Undirected Networks
Verifiable Planning in Expected Reward Multichain MDPs
Atia, George K., Beckus, Andre, Alkhouri, Ismail, Velasquez, Alvaro
The planning domain has experienced increased interest in the formal synthesis of decision-making policies. This formal synthesis typically entails finding a policy which satisfies formal specifications in the form of some well-defined logic, such as Linear Temporal Logic (LTL) or Computation Tree Logic (CTL), among others. While such logics are very powerful and expressive in their capacity to capture desirable agent behavior, their value is limited when deriving decision-making policies which satisfy certain types of asymptotic behavior. In particular, we are interested in specifying constraints on the steady-state behavior of an agent, which captures the proportion of time an agent spends in each state as it interacts for an indefinite period of time with its environment. This is sometimes called the average or expected behavior of the agent. In this paper, we explore the steady-state planning problem of deriving a decision-making policy for an agent such that constraints on its steady-state behavior are satisfied. A linear programming solution for the general case of multichain Markov Decision Processes (MDPs) is proposed and we prove that optimal solutions to the proposed programs yield stationary policies with rigorous guarantees of behavior.
Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design
Dennis, Michael, Jaques, Natasha, Vinitsky, Eugene, Bayen, Alexandre, Russell, Stuart, Critch, Andrew, Levine, Sergey
A wide range of reinforcement learning (RL) problems -- including robustness, transfer learning, unsupervised RL, and emergent complexity -- require specifying a distribution of tasks or environments in which a policy will be trained. However, creating a useful distribution of environments is error prone, and takes a significant amount of developer time and effort. We propose Unsupervised Environment Design (UED) as an alternative paradigm, where developers provide environments with unknown parameters, and these parameters are used to automatically produce a distribution over valid, solvable environments. Existing approaches to automatically generating environments suffer from common failure modes: domain randomization cannot generate structure or adapt the difficulty of the environment to the agent's learning progress, and minimax adversarial training leads to worst-case environments that are often unsolvable. To generate structured, solvable environments for our protagonist agent, we introduce a second, antagonist agent that is allied with the environment-generating adversary. The adversary is motivated to generate environments which maximize regret, defined as the difference between the protagonist and antagonist agent's return. We call our technique Protagonist Antagonist Induced Regret Environment Design (PAIRED). Our experiments demonstrate that PAIRED produces a natural curriculum of increasingly complex environments, and PAIRED agents achieve higher zero-shot transfer performance when tested in highly novel environments.
Leveraging Neural Network Gradients within Trajectory Optimization for Proactive Human-Robot Interactions
Schaefer, Simon, Leung, Karen, Ivanovic, Boris, Pavone, Marco
To achieve seamless human-robot interactions, robots need to intimately reason about complex interaction dynamics and future human behaviors within their motion planning process. However, there is a disconnect between state-of-the-art neural network-based human behavior models and robot motion planners -- either the behavior models are limited in their consideration of downstream planning or a simplified behavior model is used to ensure tractability of the planning problem. In this work, we present a framework that fuses together the interpretability and flexibility of trajectory optimization (TO) with the predictive power of state-of-the-art human trajectory prediction models. In particular, we leverage gradient information from data-driven prediction models to explicitly reason about human-robot interaction dynamics within a gradient-based TO problem. We demonstrate the efficacy of our approach in a multi-agent scenario whereby a robot is required to safely and efficiently navigate through a crowd of up to ten pedestrians. We compare against a variety of planning methods, and show that by explicitly accounting for interaction dynamics within the planner, our method offers safer and more efficient behaviors, even yielding proactive and nuanced behaviors such as waiting for a pedestrian to pass before moving.
A Multi-intersection Vehicular Cooperative Control based on End-Edge-Cloud Computing
Jiang, Mingzhi, Wu, Tianhao, Wang, Zhe, Gong, Yi, Zhang, Lin, Liu, Ren Ping
Cooperative Intelligent Transportation Systems (C-ITS) will change the modes of road safety and traffic management, especially at intersections without traffic lights, namely unsignalized intersections. Existing researches focus on vehicle control within a small area around an unsignalized intersection. In this paper, we expand the control domain to a large area with multiple intersections. In particular, we propose a Multi-intersection Vehicular Cooperative Control (MiVeCC) to enable cooperation among vehicles in a large area with multiple unsignalized intersections. Firstly, a vehicular end-edge-cloud computing framework is proposed to facilitate end-edge-cloud vertical cooperation and horizontal cooperation among vehicles. Then, the vehicular cooperative control problems in the cloud and edge layers are formulated as Markov Decision Process (MDP) and solved by two-stage reinforcement learning. Furthermore, to deal with high-density traffic, vehicle selection methods are proposed to reduce the state space and accelerate algorithm convergence without performance degradation. A multi-intersection simulation platform is developed to evaluate the proposed scheme. Simulation results show that the proposed MiVeCC can improve travel efficiency at multiple intersections by up to 4.59 times without collision compared with existing methods.
Deep dynamic modeling with just two time points: Can we still allow for individual trajectories?
