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 Markov Models


Off-Policy Evaluation in Partially Observable Environments

arXiv.org Artificial Intelligence

This work studies the problem of batch off-policy evaluation for Reinforcement Learning in partially observable environments. Off-policy evaluation under partial observability is inherently prone to bias, with risk of arbitrarily large errors. We define the problem of off-policy evaluation for Partially Observable Markov Decision Processes (POMDPs) and establish what we believe is the first off-policy evaluation result for POMDPs. In addition, we formulate a model in which observed and unobserved variables are decoupled into two dynamic processes, called a Decoupled POMDP . We show how off-policy evaluation can be performed under this new model, mitigating estimation errors inherent to the procedure we provided for general POMDPs. We demonstrate the pitfalls of off-policy evaluation in POMDPs using a well-known off-policy method, importance sampling, and compare with our result on synthetic medical data.


Quantile Markov Decision Process

arXiv.org Artificial Intelligence

In this paper, we consider the problem of optimizing the quantiles of the cumulative rewards of Markov Decision Processes (MDP), to which we refers as Quantile Markov Decision Processes (QMDP). Traditionally, the goal of a Markov Decision Process (MDP) is to maximize expected cumulative reward over a defined horizon (possibly to be infinite). In many applications, however, a decision maker may be interested in optimizing a specific quantile of the cumulative reward instead of its expectation. Our framework of QMDP provides analytical results characterizing the optimal QMDP solution and presents the algorithm for solving the QMDP. We provide analytical results characterizing the optimal QMDP solution and present the algorithms for solving the QMDP. We illustrate the model with two experiments: a grid game and a HIV optimal treatment experiment.


Part-of-Speech Tagging

#artificialintelligence

Rule-Based: A dictionary is constructed with possible tags for each word. Rules are either hand-crafted, learned or both. An example rule might say, "If an ambiguous/unknown word X is preceded by a determiner and followed by a noun, tag it as an adjective." Statistical: A text corpus is used to derive useful probabilities. Given a sequence of words, the most probable sequence of tags is selected.


$\sqrt{n}$-Regret for Learning in Markov Decision Processes with Function Approximation and Low Bellman Rank

arXiv.org Machine Learning

In this paper, we consider the problem of online learning of Markov decision processes (MDPs) with very large state spaces. Under the assumptions of realizable function approximation and low Bellman ranks, we develop an online learning algorithm that learns the optimal value function while at the same time achieving very low cumulative regret during the learning process. Our learning algorithm, Adaptive Value-function Elimination (AVE), is inspired by the policy elimination algorithm proposed in (Jiang et al., 2017), known as OLIVE. One of our key technical contributions in AVE is to formulate the elimination steps in OLIVE as contextual bandit problems. This technique enables us to apply the active elimination and expert weighting methods from (Dudik et al., 2011), instead of the random action exploration scheme used in the original OLIVE algorithm, for more efficient exploration and better control of the regret incurred in each policy elimination step. To the best of our knowledge, this is the first $\sqrt{n}$-regret result for reinforcement learning in stochastic MDPs with general value function approximation.


c-TextGen: Conditional Text Generation for Harmonious Human-Machine Interaction

arXiv.org Artificial Intelligence

In recent years, with the development of deep learning technology, text generation technology has undergone great changes and provided many kinds of services for human beings, such as restaurant reservation and daily communication. The automatically generated text is becoming more and more fluent so researchers begin to consider more anthropomorphic text generation technology, that is the conditional text generation, including emotional text generation, personalized text generation, and so on. Conditional text generation (c-TextGen) has thus become a research hotspot. As a promising research field, we find that many efforts have been paid to researches of c-TextGen. Therefore, we aim to give a comprehensive review of the new research trends of c-TextGen. We first give a brief literature review of text generation technology, based on which we formalize the concept model of c-TextGen. We further make an investigation of several different c-TextGen techniques, and illustrate the advantages and disadvantages of commonly used neural network models. Finally, we discuss the open issues and promising research directions of c-TextGen.


