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Artificial Intelligence: Research Impact on Key Industries; the Upper-Rhine Artificial Intelligence Symposium (UR-AI 2020)

arXiv.org Artificial Intelligence

The TriRhenaTech alliance presents a collection of accepted papers of the cancelled tri-national 'Upper-Rhine Artificial Inteeligence Symposium' planned for 13th May 2020 in Karlsruhe. The TriRhenaTech alliance is a network of universities in the Upper-Rhine Trinational Metropolitan Region comprising of the German universities of applied sciences in Furtwangen, Kaiserslautern, Karlsruhe, and Offenburg, the Baden-Wuerttemberg Cooperative State University Loerrach, the French university network Alsace Tech (comprised of 14 'grandes \'ecoles' in the fields of engineering, architecture and management) and the University of Applied Sciences and Arts Northwestern Switzerland. The alliance's common goal is to reinforce the transfer of knowledge, research, and technology, as well as the cross-border mobility of students.


Randomized Value Functions via Posterior State-Abstraction Sampling

arXiv.org Artificial Intelligence

State abstraction has been an essential tool for dramatically improving the sample efficiency of reinforcement-learning algorithms. Indeed, by exposing and accentuating various types of latent structure within the environment, different classes of state abstraction have enabled improved theoretical guarantees and empirical performance. When dealing with state abstractions that capture structure in the value function, however, a standard assumption is that the true abstraction has been supplied or unrealistically computed a priori, leaving open the question of how to efficiently uncover such latent structure while jointly seeking out optimal behavior. Taking inspiration from the bandit literature, we propose that an agent seeking out latent task structure must explicitly represent and maintain its uncertainty over that structure as part of its overall uncertainty about the environment. We introduce a practical algorithm for doing this using two posterior distributions over state abstractions and abstract-state values. In empirically validating our approach, we find that substantial performance gains lie in the multi-task setting where tasks share a common, low-dimensional representation.


Mastering Atari with Discrete World Models

arXiv.org Artificial Intelligence

Intelligent agents need to generalize from past experience to achieve goals in complex environments. World models facilitate such generalization and allow learning behaviors from imagined outcomes to increase sample-efficiency. While learning world models from image inputs has recently become feasible for some tasks, modeling Atari games accurately enough to derive successful behaviors has remained an open challenge for many years. We introduce DreamerV2, a reinforcement learning agent that learns behaviors purely from predictions in the compact latent space of a powerful world model. The world model uses discrete representations and is trained separately from the policy. DreamerV2 constitutes the first agent that achieves human-level performance on the Atari benchmark of 55 tasks by learning behaviors inside a separately trained world model. With the same computational budget and wall-clock time, DreamerV2 reaches 200M frames and exceeds the final performance of the top single-GPU agents IQN and Rainbow.


A Spherical Hidden Markov Model for Semantics-Rich Human Mobility Modeling

arXiv.org Artificial Intelligence

We study the problem of modeling human mobility from semantic trace data, wherein each GPS record in a trace is associated with a text message that describes the user's activity. Existing methods fall short in unveiling human movement regularities, because they either do not model the text data at all or suffer from text sparsity severely. We propose SHMM, a multi-modal spherical hidden Markov model for semantics-rich human mobility modeling. Under the hidden Markov assumption, SHMM models the generation process of a given trace by jointly considering the observed location, time, and text at each step of the trace. The distinguishing characteristic of SHMM is the text modeling part. We use fixed-size vector representations to encode the semantics of the text messages, and model the generation of the l2-normalized text embeddings on a unit sphere with the von Mises-Fisher (vMF) distribution. Compared with other alternatives like multi-variate Gaussian, our choice of the vMF distribution not only incurs much fewer parameters, but also better leverages the discriminative power of text embeddings in a directional metric space. The parameter inference for the vMF distribution is non-trivial since it involves functional inversion of ratios of Bessel functions. We theoretically prove that: 1) the classical Expectation-Maximization algorithm can work with vMF distributions; and 2) while closed-form solutions are hard to be obtained for the M-step, Newton's method is guaranteed to converge to the optimal solution with quadratic convergence rate. We have performed extensive experiments on both synthetic and real-life data. The results on synthetic data verify our theoretical analysis; while the results on real-life data demonstrate that SHMM learns meaningful semantics-rich mobility models, outperforms state-of-the-art mobility models for next location prediction, and incurs lower training cost.


The act of remembering: a study in partially observable reinforcement learning

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) agents typically learn memoryless policies---policies that only consider the last observation when selecting actions. Learning memoryless policies is efficient and optimal in fully observable environments. However, some form of memory is necessary when RL agents are faced with partial observability. In this paper, we study a lightweight approach to tackle partial observability in RL. We provide the agent with an external memory and additional actions to control what, if anything, is written to the memory. At every step, the current memory state is part of the agent's observation, and the agent selects a tuple of actions: one action that modifies the environment and another that modifies the memory. When the external memory is sufficiently expressive, optimal memoryless policies yield globally optimal solutions. Unfortunately, previous attempts to use external memory in the form of binary memory have produced poor results in practice. Here, we investigate alternative forms of memory in support of learning effective memoryless policies. Our novel forms of memory outperform binary and LSTM-based memory in well-established partially observable domains.


