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Second Order Value Iteration in Reinforcement Learning

arXiv.org Machine Learning

Value iteration is a fixed point iteration technique utilized to obtain the optimal value function and policy in a discounted reward Markov Decision Process (MDP). Here, a contraction operator is constructed and applied repeatedly to arrive at the optimal solution. Value iteration is a first order method and therefore it may take a large number of iterations to converge to the optimal solution. In this work, we propose a novel second order value iteration procedure based on the Newton-Raphson method. We first construct a modified contraction operator and then apply Newton-Raphson method to arrive at our algorithm. We prove the global convergence of our algorithm to the optimal solution and show the second order convergence. Through experiments, we demonstrate the effectiveness of our proposed approach.


Survey on Evaluation Methods for Dialogue Systems

arXiv.org Artificial Intelligence

In this paper we survey the methods and concepts developed for the evaluation of dialogue systems. Evaluation is a crucial part during the development process. Often, dialogue systems are evaluated by means of human evaluations and questionnaires. However, this tends to be very cost and time intensive. Thus, much work has been put into finding methods, which allow to reduce the involvement of human labour. In this survey, we present the main concepts and methods. For this, we differentiate between the various classes of dialogue systems (task-oriented dialogue systems, conversational dialogue systems, and question-answering dialogue systems). We cover each class by introducing the main technologies developed for the dialogue systems and then by presenting the evaluation methods regarding this class.


Memory Bounded Open-Loop Planning in Large POMDPs using Thompson Sampling

arXiv.org Artificial Intelligence

State-of-the-art approaches to partially observable planning like POMCP are based on stochastic tree search. While these approaches are computationally efficient, they may still construct search trees of considerable size, which could limit the performance due to restricted memory resources. In this paper, we propose Partially Observable Stacked Thompson Sampling (POSTS), a memory bounded approach to open-loop planning in large POMDPs, which optimizes a fixed size stack of Thompson Sampling bandits. We empirically evaluate POSTS in four large benchmark problems and compare its performance with different tree-based approaches. We show that POSTS achieves competitive performance compared to tree-based open-loop planning and offers a performance-memory tradeoff, making it suitable for partially observable planning with highly restricted computational and memory resources.


Capturing Evolution Genes for Time Series Data

arXiv.org Machine Learning

The modeling of time series is becoming increasingly critical in a wide variety of applications. Overall, data evolves by following different patterns, which are generally caused by different user behaviors. Given a time series, we define the evolution gene to capture the latent user behaviors and to describe how the behaviors lead to the generation of time series. In particular, we propose a uniform framework that recognizes different evolution genes of segments by learning a classifier, and adopt an adversarial generator to implement the evolution gene by estimating the segments' distribution. Experimental results based on a synthetic dataset and five real-world datasets show that our approach can not only achieve a good prediction results (e.g., averagely +10.56% in terms of F1), but is also able to provide explanations of the results.


Learning in structured MDPs with convex cost functions: Improved regret bounds for inventory management

arXiv.org Machine Learning

We consider a stochastic inventory control problem under censored demands, lost sales, and positive lead times. This is a fundamental problem in inventory management, with significant literature establishing near-optimality of a simple class of policies called ``base-stock policies'' for the underlying Markov Decision Process (MDP), as well as convexity of long run average-cost under those policies. We consider the relatively less studied problem of designing a learning algorithm for this problem when the underlying demand distribution is unknown. The goal is to bound regret of the algorithm when compared to the best base-stock policy. We utilize the convexity properties and a newly derived bound on bias of base-stock policies to establish a connection to stochastic convex bandit optimization. Our main contribution is a learning algorithm with a regret bound of $\tilde{O}(L\sqrt{T}+D)$ for the inventory control problem. Here $L$ is the fixed and known lead time, and $D$ is an unknown parameter of the demand distribution described roughly as the number of time steps needed to generate enough demand for depleting one unit of inventory. Notably, even though the state space of the underlying MDP is continuous and $L$-dimensional, our regret bounds depend linearly on $L$. Our results significantly improve the previously best known regret bounds for this problem where the dependence on $L$ was exponential and many further assumptions on demand distribution were required. The techniques presented here may be of independent interest for other settings that involve large structured MDPs but with convex cost functions.


