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 Undirected Networks


Mask-based Latent Reconstruction for Reinforcement Learning

arXiv.org Artificial Intelligence

For deep reinforcement learning (RL) from pixels, learning effective state representations is crucial for achieving high performance. However, in practice, limited experience and high-dimensional inputs prevent effective representation learning. To address this, motivated by the success of mask-based modeling in other research fields, we introduce mask-based reconstruction to promote state representation learning in RL. Specifically, we propose a simple yet effective self-supervised method, Mask-based Latent Reconstruction (MLR), to predict complete state representations in the latent space from the observations with spatially and temporally masked pixels. MLR enables better use of context information when learning state representations to make them more informative, which facilitates the training of RL agents. Extensive experiments show that our MLR significantly improves the sample efficiency in RL and outperforms the state-of-the-art sample-efficient RL methods on multiple continuous and discrete control benchmarks.


Restless Multi-Armed Bandits under Exogenous Global Markov Process

arXiv.org Artificial Intelligence

We consider an extension to the restless multi-armed bandit (RMAB) problem with unknown arm dynamics, where an unknown exogenous global Markov process governs the rewards distribution of each arm. Under each global state, the rewards process of each arm evolves according to an unknown Markovian rule, which is non-identical among different arms. At each time, a player chooses an arm out of N arms to play, and receives a random reward from a finite set of reward states. The arms are restless, that is, their local state evolves regardless of the player's actions. Motivated by recent studies on related RMAB settings, the regret is defined as the reward loss with respect to a player that knows the dynamics of the problem, and plays at each time t the arm that maximizes the expected immediate value. The objective is to develop an arm-selection policy that minimizes the regret. To that end, we develop the Learning under Exogenous Markov Process (LEMP) algorithm. We analyze LEMP theoretically and establish a finite-sample bound on the regret. We show that LEMP achieves a logarithmic regret order with time. We further analyze LEMP numerically and present simulation results that support the theoretical findings and demonstrate that LEMP significantly outperforms alternative algorithms.


An Overview of Affective Speech Synthesis and Conversion in the Deep Learning Era

arXiv.org Artificial Intelligence

Speech is the fundamental mode of human communication, and its synthesis has long been a core priority in human-computer interaction research. In recent years, machines have managed to master the art of generating speech that is understandable by humans. But the linguistic content of an utterance encompasses only a part of its meaning. Affect, or expressivity, has the capacity to turn speech into a medium capable of conveying intimate thoughts, feelings, and emotions -- aspects that are essential for engaging and naturalistic interpersonal communication. While the goal of imparting expressivity to synthesised utterances has so far remained elusive, following recent advances in text-to-speech synthesis, a paradigm shift is well under way in the fields of affective speech synthesis and conversion as well. Deep learning, as the technology which underlies most of the recent advances in artificial intelligence, is spearheading these efforts. In the present overview, we outline ongoing trends and summarise state-of-the-art approaches in an attempt to provide a comprehensive overview of this exciting field.


Artificial virtuous agents in a multiagent tragedy of the commons

arXiv.org Artificial Intelligence

Although virtue ethics has repeatedly been proposed as a suitable framework for the development of artificial moral agents (AMAs), it has been proven difficult to approach from a computational perspective. In this work, we present the first technical implementation of artificial virtuous agents (AVAs) in moral simulations. First, we review previous conceptual and technical work in artificial virtue ethics and describe a functionalistic path to AVAs based on dispositional virtues, bottom-up learning, and top-down eudaimonic reward. We then provide the details of a technical implementation in a moral simulation based on a tragedy of the commons scenario. The experimental results show how the AVAs learn to tackle cooperation problems while exhibiting core features of their theoretical counterpart, including moral character, dispositional virtues, learning from experience, and the pursuit of eudaimonia. Ultimately, we argue that virtue ethics provides a compelling path toward morally excellent machines and that our work provides an important starting point for such endeavors.


