Markov Models
Active Reward Learning for Co-Robotic Vision Based Exploration in Bandwidth Limited Environments
Jamieson, Stewart, How, Jonathan P., Girdhar, Yogesh
We present a novel POMDP problem formulation for a robot that must autonomously decide where to go to collect new and scientifically relevant images given a limited ability to communicate with its human operator. From this formulation we derive constraints and design principles for the observation model, reward model, and communication strategy of such a robot, exploring techniques to deal with the very high-dimensional observation space and scarcity of relevant training data. We introduce a novel active reward learning strategy based on making queries to help the robot minimize path "regret" online, and evaluate it for suitability in autonomous visual exploration through simulations. We demonstrate that, in some bandwidth-limited environments, this novel regret-based criterion enables the robotic explorer to collect up to 17% more reward per mission than the next-best criterion.
Moving Target Monte Carlo
Ying, Haoyun, Mao, Keheng, Mosegaard, Klaus
The Markov Chain Monte Carlo (MCMC) methods are popular when considering sampling from a high-dimensional random variable $\mathbf{x}$ with possibly unnormalised probability density $p$ and observed data $\mathbf{d}$. However, MCMC requires evaluating the posterior distribution $p(\mathbf{x}|\mathbf{d})$ of the proposed candidate $\mathbf{x}$ at each iteration when constructing the acceptance rate. This is costly when such evaluations are intractable. In this paper, we introduce a new non-Markovian sampling algorithm called Moving Target Monte Carlo (MTMC). The acceptance rate at $n$-th iteration is constructed using an iteratively updated approximation of the posterior distribution $a_n(\mathbf{x})$ instead of $p(\mathbf{x}|\mathbf{d})$. The true value of the posterior $p(\mathbf{x}|\mathbf{d})$ is only calculated if the candidate $\mathbf{x}$ is accepted. The approximation $a_n$ utilises these evaluations and converges to $p$ as $n \rightarrow \infty$. A proof of convergence and estimation of convergence rate in different situations are given.
Curriculum Learning for Reinforcement Learning Domains: A Framework and Survey
Narvekar, Sanmit, Peng, Bei, Leonetti, Matteo, Sinapov, Jivko, Taylor, Matthew E., Stone, Peter
Reinforcement learning (RL) is a popular paradigm for addressing sequential decision tasks in which the agent has only limited environmental feedback. Despite many advances over the past three decades, learning in many domains still requires a large amount of interaction with the environment, which can be prohibitively expensive in realistic scenarios. To address this problem, transfer learning has been applied to reinforcement learning such that experience gained in one task can be leveraged when starting to learn the next, harder task. More recently, several lines of research have explored how tasks, or data samples themselves, can be sequenced into a curriculum for the purpose of learning a problem that may otherwise be too difficult to learn from scratch. In this article, we present a framework for curriculum learning (CL) in reinforcement learning, and use it to survey and classify existing CL methods in terms of their assumptions, capabilities, and goals. Finally, we use our framework to find open problems and suggest directions for future RL curriculum learning research.
Ecological Semantics: Programming Environments for Situated Language Understanding
Tamari, Ronen, Stanovsky, Gabriel, Shahaf, Dafna, Tsarfaty, Reut
Large-scale natural language understanding (NLU) systems have made impressive progress: they can be applied flexibly across a variety of tasks, and employ minimal structural assumptions. However, extensive empirical research has shown this to be a double-edged sword, coming at the cost of shallow understanding: inferior generalization, grounding and explainability. Grounded language learning approaches offer the promise of deeper understanding by situating learning in richer, more structured training environments, but are limited in scale to relatively narrow, predefined domains. How might we enjoy the best of both worlds: grounded, general NLU? Following extensive contemporary cognitive science, we propose treating environments as ``first-class citizens'' in semantic representations, worthy of research and development in their own right. Importantly, models should also be partners in the creation and configuration of environments, rather than just actors within them, as in existing approaches. To do so, we argue that models must begin to understand and program in the language of affordances (which define possible actions in a given situation) both for online, situated discourse comprehension, as well as large-scale, offline common-sense knowledge mining. To this end we propose an environment-oriented ecological semantics, outlining theoretical and practical approaches towards implementation. We further provide actual demonstrations building upon interactive fiction programming languages.
Learning discrete state abstractions with deep variational inference
Biza, Ondrej, Platt, Robert, van de Meent, Jan-Willem, Wong, Lawson L. S.
Abstraction is crucial for effective sequential decision making in domains with large state spaces. In this work, we propose a variational information bottleneck method for learning approximate bisimulations, a type of state abstraction. We use a deep neural net encoder to map states onto continuous embeddings. The continuous latent space is then compressed into a discrete representation using an action-conditioned hidden Markov model, which is trained end-to-end with the neural network. Our method is suited for environments with high-dimensional states and learns from a stream of experience collected by an agent acting in a Markov decision process. Through a learned discrete abstract model, we can efficiently plan for unseen goals in a multi-goal Reinforcement Learning setting. We test our method in simplified robotic manipulation domains with image states. We also compare it against previous model-based approaches to finding bisimulations in discrete grid-world-like environments.