Hackenberg, Maren, Harms, Philipp, Schmidt, Thorsten, Binder, Harald
Longitudinal biomedical data are often characterized by a sparse time grid and individual-specific development patterns. Specifically, in epidemiological cohort studies and clinical registries we are facing the question of what can be learned from the data in an early phase of the study, when only a baseline characterization and one follow-up measurement are available. Inspired by recent advances that allow to combine deep learning with dynamic modeling, we investigate whether such approaches can be useful for uncovering complex structure, in particular for an extreme small data setting with only two observations time points for each individual. Irregular spacing in time could then be used to gain more information on individual dynamics by leveraging similarity of individuals. We provide a brief overview of how variational autoencoders (VAEs), as a deep learning approach, can be linked to ordinary differential equations (ODEs) for dynamic modeling, and then specifically investigate the feasibility of such an approach that infers individual-specific latent trajectories by including regularity assumptions and individuals' similarity. We also provide a description of this deep learning approach as a filtering task to give a statistical perspective. Using simulated data, we show to what extent the approach can recover individual trajectories from ODE systems with two and four unknown parameters and infer groups of individuals with similar trajectories, and where it breaks down. The results show that such dynamic deep learning approaches can be useful even in extreme small data settings, but need to be carefully adapted.
Uncertainty-Constrained Differential Dynamic Programming in Belief Space for Vision Based Robots
Rahman, Shatil, Waslander, Steven L.
Most mobile robots follow a modular sense-planact system architecture that can lead to poor performance or even catastrophic failure for visual inertial navigation systems due to trajectories devoid of feature matches. Planning in belief space provides a unified approach to tightly couple the perception, planning and control modules, leading to trajectories that are robust to noisy measurements and disturbances. However, existing methods handle uncertainties as costs that require manual tuning for varying environments and hardware. We therefore propose a novel trajectory optimization formulation that incorporates inequality constraints on uncertainty and a novel Augmented Lagrangian based stochastic differential dynamic programming method in belief space. Furthermore, we develop a probabilistic visibility model that accounts for discontinuities due to feature visibility limits. Our simulation tests demonstrate that our method can handle inequality constraints in different environments, for holonomic and nonholonomic motion models with no manual tuning of uncertainty costs involved. We also show the improved optimization performance in belief space due to our visibility model.
Applied Machine Learning for Games: A Graduate School Course
Zeng, Yilei, Shah, Aayush, Thai, Jameson, Zyda, Michael
The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we describe our machine learning course designed for graduate students interested in applying recent advances of deep learning and reinforcement learning towards gaming. This course serves as a bridge to foster interdisciplinary collaboration among graduate schools and does not require prior experience designing or building games. Graduate students enrolled in this course apply different fields of machine learning techniques such as computer vision, natural language processing, computer graphics, human computer interaction, robotics and data analysis to solve open challenges in gaming. Student projects cover use-cases such as training AI-bots in gaming benchmark environments and competitions, understanding human decision patterns in gaming, and creating intelligent non-playable characters or environments to foster engaging gameplay. Projects demos can help students open doors for an industry career, aim for publications, or lay the foundations of a future product. Our students gained hands-on experience in applying state of the art machine learning techniques to solve real-life problems in gaming.
Attention-Based Planning with Active Perception
Attention control is a key cognitive ability for humans to select information relevant to the current task. This paper develops a computational model of attention and an algorithm for attention-based probabilistic planning in Markov decision processes. In attention-based planning, the robot decides to be in different attention modes. An attention mode corresponds to a subset of state variables monitored by the robot. By switching between different attention modes, the robot actively perceives task-relevant information to reduce the cost of information acquisition and processing, while achieving near-optimal task performance. Though planning with attention-based active perception inevitably introduces partial observations, a partially observable MDP formulation makes the problem computational expensive to solve. Instead, our proposed method employs a hierarchical planning framework in which the robot determines what to pay attention to and for how long the attention should be sustained before shifting to other information sources. During the attention sustaining phase, the robot carries out a sub-policy, computed from an abstraction of the original MDP given the current attention. We use an example where a robot is tasked to capture a set of intruders in a stochastic gridworld. The experimental results show that the proposed method enables information- and computation-efficient optimal planning in stochastic environments.
Probabilistic Load Forecasting Based on Adaptive Online Learning
รlvarez, Verรณnica, Mazuelas, Santiago, Lozano, Josรฉ A.
Load forecasting is crucial for multiple energy management tasks such as scheduling generation capacity, planning supply and demand, and minimizing energy trade costs. Such relevance has increased even more in recent years due to the integration of renewable energies, electric cars, and microgrids. Conventional load forecasting techniques obtain single-value load forecasts by exploiting consumption patterns of past load demand. However, such techniques cannot assess intrinsic uncertainties in load demand, and cannot capture dynamic changes in consumption patterns. To address these problems, this paper presents a method for probabilistic load forecasting based on the adaptive online learning of hidden Markov models. We propose learning and forecasting techniques with theoretical guarantees, and experimentally assess their performance in multiple scenarios. In particular, we develop adaptive online learning techniques that update model parameters recursively, and sequential prediction techniques that obtain probabilistic forecasts using the most recent parameters. The performance of the method is evaluated using multiple datasets corresponding with regions that have different sizes and display assorted time-varying consumption patterns. The results show that the proposed method can significantly improve the performance of existing techniques for a wide range of scenarios.
Natural Language Processing (NLP) in Python for Beginners
Created by Laxmi Kant KGP Talkie Students also bought Unsupervised Machine Learning Hidden Markov Models in Python Machine Learning and AI: Support Vector Machines in Python Cutting-Edge AI: Deep Reinforcement Learning in Python Ensemble Machine Learning in Python: Random Forest, AdaBoost Deep Learning: Advanced Computer Vision (GANs, SSD, More!) Unsupervised Deep Learning in Python Preview this course GET COUPON CODE Description Welcome to KGP Talkie's Natural Language Processing course. It is designed to give you a complete understanding of Text Processing and Mining with the use of State-of-the-Art NLP algorithms in Python. We Learn Spacy and NLTK in details and we will also explore the uses of NLP in real-life. This course covers the basics of NLP to advance topics like word2vec, GloVe. In this course, we will start from level 0 to the advanced level.