Undirected Networks
A Review on Machine Theory of Mind
Mao, Yuanyuan, Liu, Shuang, Zhao, Pengshuai, Ni, Qin, Lin, Xin, He, Liang
Theory of Mind (ToM) is the ability to attribute mental states to others, the basis of human cognition. At present, there has been growing interest in the AI with cognitive abilities, for example in healthcare and the motoring industry. Beliefs, desires, and intentions are the early abilities of infants and the foundation of human cognitive ability, as well as for machine with ToM. In this paper, we review recent progress in machine ToM on beliefs, desires, and intentions. And we shall introduce the experiments, datasets and methods of machine ToM on these three aspects, summarize the development of different tasks and datasets in recent years, and compare well-behaved models in aspects of advantages, limitations and applicable conditions, hoping that this study can guide researchers to quickly keep up with latest trend in this field. Unlike other domains with a specific task and resolution framework, machine ToM lacks a unified instruction and a series of standard evaluation tasks, which make it difficult to formally compare the proposed models. We argue that, one method to address this difficulty is now to present a standard assessment criteria and dataset, better a large-scale dataset covered multiple aspects of ToM.
Tensor networks for quantum machine learning
Rieser, Hans-Martin, Kรถster, Frank, Raulf, Arne Peter
Once developed for quantum theory, tensor networks have been established as a successful machine learning paradigm. Now, they have been ported back to the quantum realm in the emerging field of quantum machine learning to assess problems that classical computers are unable to solve efficiently. Their nature at the interface between physics and machine learning makes tensor networks easily deployable on quantum computers. In this review article, we shed light on one of the major architectures considered to be predestined for variational quantum machine learning. In particular, we discuss how layouts like MPS, PEPS, TTNs and MERA can be mapped to a quantum computer, how they can be used for machine learning and data encoding and which implementation techniques improve their performance.
A Survey of Demonstration Learning
Correia, Andrรฉ, Alexandre, Luรญs A.
With the fast improvement of machine learning, reinforcement learning (RL) has been used to automate human tasks in different areas. However, training such agents is difficult and restricted to expert users. Moreover, it is mostly limited to simulation environments due to the high cost and safety concerns of interactions in the real world. Demonstration Learning is a paradigm in which an agent learns to perform a task by imitating the behavior of an expert shown in demonstrations. It is a relatively recent area in machine learning, but it is gaining significant traction due to having tremendous potential for learning complex behaviors from demonstrations. Learning from demonstration accelerates the learning process by improving sample efficiency, while also reducing the effort of the programmer. Due to learning without interacting with the environment, demonstration learning would allow the automation of a wide range of real world applications such as robotics and healthcare. This paper provides a survey of demonstration learning, where we formally introduce the demonstration problem along with its main challenges and provide a comprehensive overview of the process of learning from demonstrations from the creation of the demonstration data set, to learning methods from demonstrations, and optimization by combining demonstration learning with different machine learning methods. We also review the existing benchmarks and identify their strengths and limitations. Additionally, we discuss the advantages and disadvantages of the paradigm as well as its main applications. Lastly, we discuss our perspective on open problems and research directions for this rapidly growing field.
Neural Constraint Satisfaction: Hierarchical Abstraction for Combinatorial Generalization in Object Rearrangement
Chang, Michael, Dayan, Alyssa L., Meier, Franziska, Griffiths, Thomas L., Levine, Sergey, Zhang, Amy
Object rearrangement is a challenge for embodied agents because solving these tasks requires generalizing across a combinatorially large set of configurations of entities and their locations. Worse, the representations of these entities are unknown and must be inferred from sensory percepts. We present a hierarchical abstraction approach to uncover these underlying entities and achieve combinatorial generalization from unstructured visual inputs. By constructing a factorized transition graph over clusters of entity representations inferred from pixels, we show how to learn a correspondence between intervening on states of entities in the agent's model and acting on objects in the environment. We use this correspondence to develop a method for control that generalizes to different numbers and configurations of objects, which outperforms current offline deep RL methods when evaluated on simulated rearrangement tasks.
A Unified Framework of Policy Learning for Contextual Bandit with Confounding Bias and Missing Observations
Chen, Siyu, Wang, Yitan, Wang, Zhaoran, Yang, Zhuoran
We study the offline contextual bandit problem, where we aim to acquire an optimal policy using observational data. However, this data usually contains two deficiencies: (i) some variables that confound actions are not observed, and (ii) missing observations exist in the collected data. Unobserved confounders lead to a confounding bias and missing observations cause bias and inefficiency problems. To overcome these challenges and learn the optimal policy from the observed dataset, we present a new algorithm called Causal-Adjusted Pessimistic (CAP) policy learning, which forms the reward function as the solution of an integral equation system, builds a confidence set, and greedily takes action with pessimism. With mild assumptions on the data, we develop an upper bound to the suboptimality of CAP for the offline contextual bandit problem.