Learning to be Global Optimizer
Zhang, Haotian, Sun, Jianyong, Xu, Zongben
The advancement of artificial intelligence has cast a new light on the development of optimization algorithm. This paper proposes to learn a two-phase (including a minimization phase and an escaping phase) global optimization algorithm for smooth non-convex functions. For the minimization phase, a model-driven deep learning method is developed to learn the update rule of descent direction, which is formalized as a nonlinear combination of historical information, for convex functions. We prove that the resultant algorithm with the proposed adaptive direction guarantees convergence for convex functions. Empirical study shows that the learned algorithm significantly outperforms some well-known classical optimization algorithms, such as gradient descent, conjugate descent and BFGS, and performs well on ill-posed functions. The escaping phase from local optimum is modeled as a Markov decision process with a fixed escaping policy. We further propose to learn an optimal escaping policy by reinforcement learning. The effectiveness of the escaping policies is verified by optimizing synthesized functions and training a deep neural network for CIFAR image classification. The learned two-phase global optimization algorithm demonstrates a promising global search capability on some benchmark functions and machine learning tasks.
Integrating Acting, Planning and Learning in Hierarchical Operational Models
Patra, Sunandita, Mason, James, Kumar, Amit, Ghallab, Malik, Traverso, Paolo, Nau, Dana
We present new planning and learning algorithms for RAE, the Refinement Acting Engine. RAE uses hierarchical operational models to perform tasks in dynamically changing environments. Our planning procedure, UPOM, does a UCT-like search in the space of operational models in order to find a near-optimal method to use for the task and context at hand. Our learning strategies acquire, from online acting experiences and/or simulated planning results, a mapping from decision contexts to method instances as well as a heuristic function to guide UPOM. Our experimental results show that UPOM and our learning strategies significantly improve RAE's performance in four test domains using two different metrics: efficiency and success ratio.
FormulaZero: Distributionally Robust Online Adaptation via Offline Population Synthesis
Sinha, Aman, O'Kelly, Matthew, Zheng, Hongrui, Mangharam, Rahul, Duchi, John, Tedrake, Russ
Balancing performance and safety is crucial to deploying autonomous vehicles in multi-agent environments. In particular, autonomous racing is a domain that penalizes safe but conservative policies, highlighting the need for robust, adaptive strategies. Current approaches either make simplifying assumptions about other agents or lack robust mechanisms for online adaptation. This work makes algorithmic contributions to both challenges. First, to generate a realistic, diverse set of opponents, we develop a novel method for self-play based on replica-exchange Markov chain Monte Carlo. Second, we propose a distributionally robust bandit optimization procedure that adaptively adjusts risk aversion relative to uncertainty in beliefs about opponents' behaviors. We rigorously quantify the tradeoffs in performance and robustness when approximating these computations in real-time motion-planning, and we demonstrate our methods experimentally on autonomous vehicles that achieve scaled speeds comparable to Formula One racecars.
Research Associate - Bioinformatics Lab
The UBC Centre for Molecular Medicine and Therapeutics based at the BC Children's Hospital Research Institute is home to a highly collaborative community of scientists connected by a common commitment to use leading edge molecular methods to advance development of therapeutics for human disease. With a strong history in neurogenetics and metabolism research, the CMMT offers one of the premier research environments in Canada for interdisciplinary biomedical research. The Wasserman laboratory creates and applies bioinformatics methods for the study of the human genome. Research projects span the development of machine learning methods and algorithms for the detection of features in genomics data, the application of bioinformatics methods in applied projects such as the identification of genetic sequence variants causing rare disease or the design of gene therapy vectors. The lab members possess expertise spanning disciplines from mathematics to computer science and from human genetics to biochemistry.
Active Model Estimation in Markov Decision Processes
Tarbouriech, Jean, Shekhar, Shubhanshu, Pirotta, Matteo, Ghavamzadeh, Mohammad, Lazaric, Alessandro
We study the problem of efficient exploration in order to learn an accurate model of an environment, modeled as a Markov decision process (MDP). Efficient exploration in this problem requires the agent to identify the regions in which estimating the model is more difficult and then exploit this knowledge to collect more samples there. In this paper, we formalize this problem, introduce the first algorithm to learn an $\epsilon$-accurate estimate of the dynamics, and provide its sample complexity analysis. While this algorithm enjoys strong guarantees in the large-sample regime, it tends to have a poor performance in early stages of exploration. To address this issue, we propose an algorithm that is based on maximum weighted entropy, a heuristic that stems from common sense and our theoretical analysis. The main idea here is cover the entire state-action space with the weight proportional to the noise in the transitions. Using a number of simple domains with heterogeneous noise in their transitions, we show that our heuristic-based algorithm outperforms both our original algorithm and the maximum entropy algorithm in the small sample regime, while achieving similar asymptotic performance as that of the original algorithm.