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Energy Discrepancies: A Score-Independent Loss for Energy-Based Models

arXiv.org Machine Learning

Energy-based models are a simple yet powerful class of probabilistic models, but their widespread adoption has been limited by the computational burden of training them. We propose a novel loss function called Energy Discrepancy (ED) which does not rely on the computation of scores or expensive Markov chain Monte Carlo. We show that ED approaches the explicit score matching and negative log-likelihood loss under different limits, effectively interpolating between both. Consequently, minimum ED estimation overcomes the problem of nearsightedness encountered in score-based estimation methods, while also enjoying theoretical guarantees. Through numerical experiments, we demonstrate that ED learns low-dimensional data distributions faster and more accurately than explicit score matching or contrastive divergence. For high-dimensional image data, we describe how the manifold hypothesis puts limitations on our approach and demonstrate the effectiveness of energy discrepancy by training the energy-based model as a prior of a variational decoder model.


A Foundational Framework and Methodology for Personalized Early and Timely Diagnosis

arXiv.org Artificial Intelligence

Early diagnosis of diseases holds the potential for deep transformation in healthcare by enabling better treatment options, improving long-term survival and quality of life, and reducing overall cost. With the advent of medical big data, advances in diagnostic tests as well as in machine learning and statistics, early or timely diagnosis seems within reach. Early diagnosis research often neglects the potential for optimizing individual diagnostic paths. To enable personalized early diagnosis, a foundational framework is needed that delineates the diagnosis process and systematically identifies the time-dependent value of various diagnostic tests for an individual patient given their unique characteristics. Here, we propose the first foundational framework for early and timely diagnosis. It builds on decision-theoretic approaches to outline the diagnosis process and integrates machine learning and statistical methodology for estimating the optimal personalized diagnostic path. To describe the proposed framework as well as possibly other frameworks, we provide essential definitions. The development of a foundational framework is necessary for several reasons: 1) formalism provides clarity for the development of decision support tools; 2) observed information can be complemented with estimates of the future patient trajectory; 3) the net benefit of counterfactual diagnostic paths and associated uncertainties can be modeled for individuals 4) 'early' and 'timely' diagnosis can be clearly defined; 5) a mechanism emerges for assessing the value of technologies in terms of their impact on personalized early diagnosis, resulting health outcomes and incurred costs. Finally, we hope that this foundational framework will unlock the long-awaited potential of timely diagnosis and intervention, leading to improved outcomes for patients and higher cost-effectiveness for healthcare systems.


Sensor Allocation and Online-Learning-based Path Planning for Maritime Situational Awareness Enhancement: A Multi-Agent Approach

arXiv.org Artificial Intelligence

Countries with access to large bodies of water often aim to protect their maritime transport by employing maritime surveillance systems. However, the number of available sensors (e.g., cameras) is typically small compared to the to-be-monitored targets, and their Field of View (FOV) and range are often limited. This makes improving the situational awareness of maritime transports challenging. To this end, we propose a method that not only distributes multiple sensors but also plans paths for them to observe multiple targets, while minimizing the time needed to achieve situational awareness. In particular, we provide a formulation of this sensor allocation and path planning problem which considers the partial awareness of the targets' state, as well as the unawareness of the targets' trajectories. To solve the problem we present two algorithms: 1) a greedy algorithm for assigning sensors to targets, and 2) a distributed multi-agent path planning algorithm based on regret-matching learning. Because a quick convergence is a requirement for algorithms developed for high mobility environments, we employ a forgetting factor to quickly converge to correlated equilibrium solutions. Experimental results show that our combined approach achieves situational awareness more quickly than related work.


