Undirected Networks
Learning Action Representations for Reinforcement Learning
Chandak, Yash, Theocharous, Georgios, Kostas, James, Jordan, Scott, Thomas, Philip S.
Most model-free reinforcement learning methods leverage state representations (embeddings) for generalization, but either ignore structure in the space of actions or assume the structure is provided a priori. We show how a policy can be decomposed into a component that acts in a low-dimensional space of action representations and a component that transforms these representations into actual actions. These representations improve generalization over large, finite action sets by allowing the agent to infer the outcomes of actions similar to actions already taken. We provide an algorithm to both learn and use action representations and provide conditions for its convergence. The efficacy of the proposed method is demonstrated on large-scale real-world problems.
Agnostic Federated Learning
Mohri, Mehryar, Sivek, Gary, Suresh, Ananda Theertha
A key learning scenario in large-scale applications is that of federated learning, where a centralized model is trained based on data originating from a large number of clients. We argue that, with the existing training and inference, federated models can be biased towards different clients. Instead, we propose a new framework of agnostic federated learning, where the centralized model is optimized for any target distribution formed by a mixture of the client distributions. We further show that this framework naturally yields a notion of fairness. We present data-dependent Rademacher complexity guarantees for learning with this objective, which guide the definition of an algorithm for agnostic federated learning. We also give a fast stochastic optimization algorithm for solving the corresponding optimization problem, for which we prove convergence bounds, assuming a convex loss function and hypothesis set. We further empirically demonstrate the benefits of our approach in several datasets. Beyond federated learning, our framework and algorithm can be of interest to other learning scenarios such as cloud computing, domain adaptation, drifting, and other contexts where the training and test distributions do not coincide.
Geometric fluid approximation for general continuous-time Markov chains
Michaelides, Michalis, Hillston, Jane, Sanguinetti, Guido
Fluid approximations have seen great success in approximating the macro-scale behaviour of Markov systems with a large number of discrete states. However, these methods rely on the continuous-time Markov chain (CTMC) having a particular population structure which suggests a natural continuous state-space endowed with a dynamics for the approximating process. We construct here a general method based on spectral analysis of the transition matrix of the CTMC, without the need for a population structure. Specifically, we use the popular manifold learning method of diffusion maps to analyse the transition matrix as the operator of a hidden continuous process. An embedding of states in a continuous space is recovered, and the space is endowed with a drift vector field inferred via Gaussian process regression. In this manner, we construct an ODE whose solution approximates the evolution of the CTMC mean, mapped onto the continuous space (known as the fluid limit).
A Theory of Regularized Markov Decision Processes
Geist, Matthieu, Scherrer, Bruno, Pietquin, Olivier
Many recent successful (deep) reinforcement learning algorithms make use of regularization, generally based on entropy or on Kullback-Leibler divergence. We propose a general theory of regularized Markov Decision Processes that generalizes these approaches in two directions: we consider a larger class of regularizers, and we consider the general modified policy iteration approach, encompassing both policy iteration and value iteration. The core building blocks of this theory are a notion of regularized Bellman operator and the Legendre-Fenchel transform, a classical tool of convex optimization. This approach allows for error propagation analyses of general algorithmic schemes of which (possibly variants of) classical algorithms such as Trust Region Policy Optimization, Soft Q-learning, Stochastic Actor Critic or Dynamic Policy Programming are special cases. This also draws connections to proximal convex optimization, especially to Mirror Descent.
Divergence Triangle for Joint Training of Generator Model, Energy-based Model, and Inference Model
Han, Tian, Nijkamp, Erik, Fang, Xiaolin, Hill, Mitch, Zhu, Song-Chun, Wu, Ying Nian
This paper proposes the divergence triangle as a framework for joint training of generator model, energy-based model and inference model. The divergence triangle is a compact and symmetric (anti-symmetric) objective function that seamlessly integrates variational learning, adversarial learning, wake-sleep algorithm, and contrastive divergence in a unified probabilistic formulation. This unification makes the processes of sampling, inference, energy evaluation readily available without the need for costly Markov chain Monte Carlo methods. Our experiments demonstrate that the divergence triangle is capable of learning (1) an energy-based model with well-formed energy landscape, (2) direct sampling in the form of a generator network, and (3) feed-forward inference that faithfully reconstructs observed as well as synthesized data. The divergence triangle is a robust training method that can learn from incomplete data.
Bootstrapping Robotic Ecological Perception from a Limited Set of Hypotheses Through Interactive Perception
Goff, Lรฉni K. Le, Mukhtar, Ghanim, Coninx, Alexandre, Doncieux, Stรฉphane
To solve its task, a robot needs to have the ability to interpret its perceptions. In vision, this interpretation is particularly difficult and relies on the understanding of the structure of the scene, at least to the extent of its task and sensorimotor abilities. A robot with the ability to build and adapt this interpretation process according to its own tasks and capabilities would push away the limits of what robots can achieve in a non controlled environment. A solution is to provide the robot with processes to build such representations that are not specific to an environment or a situation. A lot of works focus on objects segmentation, recognition and manipulation. Defining an object solely on the basis of its visual appearance is challenging given the wide range of possible objects and environments. Therefore, current works make simplifying assumptions about the structure of a scene. Such assumptions reduce the adaptivity of the object extraction process to the environments in which the assumption holds. To limit such assumptions, we introduce an exploration method aimed at identifying moveable elements in a scene without considering the concept of object. By using the interactive perception framework, we aim at bootstrapping the acquisition process of a representation of the environment with a minimum of context specific assumptions. The robotic system builds a perceptual map called relevance map which indicates the moveable parts of the current scene. A classifier is trained online to predict the category of each region (moveable or non-moveable). It is also used to select a region with which to interact, with the goal of minimizing the uncertainty of the classification. A specific classifier is introduced to fit these needs: the collaborative mixture models classifier. The method is tested on a set of scenarios of increasing complexity, using both simulations and a PR2 robot.