On Education Unsupervised Machine Learning Hidden Markov Models in Python - all courses

#artificialintelligence

Understand and enumerate the various applications of Markov Models and Hidden Markov Models Understand how Markov Models work Write a Markov Model in code Apply Markov Models to any sequence of data Understand the mathematics behind Markov chains Apply Markov models to language Apply Markov models to website analytics Understand how Google's PageRank works Understand Hidden Markov Models Write a Hidden Markov Model in Code Write a Hidden Markov Model using Theano Understand how gradient descent, which is normally used in deep learning, can be used for HMMs Familiarity with probability and statistics Understand Gaussian mixture models Be comfortable with Python and Numpy The Hidden Markov Model or HMM is all about learning sequences. A lot of the data that would be very useful for us to model is in sequences. Stock prices are sequences of prices. Language is a sequence of words. Credit scoring involves sequences of borrowing and repaying money, and we can use those sequences to predict whether or not you're going to default.


Automatic Critical Mechanic Discovery in Video Games

arXiv.org Artificial Intelligence

We present a system that automatically discovers critical mechanics in a variety of video games within the General Video Game Artificial Intelligence (GVG-AI) framework using a combination of game description parsing and playtrace information. Critical mechanics are defined as the mechanics most necessary to trigger in order to perform well in the game. In a user study, human-identified mechanics are compared against system-identified mechanics to verify alignment between humans and the system. The results of the study demonstrate that our method is able to match humans with high consistency. Our system is further validated by comparing MCTS agents augmented with critical mechanic information against baseline MCTS agents on 4 games in GVG-AI. The augmented agents show a significant performance improvement over their baseline counterparts for all 4 tested games, demonstrating that knowledge of system-identified mechanics are responsible for improved performance.


User Evaluation of a Multi-dimensional Statistical Dialogue System

arXiv.org Artificial Intelligence

This framework has been shown to substantially reduce data needs by leveraging domain-independent dimensions, such as social obligations or feedback, which (as we show) can be transferred between domains. In this paper, we conduct a user study and show that the performance of a multidimensional system, which can be adapted from a source domain, is equivalent to that of a one-dimensional baseline, which can only be trained from scratch. 1 Introduction Data-driven approaches to spoken dialogue systems (SDS) are limited by their reliance on substantial amounts of annotated data in the target domain. This can be addressed by considering transfer learning techniques, e.g.


Multi-Objective Multi-Agent Decision Making: A Utility-based Analysis and Survey

arXiv.org Artificial Intelligence

The majority of multi-agent system (MAS) implementations aim to optimise agents' policies with respect to a single objective, despite the fact that many real-world problem domains are inherently multi-objective in nature. Multi-objective multi-agent systems (MOMAS) explicitly consider the possible trade-offs between conflicting objective functions. We argue that, in MOMAS, such compromises should be analysed on the basis of the utility that these compromises have for the users of a system. As is standard in multi-objective optimisation, we model the user utility using utility functions that map value or return vectors to scalar values. This approach naturally leads to two different optimisation criteria: expected scalarised returns (ESR) and scalarised expected returns (SER). We develop a new taxonomy which classifies multi-objective multi-agent decision making settings, on the basis of the reward structures, and which and how utility functions are applied. This allows us to offer a structured view of the field, to clearly delineate the current state-of-the-art in multi-objective multi-agent decision making approaches and to identify promising directions for future research. Starting from the execution phase, in which the selected policies are applied and the utility for the users is attained, we analyse which solution concepts apply to the different settings in our taxonomy. Furthermore, we define and discuss these solution concepts under both ESR and SER optimisation criteria. We conclude with a summary of our main findings and a discussion of many promising future research directions in multi-objective multi-agent systems.


Interactive Machine Comprehension with Information Seeking Agents

arXiv.org Machine Learning

Existing machine reading comprehension (MRC) models do not scale effectively to real-world applications like web-level information retrieval and question answering (QA). We argue that this stems from the nature of MRC datasets: most of these are static environments wherein the supporting documents and all necessary information are fully observed. In this paper, we propose a simple method that reframes existing MRC datasets as interactive, partially observable environments. Specifically, we "occlude" the majority of a document's text and add context-sensitive commands that reveal "glimpses" of the hidden text to a model. We repurpose SQuAD and NewsQA as an initial case study, and then show how the interactive corpora can be used to train a model that seeks relevant information through sequential decision making. We believe that this setting can contribute in scaling models to web-level QA scenarios.