


A systematic review and taxonomy of explanations in decision support and recommender systems

arXiv.org Artificial Intelligence

With the recent advances in the field of artificial intelligence, an increasing number of decision-making tasks are delegated to software systems. A key requirement for the success and adoption of such systems is that users must trust system choices or even fully automated decisions. To achieve this, explanation facilities have been widely investigated as a means of establishing trust in these systems since the early years of expert systems. With today's increasingly sophisticated machine learning algorithms, new challenges in the context of explanations, accountability, and trust towards such systems constantly arise. In this work, we systematically review the literature on explanations in advice-giving systems. This is a family of systems that includes recommender systems, which is one of the most successful classes of advice-giving software in practice. We investigate the purposes of explanations as well as how they are generated, presented to users, and evaluated. As a result, we derive a novel comprehensive taxonomy of aspects to be considered when designing explanation facilities for current and future decision support systems. The taxonomy includes a variety of different facets, such as explanation objective, responsiveness, content and presentation. Moreover, we identified several challenges that remain unaddressed so far, for example related to fine-grained issues associated with the presentation of explanations and how explanation facilities are evaluated.


META-Learning Eligibility Traces for More Sample Efficient Temporal Difference Learning

arXiv.org Artificial Intelligence

Temporal-Difference (TD) learning is a standard and very successful reinforcement learning approach, at the core of both algorithms that learn the value of a given policy, as well as algorithms which learn how to improve policies. TD-learning with eligibility traces provides a way to do temporal credit assignment, i.e. decide which portion of a reward should be assigned to predecessor states that occurred at different previous times, controlled by a parameter $\lambda$. However, tuning this parameter can be time-consuming, and not tuning it can lead to inefficient learning. To improve the sample efficiency of TD-learning, we propose a meta-learning method for adjusting the eligibility trace parameter, in a state-dependent manner. The adaptation is achieved with the help of auxiliary learners that learn distributional information about the update targets online, incurring roughly the same computational complexity per step as the usual value learner. Our approach can be used both in on-policy and off-policy learning. We prove that, under some assumptions, the proposed method improves the overall quality of the update targets, by minimizing the overall target error. This method can be viewed as a plugin which can also be used to assist prediction with function approximation by meta-learning feature (observation)-based $\lambda$ online, or even in the control case to assist policy improvement. Our empirical evaluation demonstrates significant performance improvements, as well as improved robustness of the proposed algorithm to learning rate variation.


Generative Semantic Hashing Enhanced via Boltzmann Machines

arXiv.org Machine Learning

Generative semantic hashing is a promising technique for large-scale information retrieval thanks to its fast retrieval speed and small memory footprint. For the tractability of training, existing generative-hashing methods mostly assume a factorized form for the posterior distribution, enforcing independence among the bits of hash codes. From the perspectives of both model representation and code space size, independence is always not the best assumption. In this paper, to introduce correlations among the bits of hash codes, we propose to employ the distribution of Boltzmann machine as the variational posterior. To address the intractability issue of training, we first develop an approximate method to reparameterize the distribution of a Boltzmann machine by augmenting it as a hierarchical concatenation of a Gaussian-like distribution and a Bernoulli distribution. Based on that, an asymptotically-exact lower bound is further derived for the evidence lower bound (ELBO). With these novel techniques, the entire model can be optimized efficiently. Extensive experimental results demonstrate that by effectively modeling correlations among different bits within a hash code, our model can achieve significant performance gains.


Mining Personalized Climate Preferences for Assistant Driving

arXiv.org Machine Learning

Both assistant driving and self-driving have attracted a great amount of attention in the last few years. However, the majority of research efforts focus on safe driving; few research has been conducted on in-vehicle climate control, or assistant driving based on travellers' personal habits or preferences. In this paper, we propose a novel approach for climate control, driver behavior recognition and driving recommendation for better fitting drivers' preferences in their daily driving. The algorithm consists three components: (1) A in-vehicle sensing and context feature enriching compnent with a Internet of Things (IoT) platform for collecting related environment, vehicle-running, and traffic parameters that affect drivers' behaviors. (2) A non-intrusive intelligent driver behaviour and vehicle status detection component, which can automatically label vehicle's status (open windows, turn on air condition, etc.), based on results of applying further feature extraction and machine learning algorithms. (3) A personalized driver habits learning and preference recommendation component for more healthy and comfortable experiences. A prototype using a client-server architecture with an iOS app and an air-quality monitoring sensor has been developed for collecting heterogeneous data and testing our algorithms. Real-world experiments on driving data of 11,370 km (320 hours) by different drivers in multiple cities worldwide have been conducted, which demonstrate the effective and accuracy of our approach.


Reinforcement Learning

arXiv.org Machine Learning

Reinforcement learning (RL) is a general framework for adaptive control, which has proven to be efficient in many domains, e.g., board games, video games or autonomous vehicles. In such problems, an agent faces a sequential decision-making problem where, at every time step, it observes its state, performs an action, receives a reward and moves to a new state. An RL agent learns by trial and error a good policy (or controller) based on observations and numeric reward feedback on the previously performed action. In this chapter, we present the basic framework of RL and recall the two main families of approaches that have been developed to learn a good policy. The first one, which is value-based, consists in estimating the value of an optimal policy, value from which a policy can be recovered, while the other, called policy search, directly works in a policy space. Actor-critic methods can be seen as a policy search technique where the policy value that is learned guides the policy improvement. Besides, we give an overview of some extensions of the standard RL framework, notably when risk-averse behavior needs to be taken into account or when rewards are not available or not known.


How to Avoid Being Eaten by a Grue: Structured Exploration Strategies for Textual Worlds

arXiv.org Artificial Intelligence

Text-based games are long puzzles or quests, characterized by a sequence of sparse and potentially deceptive rewards. They provide an ideal platform to develop agents that perceive and act upon the world using a combinatorially sized natural language state-action space. Standard Reinforcement Learning agents are poorly equipped to effectively explore such spaces and often struggle to overcome bottlenecks---states that agents are unable to pass through simply because they do not see the right action sequence enough times to be sufficiently reinforced. We introduce Q*BERT, an agent that learns to build a knowledge graph of the world by answering questions, which leads to greater sample efficiency. To overcome bottlenecks, we further introduce MC!Q*BERT an agent that uses an knowledge-graph-based intrinsic motivation to detect bottlenecks and a novel exploration strategy to efficiently learn a chain of policy modules to overcome them. We present an ablation study and results demonstrating how our method outperforms the current state-of-the-art on nine text games, including the popular game, Zork, where, for the first time, a learning agent gets past the bottleneck where the player is eaten by a Grue.