Go-Explore: a New Approach for Hard-Exploration Problems
Ecoffet, Adrien, Huizinga, Joost, Lehman, Joel, Stanley, Kenneth O., Clune, Jeff
A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games, current RL algorithms perform poorly, even those with intrinsic motivation, which is the dominant method to improve performance on hard-exploration domains. To address this shortfall, we introduce a new algorithm called Go-Explore. It exploits the following principles: (1) remember previously visited states, (2) first return to a promising state (without exploration), then explore from it, and (3) solve simulated environments through any available means (including by introducing determinism), then robustify via imitation learning. The combined effect of these principles is a dramatic performance improvement on hard-exploration problems. On Montezuma's Revenge, Go-Explore scores a mean of over 43k points, almost 4 times the previous state of the art. Go-Explore can also harness human-provided domain knowledge and, when augmented with it, scores a mean of over 650k points on Montezuma's Revenge. Its max performance of nearly 18 million surpasses the human world record, meeting even the strictest definition of "superhuman" performance. On Pitfall, Go-Explore with domain knowledge is the first algorithm to score above zero. Its mean score of almost 60k points exceeds expert human performance. Because Go-Explore produces high-performing demonstrations automatically and cheaply, it also outperforms imitation learning work where humans provide solution demonstrations. Go-Explore opens up many new research directions into improving it and weaving its insights into current RL algorithms. It may also enable progress on previously unsolvable hard-exploration problems in many domains, especially those that harness a simulator during training (e.g. robotics).
Stochastic Gradient MCMC for Nonlinear State Space Models
Aicher, Christopher, Putcha, Srshti, Nemeth, Christopher, Fearnhead, Paul, Fox, Emily B.
State space models (SSMs) provide a flexible framework for modeling complex time series via a latent stochastic process. Inference for nonlinear, non-Gaussian SSMs is often tackled with particle methods that do not scale well to long time series. The challenge is two-fold: not only do computations scale linearly with time, as in the linear case, but particle filters additionally suffer from increasing particle degeneracy with longer series. Stochastic gradient MCMC methods have been developed to scale inference for hidden Markov models (HMMs) and linear SSMs using buffered stochastic gradient estimates to account for temporal dependencies. We extend these stochastic gradient estimators to nonlinear SSMs using particle methods. We present error bounds that account for both buffering error and particle error in the case of nonlinear SSMs that are log-concave in the latent process. We evaluate our proposed particle buffered stochastic gradient using SGMCMC for inference on both long sequential synthetic and minute-resolution financial returns data, demonstrating the importance of this class of methods.
A Deep Learning Framework for Assessing Physical Rehabilitation Exercises
Liao, Y., Vakanski, A., Xian, M.
The article proposes a new framework for assessment of physical rehabilitation exercises based on a deep learning approach. The objective of the framework is automated quantification of patient performance in completing prescribed rehabilitation exercises, based on captured whole-body joint trajectories. The main components of the framework are metrics for measuring movement performance, scoring functions for mapping the performance metrics into numerical scores of movement quality, and deep neural network models for regressing quality scores of input movements via supervised learning. Furthermore, an overview of the existing methods for modeling and evaluation of rehabilitation movements is presented, encompassing various distance functions, dimensionality-reduction techniques, and movement models employed for this problem in prior studies. To the best of our knowledge, this is the first work that implements deep neural network for assessment of rehabilitation performance. Multiple deep network architectures are repurposed for the task in hand and are validated on a dataset of rehabilitation exercises.
Geometric Matrix Completion with Deep Conditional Random Fields
Nguyen, Duc Minh, Calderbank, Robert, Deligiannis, Nikos
The problem of completing high-dimensional matrices from a limited set of observations arises in many big data applications, especially, recommender systems. Existing matrix completion models generally follow either a memory- or a model-based approach, whereas, geometric matrix completion models combine the best from both approaches. Existing deep-learning-based geometric models yield good performance, but, in order to operate, they require a fixed structure graph capturing the relationships among the users and items. This graph is typically constructed by evaluating a pre-defined similarity metric on the available observations or by using side information, e.g., user profiles. In contrast, Markov-random-fields-based models do not require a fixed structure graph but rely on handcrafted features to make predictions. When no side information is available and the number of available observations becomes very low, existing solutions are pushed to their limits. In this paper, we propose a geometric matrix completion approach that addresses these challenges. We consider matrix completion as a structured prediction problem in a conditional random field (CRF), which is characterized by a maximum a posterior (MAP) inference, and we propose a deep model that predicts the missing entries by solving the MAP inference problem. The proposed model simultaneously learns the similarities among matrix entries, computes the CRF potentials, and solves the inference problem. Its training is performed in an end-to-end manner, with a method to supervise the learning of entry similarities. Comprehensive experiments demonstrate the superior performance of the proposed model compared to various state-of-the-art models on popular benchmark datasets and underline its superior capacity to deal with highly incomplete matrices.