Non-Asymptotic Gap-Dependent Regret Bounds for Tabular MDPs

arXiv.org Machine Learning

Reinforcement learning (RL) is a powerful paradigm for modeling a learning agent's interactions with an unknown environment, in an attempt to accumulate as much reward as possible. Because of its flexibility, RL can encode such a vast array of different problem settings - many of which are entirely intractable. Therefore, it is crucial to understand what conditions make it possible for an RL agent to effectively learn about its environment. In this paper, we consider tabular Markov decision processes (MDPs), a canonical RL setting where the agent seeks to learn a policy mapping discrete states x S to one of finitely many actions a A, in attempt to maximize cumulative reward over an episode horizon H. We shall study the regret setting, where the learner plays a policy π for a sequence of episodes k 1, . . .


Universal Adversarial Perturbations for Speech Recognition Systems

arXiv.org Machine Learning

In this work, we demonstrate the existence of universal adversarial audio perturbations that cause mis-transcription of audio signals by automatic speech recognition (ASR) systems. We propose an algorithm to find a single quasi-imperceptible perturbation, which when added to any arbitrary speech signal, will most likely fool the victim speech recognition model. Our experiments demonstrate the application of our proposed technique by crafting audio-agnostic universal perturbations for the state-of-the-art ASR system -- Mozilla DeepSpeech. Additionally, we show that such perturbations generalize to a significant extent across models that are not available during training, by performing a transferability test on a WaveNet based ASR system.


A Reinforcement Learning Perspective on the Optimal Control of Mutation Probabilities for the (1+1) Evolutionary Algorithm: First Results on the OneMax Problem

arXiv.org Artificial Intelligence

We study how Reinforcement Learning can be employed to optimally control parameters in evolutionary algorithms. We control the mutation probability of a (1+1) evolutionary algorithm on the OneMax function. This problem is modeled as a Markov Decision Process and solved with Value Iteration via the known transition probabilities. It is then solved via Q-Learning, a Reinforcement Learning algorithm, where the exact transition probabilities are not needed. This approach also allows previous expert or empirical knowledge to be included into learning. It opens new perspectives, both formally and computationally, for the problem of parameter control in optimization.


Toward Packet Routing with Fully-distributed Multi-agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Packet routing is one of the fundamental problems in computer networks in which a router determines the next-hop of each packet in the queue to get it as quickly as possible to its destination. Reinforcement learning has been introduced to design the autonomous packet routing policy namely Q-routing only using local information available to each router. However, the curse of dimensionality of Q-routing prohibits the more comprehensive representation of dynamic network states, thus limiting the potential benefit of reinforcement learning. Inspired by recent success of deep reinforcement learning (DRL), we embed deep neural networks in multi-agent Q-routing. Each router possesses an independent neural network that is trained without communicating with its neighbors and makes decision locally. Two multi-agent DRL-enabled routing algorithms are proposed: one simply replaces Q-table of vanilla Q-routing by a deep neural network, and the other further employs extra information including the past actions and the destinations of non-head of line packets. Our simulation manifests that the direct substitution of Q-table by a deep neural network may not yield minimal delivery delays because the neural network does not learn more from the same input. When more information is utilized, adaptive routing policy can converge and significantly reduce the packet delivery time.


Stein Point Markov Chain Monte Carlo

arXiv.org Machine Learning

An important task in machine learning and statistics is the approximation of a probability measure by an empirical measure supported on a discrete point set. Stein Points are a class of algorithms for this task, which proceed by sequentially minimising a Stein discrepancy between the empirical measure and the target and, hence, require the solution of a non-convex optimisation problem to obtain each new point. This paper removes the need to solve this optimisation problem by, instead, selecting each new point based on a Markov chain sample path. This significantly reduces the computational cost of Stein Points and leads to a suite of algorithms that are straightforward to implement. The new algorithms are illustrated on a set of challenging Bayesian inference problems, and rigorous theoretical guarantees of consistency are established.