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Group Activity Recognition in Computer Vision: A Comprehensive Review, Challenges, and Future Perspectives

arXiv.org Artificial Intelligence

Group activity recognition is a hot topic in computer vision. Recognizing activities through group relationships plays a vital role in group activity recognition. It holds practical implications in various scenarios, such as video analysis, surveillance, automatic driving, and understanding social activities. The model's key capabilities encompass efficiently modeling hierarchical relationships within a scene and accurately extracting distinctive spatiotemporal features from groups. Given this technology's extensive applicability, identifying group activities has garnered significant research attention. This work examines the current progress in technology for recognizing group activities, with a specific focus on global interactivity and activities. Firstly, we comprehensively review the pertinent literature and various group activity recognition approaches, from traditional methodologies to the latest methods based on spatial structure, descriptors, non-deep learning, hierarchical recurrent neural networks (HRNN), relationship models, and attention mechanisms. Subsequently, we present the relational network and relational architectures for each module. Thirdly, we investigate methods for recognizing group activity and compare their performance with state-of-the-art technologies. We summarize the existing challenges and provide comprehensive guidance for newcomers to understand group activity recognition. Furthermore, we review emerging perspectives in group activity recognition to explore new directions and possibilities.


Submodular Reinforcement Learning

arXiv.org Artificial Intelligence

In reinforcement learning (RL), rewards of states are typically considered additive, and following the Markov assumption, they are $\textit{independent}$ of states visited previously. In many important applications, such as coverage control, experiment design and informative path planning, rewards naturally have diminishing returns, i.e., their value decreases in light of similar states visited previously. To tackle this, we propose $\textit{submodular RL}$ (SubRL), a paradigm which seeks to optimize more general, non-additive (and history-dependent) rewards modelled via submodular set functions which capture diminishing returns. Unfortunately, in general, even in tabular settings, we show that the resulting optimization problem is hard to approximate. On the other hand, motivated by the success of greedy algorithms in classical submodular optimization, we propose SubPO, a simple policy gradient-based algorithm for SubRL that handles non-additive rewards by greedily maximizing marginal gains. Indeed, under some assumptions on the underlying Markov Decision Process (MDP), SubPO recovers optimal constant factor approximations of submodular bandits. Moreover, we derive a natural policy gradient approach for locally optimizing SubRL instances even in large state- and action- spaces. We showcase the versatility of our approach by applying SubPO to several applications, such as biodiversity monitoring, Bayesian experiment design, informative path planning, and coverage maximization. Our results demonstrate sample efficiency, as well as scalability to high-dimensional state-action spaces.


Diversity Induced Environment Design via Self-Play

arXiv.org Artificial Intelligence

Recent work on designing an appropriate distribution of environments has shown promise for training effective generally capable agents. Its success is partly because of a form of adaptive curriculum learning that generates environment instances (or levels) at the frontier of the agent's capabilities. However, such an environment design framework often struggles to find effective levels in challenging design spaces and requires costly interactions with the environment. In this paper, we aim to introduce diversity in the Unsupervised Environment Design (UED) framework. Specifically, we propose a task-agnostic method to identify observed/hidden states that are representative of a given level. The outcome of this method is then utilized to characterize the diversity between two levels, which as we show can be crucial to effective performance. In addition, to improve sampling efficiency, we incorporate the self-play technique that allows the environment generator to automatically generate environments that are of great benefit to the training agent. Quantitatively, our approach, Diversity-induced Environment Design via Self-Play (MBeDED), shows compelling performance over existing methods.


Advancing Robot Autonomy for Long-Horizon Tasks

arXiv.org Artificial Intelligence

Autonomous robots have real-world applications in diverse fields, such as mobile manipulation and environmental exploration, and many such tasks benefit from a hands-off approach in terms of human user involvement over a long task horizon. However, the level of autonomy achievable by a deployment is limited in part by the problem definition or task specification required by the system. Task specifications often require technical, low-level information that is unintuitive to describe and may result in generic solutions, burdening the user technically both before and after task completion. In this thesis, we aim to advance task specification abstraction toward the goal of increasing robot autonomy in real-world scenarios. We do so by tackling problems that address several different angles of this goal. First, we develop a way for the automatic discovery of optimal transition points between subtasks in the context of constrained mobile manipulation, removing the need for the human to hand-specify these in the task specification. We further propose a way to automatically describe constraints on robot motion by using demonstrated data as opposed to manually-defined constraints. Then, within the context of environmental exploration, we propose a flexible task specification framework, requiring just a set of quantiles of interest from the user that allows the robot to directly suggest locations in the environment for the user to study. We next systematically study the effect of including a robot team in the task specification and show that multirobot teams have the ability to improve performance under certain specification conditions, including enabling inter-robot communication. Finally, we propose methods for a communication protocol that autonomously selects useful but limited information to share with the other robots.


Learning when to observe: A frugal reinforcement learning framework for a high-cost world

arXiv.org Artificial Intelligence

Reinforcement learning (RL) has been shown to learn sophisticated control policies for complex tasks including games, robotics, heating and cooling systems and text generation. The action-perception cycle in RL, however, generally assumes that a measurement of the state of the environment is available at each time step without a cost. In applications such as materials design, deep-sea and planetary robot exploration and medicine, however, there can be a high cost associated with measuring, or even approximating, the state of the environment. In this paper, we survey the recently growing literature that adopts the perspective that an RL agent might not need, or even want, a costly measurement at each time step. Within this context, we propose the Deep Dynamic Multi-Step Observationless Agent (DMSOA), contrast it with the literature and empirically evaluate it on OpenAI gym and Atari Pong environments. Our results, show that DMSOA learns a better policy with fewer decision steps and measurements than the considered alternative from the literature.