Sequential Monte Carlo Steering of Large Language Models using Probabilistic Programs

arXiv.org Artificial Intelligence

Even after fine-tuning and reinforcement learning, large language models (LLMs) can be difficult, if not impossible, to control reliably with prompts alone. We propose a new inference-time approach to enforcing syntactic and semantic constraints on the outputs of LLMs, called sequential Monte Carlo (SMC) steering. The key idea is to specify language generation tasks as posterior inference problems in a class of discrete probabilistic sequence models, and replace standard decoding with sequential Monte Carlo inference. For a computational cost similar to that of beam search, SMC can steer LLMs to solve diverse tasks, including infilling, generation under syntactic constraints, and prompt intersection. To facilitate experimentation with SMC steering, we present a probabilistic programming library, LLaMPPL, for concisely specifying new generation tasks as language model probabilistic programs, and automating steering of LLaMA-family Transformers.


G-PECNet: Towards a Generalizable Pedestrian Trajectory Prediction System

arXiv.org Artificial Intelligence

Navigating dynamic physical environments without obstructing or damaging human assets is of quintessential importance for social robots. In this work, we solve autonomous drone navigation's sub-problem of predicting out-of-domain human and agent trajectories using a deep generative model. Our method: General-PECNet or G-PECNet observes an improvement of 9.5\% on the Final Displacement Error (FDE) on 2020's benchmark: PECNet through a combination of architectural improvements inspired by periodic activation functions and synthetic trajectory (data) augmentations using Hidden Markov Models (HMMs) and Reinforcement Learning (RL). Additionally, we propose a simple geometry-inspired metric for trajectory non-linearity and outlier detection, helpful for the task. Code available at $\href{https://github.com/Aryan-Garg/PECNet-Pedestrian-Trajectory-Prediction.git}{GitHub}$


Inferring Actual Treatment Pathways from Patient Records

arXiv.org Artificial Intelligence

Treatment pathways are step-by-step plans outlining the recommended medical care for specific diseases; they get revised when different treatments are found to improve patient outcomes. Examining health records is an important part of this revision process, but inferring patients' actual treatments from health data is challenging due to complex event-coding schemes and the absence of pathway-related annotations. This study aims to infer the actual treatment steps for a particular patient group from administrative health records (AHR) - a common form of tabular healthcare data - and address several technique- and methodology-based gaps in treatment pathway-inference research. We introduce Defrag, a method for examining AHRs to infer the real-world treatment steps for a particular patient group. Defrag learns the semantic and temporal meaning of healthcare event sequences, allowing it to reliably infer treatment steps from complex healthcare data. To our knowledge, Defrag is the first pathway-inference method to utilise a neural network (NN), an approach made possible by a novel, self-supervised learning objective. We also developed a testing and validation framework for pathway inference, which we use to characterise and evaluate Defrag's pathway inference ability and compare against baselines. We demonstrate Defrag's effectiveness by identifying best-practice pathway fragments for breast cancer, lung cancer, and melanoma in public healthcare records. Additionally, we use synthetic data experiments to demonstrate the characteristics of the Defrag method, and to compare Defrag to several baselines where it significantly outperforms non-NN-based methods. Defrag significantly outperforms several existing pathway-inference methods and offers an innovative and effective approach for inferring treatment pathways from AHRs. Open-source code is provided to encourage further research in this area.


Resfusion: Prior Residual Noise embedded Denoising Diffusion Probabilistic Models

arXiv.org Artificial Intelligence

Recently, Denoising Diffusion Probabilistic Models have been widely used in image segmentation, by generating segmentation masks conditioned on the input image. However, previous works can not seamlessly integrate existing end-to-end models with denoising diffusion models. Existing research can only select acceleration steps based on experience rather than calculating them specifically. Moreover, most methods are limited to small models and small-scale datasets, unable to generalize to general datasets and a wider range of tasks. Therefore, we propose Resfusion with a novel resnoise-diffusion process, which gradually generates segmentation masks or any type of target image, seamlessly integrating state-of-the-art end-to-end models and denoising diffusion models. Resfusion bridges the discrepancy between the likelihood output and the ground truth output through a Markov process. Through the novel smooth equivalence transformation in resnoise-diffusion process, we determine the optimal acceleration step. Experimental results demonstrate that Resfusion combines the capabilities of existing end-to-end models and denoising diffusion models, further enhancing performance and achieving outstanding results. Moreover, Resfusion is not limited to segmentation tasks, it can easily generalize to any general tasks of image generation and exhibit strong competitiveness.