Improved Sample Complexity for Reward-free Reinforcement Learning under Low-rank MDPs
Cheng, Yuan, Huang, Ruiquan, Yang, Jing, Liang, Yingbin
In reward-free reinforcement learning (RL), an agent explores the environment first without any reward information, in order to achieve certain learning goals afterwards for any given reward. In this paper we focus on reward-free RL under low-rank MDP models, in which both the representation and linear weight vectors are unknown. Although various algorithms have been proposed for reward-free low-rank MDPs, the corresponding sample complexity is still far from being satisfactory. In this work, we first provide the first known sample complexity lower bound that holds for any algorithm under low-rank MDPs. This lower bound implies it is strictly harder to find a near-optimal policy under low-rank MDPs than under linear MDPs. We then propose a novel model-based algorithm, coined RAFFLE, and show it can both find an $\epsilon$-optimal policy and achieve an $\epsilon$-accurate system identification via reward-free exploration, with a sample complexity significantly improving the previous results. Such a sample complexity matches our lower bound in the dependence on $\epsilon$, as well as on $K$ in the large $d$ regime, where $d$ and $K$ respectively denote the representation dimension and action space cardinality. Finally, we provide a planning algorithm (without further interaction with true environment) for RAFFLE to learn a near-accurate representation, which is the first known representation learning guarantee under the same setting.
Deep reinforcement learning for the olfactory search POMDP: a quantitative benchmark
Loisy, Aurore, Heinonen, Robin A.
The olfactory search POMDP (partially observable Markov decision process) is a sequential decision-making problem designed to mimic the task faced by insects searching for a source of odor in turbulence, and its solutions have applications to sniffer robots. As exact solutions are out of reach, the challenge consists in finding the best possible approximate solutions while keeping the computational cost reasonable. We provide a quantitative benchmarking of a solver based on deep reinforcement learning against traditional POMDP approximate solvers. We show that deep reinforcement learning is a competitive alternative to standard methods, in particular to generate lightweight policies suitable for robots.
CLIP4MC: An RL-Friendly Vision-Language Model for Minecraft
Ding, Ziluo, Luo, Hao, Li, Ke, Yue, Junpeng, Huang, Tiejun, Lu, Zongqing
One of the essential missions in the AI research community is to build an autonomous embodied agent that can attain high-level performance across a wide spectrum of tasks. However, acquiring reward/penalty in all open-ended tasks is unrealistic, making the Reinforcement Learning (RL) training procedure impossible. In this paper, we propose a novel cross-modal contrastive learning framework architecture, CLIP4MC, aiming to learn an RL-friendly vision-language model that serves as a reward function for open-ended tasks. Therefore, no further task-specific reward design is needed. Intuitively, it is more reasonable for the model to address the similarity between the video snippet and the language prompt at both the action and entity levels. To this end, a motion encoder is proposed to capture the motion embeddings across different intervals. The correlation scores are then used to construct the auxiliary reward signal for RL agents. Moreover, we construct a neat YouTube dataset based on the large-scale YouTube database provided by MineDojo. Specifically, two rounds of filtering operations guarantee that the dataset covers enough essential information and that the video-text pair is highly correlated. Empirically, we show that the proposed method achieves better performance on RL tasks compared with baselines.
Going faster to see further: GPU-accelerated value iteration and simulation for perishable inventory control using JAX
Farrington, Joseph, Li, Kezhi, Wong, Wai Keong, Utley, Martin
Value iteration can find the optimal replenishment policy for a perishable inventory problem, but is computationally demanding due to the large state spaces that are required to represent the age profile of stock. The parallel processing capabilities of modern GPUs can reduce the wall time required to run value iteration by updating many states simultaneously. The adoption of GPU-accelerated approaches has been limited in operational research relative to other fields like machine learning, in which new software frameworks have made GPU programming widely accessible. We used the Python library JAX to implement value iteration and simulators of the underlying Markov decision processes in a high-level API, and relied on this library's function transformations and compiler to efficiently utilize GPU hardware. Our method can extend use of value iteration to settings that were previously considered infeasible or impractical. We demonstrate this on example scenarios from three recent studies which include problems with over 16 million states and additional problem features, such as substitution between products, that increase computational complexity. We compare the performance of the optimal replenishment policies to heuristic policies, fitted using simulation optimization in JAX which allowed the parallel evaluation of multiple candidate policy parameters on thousands of simulated years. The heuristic policies gave a maximum optimality gap of 2.49%. Our general approach may be applicable to a wide range of problems in operational research that would benefit from large-scale parallel computation on consumer-grade GPU hardware.
Cheap Talk Discovery and Utilization in Multi-Agent Reinforcement Learning
Lo, Yat Long, de Witt, Christian Schroeder, Sokota, Samuel, Foerster, Jakob Nicolaus, Whiteson, Shimon
By enabling agents to communicate, recent cooperative multi-agent reinforcement learning (MARL) methods have demonstrated better task performance and more coordinated behavior. Most existing approaches facilitate inter-agent communication by allowing agents to send messages to each other through free communication channels, i.e., cheap talk channels. Current methods require these channels to be constantly accessible and known to the agents a priori. In this work, we lift these requirements such that the agents must discover the cheap talk channels and learn how to use them. Hence, the problem has two main parts: cheap talk discovery (CTD) and cheap talk utilization (CTU). We introduce a novel conceptual framework for both parts and develop a new algorithm based on mutual information maximization that outperforms existing algorithms in CTD/CTU settings. We also release a novel benchmark suite to stimulate future research in CTD/CTU.