Latent Variable Models in the Era of Industrial Big Data: Extension and Beyond

arXiv.org Artificial Intelligence

A rich supply of data and innovative algorithms have made data-driven modeling a popular technique in modern industry. Among various data-driven methods, latent variable models (LVMs) and their counterparts account for a major share and play a vital role in many industrial modeling areas. LVM can be generally divided into statistical learning-based classic LVM and neural networks-based deep LVM (DLVM). We first discuss the definitions, theories and applications of classic LVMs in detail, which serves as both a comprehensive tutorial and a brief application survey on classic LVMs. Then we present a thorough introduction to current mainstream DLVMs with emphasis on their theories and model architectures, soon afterwards provide a detailed survey on industrial applications of DLVMs. The aforementioned two types of LVM have obvious advantages and disadvantages. Specifically, classic LVMs have concise principles and good interpretability, but their model capacity cannot address complicated tasks. Neural networks-based DLVMs have sufficient model capacity to achieve satisfactory performance in complex scenarios, but it comes at sacrifices in model interpretability and efficiency. Aiming at combining the virtues and mitigating the drawbacks of these two types of LVMs, as well as exploring non-neural-network manners to build deep models, we propose a novel concept called lightweight deep LVM (LDLVM). After proposing this new idea, the article first elaborates the motivation and connotation of LDLVM, then provides two novel LDLVMs, along with thorough descriptions on their principles, architectures and merits. Finally, outlooks and opportunities are discussed, including important open questions and possible research directions.


Learning Algorithms for Intelligent Agents and Mechanisms

arXiv.org Artificial Intelligence

In this thesis, we research learning algorithms for optimal decision making in two different contexts, Reinforcement Learning in Part I and Auction Design in Part II. Reinforcement learning (RL) is an area of machine learning that is concerned with how an agent should act in an environment in order to maximize its cumulative reward over time. In Chapter 2, inspired by statistical physics, we develop a novel approach to Reinforcement Learning (RL) that not only learns optimal policies with enhanced desirable properties but also sheds new light on maximum entropy RL. In Chapter 3, we tackle the generalization problem in RL using a Bayesian perspective. We show that imperfect knowledge of the environments dynamics effectively turn a fully-observed Markov Decision Process (MDP) into a Partially Observed MDP (POMDP) that we call the Epistemic POMDP. Informed by this observation, we develop a new policy learning algorithm LEEP which has improved generalization properties. Designing an incentive compatible, individually rational auction that maximizes revenue is a challenging and intractable problem. Recently, deep learning based approaches have been proposed to learn optimal auctions from data. While successful, this approach suffers from a few limitations, including sample inefficiency, lack of generalization to new auctions, and training difficulties. In Chapter 4, we construct a symmetry preserving neural network architecture, EquivariantNet, suitable for anonymous auctions. EquivariantNet is not only more sample efficient but is also able to learn auction rules that generalize well to other settings. In Chapter 5, we propose a novel formulation of the auction learning problem as a two player game. The resulting learning algorithm, ALGNet, is easier to train, more reliable and better suited for non stationary settings.


Learning a Restricted Boltzmann Machine using biased Monte Carlo sampling

arXiv.org Artificial Intelligence

Restricted Boltzmann Machines are simple and powerful generative models that can encode any complex dataset. Despite all their advantages, in practice the trainings are often unstable and it is difficult to assess their quality because the dynamics are affected by extremely slow time dependencies. This situation becomes critical when dealing with low-dimensional clustered datasets, where the time required to sample ergodically the trained models becomes computationally prohibitive. In this work, we show that this divergence of Monte Carlo mixing times is related to a phenomenon of phase coexistence, similar to that which occurs in physics near a first-order phase transition. We show that sampling the equilibrium distribution using the Markov chain Monte Carlo method can be dramatically accelerated when using biased sampling techniques, in particular the Tethered Monte Carlo (TMC) method. This sampling technique efficiently solves the problem of evaluating the quality of a given trained model and generating new samples in a reasonable amount of time. Moreover, we show that this sampling technique can also be used to improve the computation of the log-likelihood gradient during training, leading to dramatic improvements in training RBMs with artificial clustered datasets. On real low-dimensional datasets, this new training method fits RBM models with significantly faster relaxation dynamics than those obtained with standard PCD recipes. We also show that TMC sampling can be used to recover the free-energy profile of the RBM. This proves to be extremely useful to compute the probability distribution of a given model and to improve the generation of new decorrelated samples in slow PCD-trained models.