Projected Off-Policy Q-Learning (POP-QL) for Stabilizing Offline Reinforcement Learning

arXiv.org Artificial Intelligence

A key problem in off-policy Reinforcement Learning (RL) is the mismatch, or distribution shift, between the dataset and the distribution over states and actions visited by the learned policy. This problem is exacerbated in the fully offline setting. The main approach to correct this shift has been through importance sampling, which leads to high-variance gradients. Other approaches, such as conservatism or behavior-regularization, regularize the policy at the cost of performance. In this paper, we propose a new approach for stable off-policy Q-Learning. Our method, Projected Off-Policy Q-Learning (POP-QL), is a novel actor-critic algorithm that simultaneously reweights off-policy samples and constrains the policy to prevent divergence and reduce value-approximation error. In our experiments, POP-QL not only shows competitive performance on standard benchmarks, but also out-performs competing methods in tasks where the data-collection policy is significantly sub-optimal.


History Filtering in Imperfect Information Games: Algorithms and Complexity

arXiv.org Artificial Intelligence

Historically applied exclusively to perfect information games, depth-limited search with value functions has been key to recent advances in AI for imperfect information games. Most prominent approaches with strong theoretical guarantees require subgame decomposition - a process in which a subgame is computed from public information and player beliefs. However, subgame decomposition can itself require non-trivial computations, and its tractability depends on the existence of efficient algorithms for either full enumeration or generation of the histories that form the root of the subgame. Despite this, no formal analysis of the tractability of such computations has been established in prior work, and application domains have often consisted of games, such as poker, for which enumeration is trivial on modern hardware. Applying these ideas to more complex domains requires understanding their cost. In this work, we introduce and analyze the computational aspects and tractability of filtering histories for subgame decomposition. We show that constructing a single history from the root of the subgame is generally intractable, and then provide a necessary and sufficient condition for efficient enumeration. We also introduce a novel Markov Chain Monte Carlo-based generation algorithm for trick-taking card games - a domain where enumeration is often prohibitively expensive. Our experiments demonstrate its improved scalability in the trick-taking card game Oh Hell. These contributions clarify when and how depth-limited search via subgame decomposition can be an effective tool for sequential decision-making in imperfect information settings.


Visual Dexterity: In-Hand Reorientation of Novel and Complex Object Shapes

arXiv.org Artificial Intelligence

In-hand object reorientation is necessary for performing many dexterous manipulation tasks, such as tool use in less structured environments that remain beyond the reach of current robots. Prior works built reorientation systems assuming one or many of the following: reorienting only specific objects with simple shapes, limited range of reorientation, slow or quasistatic manipulation, simulation-only results, the need for specialized and costly sensor suites, and other constraints which make the system infeasible for real-world deployment. We present a general object reorientation controller that does not make these assumptions. It uses readings from a single commodity depth camera to dynamically reorient complex and new object shapes by any rotation in real-time, with the median reorientation time being close to seven seconds. The controller is trained using reinforcement learning in simulation and evaluated in the real world on new object shapes not used for training, including the most challenging scenario of reorienting objects held in the air by a downward-facing hand that must counteract gravity during reorientation. Our hardware platform only uses open-source components that cost less than five thousand dollars. Although we demonstrate the ability to overcome assumptions in prior work, there is ample scope for improving absolute performance. For instance, the challenging duck-shaped object not used for training was dropped in 56 percent of the trials. When it was not dropped, our controller reoriented the object within 0.4 radians (23 degrees) 75 percent of the time. Videos are available at: https://taochenshh.github.io/projects/visual-dexterity.