Efficient Algorithms for Sparse Moment Problems without Separation

arXiv.org Artificial Intelligence

We consider the sparse moment problem of learning a $k$-spike mixture in high-dimensional space from its noisy moment information in any dimension. We measure the accuracy of the learned mixtures using transportation distance. Previous algorithms either assume certain separation assumptions, use more recovery moments, or run in (super) exponential time. Our algorithm for the one-dimensional problem (also called the sparse Hausdorff moment problem) is a robust version of the classic Prony's method, and our contribution mainly lies in the analysis. We adopt a global and much tighter analysis than previous work (which analyzes the perturbation of the intermediate results of Prony's method). A useful technical ingredient is a connection between the linear system defined by the Vandermonde matrix and the Schur polynomial, which allows us to provide tight perturbation bound independent of the separation and may be useful in other contexts. To tackle the high-dimensional problem, we first solve the two-dimensional problem by extending the one-dimensional algorithm and analysis to complex numbers. Our algorithm for the high-dimensional case determines the coordinates of each spike by aligning a 1d projection of the mixture to a random vector and a set of 2d projections of the mixture. Our results have applications to learning topic models and Gaussian mixtures, implying improved sample complexity results or running time over prior work.


On the Expressivity of Multidimensional Markov Reward

arXiv.org Artificial Intelligence

We consider the expressivity of Markov rewards in sequential decision making under uncertainty. We view reward functions in Markov Decision Processes (MDPs) as a means to characterize desired behaviors of agents. Assuming desired behaviors are specified as a set of acceptable policies, we investigate if there exists a scalar or multidimensional Markov reward function that makes the policies in the set more desirable than the other policies.


An Analysis of Multi-Agent Reinforcement Learning for Decentralized Inventory Control Systems

arXiv.org Artificial Intelligence

Most solutions to the inventory management problem assume a centralization of information that is incompatible with organisational constraints in real supply chain networks. The inventory management problem is a well-known planning problem in operations research, concerned with finding the optimal re-order policy for nodes in a supply chain. While many centralized solutions to the problem exist, they are not applicable to real-world supply chains made up of independent entities. The problem can however be naturally decomposed into sub-problems, each associated with an independent entity, turning it into a multi-agent system. Therefore, a decentralized data-driven solution to inventory management problems using multi-agent reinforcement learning is proposed where each entity is controlled by an agent. Three multi-agent variations of the proximal policy optimization algorithm are investigated through simulations of different supply chain networks and levels of uncertainty. The centralized training decentralized execution framework is deployed, which relies on offline centralization during simulation-based policy identification, but enables decentralization when the policies are deployed online to the real system. Results show that using multi-agent proximal policy optimization with a centralized critic leads to performance very close to that of a centralized data-driven solution and outperforms a distributed model-based solution in most cases while respecting the information constraints of the system.


Adaptive Control of Resource Flow to Optimize Construction Work and Cash Flow via Online Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Due to complexity and dynamics of construction work, resource, and cash flows, poor management of them usually leads to time and cost overruns, bankruptcy, even project failure. Existing approaches in construction failed to achieve optimal control of resource flow in a dynamic environment with uncertainty. Therefore, this paper introducess a model and method to adaptive control the resource flows to optimize the work and cash flows of construction projects. First, a mathematical model based on a partially observable Markov decision process is established to formulate the complex interactions of construction work, resource, and cash flows as well as uncertainty and variability of diverse influence factors. Meanwhile, to efficiently find the optimal solutions, a deep reinforcement learning (DRL) based method is introduced to realize the continuous adaptive optimal control of labor and material flows, thereby optimizing the work and cash flows. To assist the training process of DRL, a simulator based on discrete event simulation is also developed to mimic the dynamic features and external environments of a project. Experiments in simulated scenarios illustrate that our method outperforms the vanilla empirical method and genetic algorithm, possesses remarkable capability in diverse projects and external environments, and a hybrid agent of DRL and empirical method leads to the best result. This paper contributes to adaptive control and optimization of coupled work, resource, and cash flows, and may serve as a step stone for adopting DRL technology in construction project management.


Warming up recurrent neural networks to maximise reachable multistability greatly improves learning

arXiv.org Artificial Intelligence

Training recurrent neural networks is known to be difficult when time dependencies become long. In this work, we show that most standard cells only have one stable equilibrium at initialisation, and that learning on tasks with long time dependencies generally occurs once the number of network stable equilibria increases; a property known as multistability. Multistability is often not easily attained by initially monostable networks, making learning of long time dependencies between inputs and outputs difficult. This insight leads to the design of a novel way to initialise any recurrent cell connectivity through a procedure called "warmup" to improve its capability to learn arbitrarily long time dependencies. This initialisation procedure is designed to maximise network reachable multistability, i.e., the number of equilibria within the network that can be reached through relevant input trajectories, in few gradient steps. We show on several information restitution, sequence classification, and reinforcement learning benchmarks that warming up greatly improves learning speed and performance, for multiple recurrent cells, but sometimes impedes precision. We therefore introduce a double-layer architecture initialised with a partial warmup that is shown to greatly improve learning of long time dependencies while maintaining high levels of precision. This approach provides a general framework for improving learning abilities of any recurrent cell when long time dependencies are present. We also show empirically that other initialisation and pretraining procedures from the literature implicitly foster reachable multistability of recurrent cells.