Reward-Mixing MDPs with a Few Latent Contexts are Learnable

arXiv.org Artificial Intelligence

Reinforcement learning (RL) in partially observable syste ms is a challenging problem. While partially observable Markov decision process (POMDP) is a versatile fra mework, POMDPs are generally hard to learn, primarily because the optimal policy depends on the entire h istory of the process [ 40, 28 ]. Due to its fundamental hardness, it is important to consider sub-classes of POMDPs that allow tractable solutions for a variety of applications. We are interested in a special and p revalent sub-class of POMDPs where the latent (unobservable) parts of the system remain static in each epi sode. Specifically, we consider the framework of Latent MDPs (LMDP s), which has been studied in a few several works ( e.g., [ 8, 5, 22, 41, 30 ]). In LMDPs, one MDP is randomly chosen from M possible candidate models at the beginning of every episode, and an agent intera cts with the chosen MDP for H time steps of an episode. However, the identity of the chosen MDP is unknown t o the agent, which we call the latent contexts . To learn near-optimal policies with latent contexts, exist ing POMDP solutions would require strong assumptions on reachability of the system ( e.g., [ 2, 21 ]) or certain separability assumptions ( e.g., see conditions Most work is done while the author is at The University of Texa s at Austin.


APGKT: Exploiting Associative Path on Skills Graph for Knowledge Tracing

arXiv.org Artificial Intelligence

Knowledge tracing (KT) is a fundamental task in educational data mining that mainly focuses on students' dynamic cognitive states of skills. The question-answering process of students can be regarded as a thinking process that considers the following two problems. One problem is which skills are needed to answer the question, and the other is how to use these skills in order. If a student wants to answer a question correctly, the student should not only master the set of skills involved in the question but also think and obtain the associative path on the skills graph. The nodes in the associative path refer to the skills needed and the path shows the order of using them. The associative path is referred to as the skill mode. Thus, obtaining the skill modes is the key to answering questions successfully. However, most existing KT models only focus on a set of skills, without considering the skill modes. We propose a KT model, called APGKT, that exploits skill modes. Specifically, we extract the subgraph topology of the skills involved in the question and combine the difficulty level of the skills to obtain the skill modes via encoding; then, through multi-layer recurrent neural networks, we obtain a student's higher-order cognitive states of skills, which is used to predict the student's future answering performance. Experiments on five benchmark datasets validate the effectiveness of the proposed model.


Using Entropy Measures for Monitoring the Evolution of Activity Patterns

arXiv.org Artificial Intelligence

In this work, we apply information theory inspired methods to quantify changes in daily activity patterns. We use in-home movement monitoring data and show how they can help indicate the occurrence of healthcare-related events. Three different types of entropy measures namely Shannon's entropy, entropy rates for Markov chains, and entropy production rate have been utilised. The measures are evaluated on a large-scale in-home monitoring dataset that has been collected within our dementia care clinical study. The study uses Internet of Things (IoT) enabled solutions for continuous monitoring of in-home activity, sleep, and physiology to develop care and early intervention solutions to support people living with dementia (PLWD) in their own homes. Our main goal is to show the applicability of the entropy measures to time-series activity data analysis and to use the extracted measures as new engineered features that can be fed into inference and analysis models. The results of our experiments show that in most cases the combination of these measures can indicate the occurrence of healthcare-related events. We also find that different participants with the same events may have different measures based on one entropy measure. So using a combination of these measures in an inference model will be more effective than any of the single measures.