A Sharp Analysis of Model-based Reinforcement Learning with Self-Play

arXiv.org Artificial Intelligence

Model-based algorithms---algorithms that decouple learning of the model and planning given the model---are widely used in reinforcement learning practice and theoretically shown to achieve optimal sample efficiency for single-agent reinforcement learning in Markov Decision Processes (MDPs). However, for multi-agent reinforcement learning in Markov games, the current best known sample complexity for model-based algorithms is rather suboptimal and compares unfavorably against recent model-free approaches. In this paper, we present a sharp analysis of model-based self-play algorithms for multi-agent Markov games. We design an algorithm \emph{Optimistic Nash Value Iteration} (Nash-VI) for two-player zero-sum Markov games that is able to output an $\epsilon$-approximate Nash policy in $\tilde{\mathcal{O}}(H^3SAB/\epsilon^2)$ episodes of game playing, where $S$ is the number of states, $A,B$ are the number of actions for the two players respectively, and $H$ is the horizon length. This is the first algorithm that matches the information-theoretic lower bound $\Omega(H^3S(A+B)/\epsilon^2)$ except for a $\min\{A,B\}$ factor, and compares favorably against the best known model-free algorithm if $\min\{A,B\}=o(H^3)$. In addition, our Nash-VI outputs a single Markov policy with optimality guarantee, while existing sample-efficient model-free algorithms output a nested mixture of Markov policies that is in general non-Markov and rather inconvenient to store and execute. We further adapt our analysis to designing a provably efficient task-agnostic algorithm for zero-sum Markov games, and designing the first line of provably sample-efficient algorithms for multi-player general-sum Markov games.


Random Coordinate Langevin Monte Carlo

arXiv.org Machine Learning

Langevin Monte Carlo (LMC) is a popular Markov chain Monte Carlo sampling method. One drawback is that it requires the computation of the full gradient at each iteration, an expensive operation if the dimension of the problem is high. We propose a new sampling method: Random Coordinate LMC (RC-LMC). At each iteration, a single coordinate is randomly selected to be updated by a multiple of the partial derivative along this direction plus noise, and all other coordinates remain untouched. We investigate the total complexity of RC-LMC and compare it with the classical LMC for log-concave probability distributions. When the gradient of the log-density is Lipschitz, RC-LMC is less expensive than the classical LMC if the log-density is highly skewed for high dimensional problems, and when both the gradient and the Hessian of the log-density are Lipschitz, RC-LMC is always cheaper than the classical LMC, by a factor proportional to the square root of the problem dimension. In the latter case, our estimate of complexity is sharp with respect to the dimension.


Policy Gradient with Expected Quadratic Utility Maximization: A New Mean-Variance Approach in Reinforcement Learning

arXiv.org Machine Learning

Reinforcement learning (RL) and planning in Markov decision processes (MDPs) is one type of dynamic decisionmaking problem (Puterman, 1994; Bertsekas & Tsitsiklis, 1996; sut, 1998). While the typical objective is to maximize the expected cumulative reward, risk-aware decision-making has attracted attention in real-world applications, such as finance, robotics, and playing games (Geibel & Wysotzki, 2005; García & Fernández, 2015). The notion of risk in RL is related to the fact that even an optimal policy may perform poorly in some cases owing to the stochastic nature of the problem. To capture the risk, various criteria have been proposed, such as Value at Risk (Luenberger, 1998; Chow & Ghavamzadeh, 2014; Chow et al., 2017) and variance (Markowitz, 1952; Markowitz et al., 2000; Tamar et al., 2012; L.A. & Ghavamzadeh, 2013). Among them, we focus on the mean-variance tradeoff in RL problems. Typical mean-variance RL (MVRL) methods attempt to maximize the expected cumulative reward while maintaining the variance threshold (Tamar et al., 2012; L.A. & Ghavamzadeh, 2013; Prashanth & Ghavamzadeh, 2016; Xie et al., 2018; Bisi et al., 2020; Zhang et al., 2020). However, most existing MVRL methods suffer from high computational costs owing to the double sampling issue when approximating the gradient of the variance term (Tamar et al., 2012; L.A. & Ghavamzadeh, 2013; Prashanth & Ghavamzadeh, 2016). To avoid the double sampling issue, Xie et al. (2018) proposed a method based on the Legendre-Fenchel duality (Boyd & Vandenberghe, 2004). Although the method does not suffer from the double sampling issue, we cannot apply a standard policy gradient method and must use a coordinate descent algorithm.


GraphDialog: Integrating Graph Knowledge into End-to-End Task-Oriented Dialogue Systems

arXiv.org Artificial Intelligence

End-to-end task-oriented dialogue systems aim to generate system responses directly from plain text inputs. There are two challenges for such systems: one is how to effectively incorporate external knowledge bases (KBs) into the learning framework; the other is how to accurately capture the semantics of dialogue history. In this paper, we address these two challenges by exploiting the graph structural information in the knowledge base and in the dependency parsing tree of the dialogue. To effectively leverage the structural information in dialogue history, we propose a new recurrent cell architecture which allows representation learning on graphs. To exploit the relations between entities in KBs, the model combines multi-hop reasoning ability based on the graph structure. Experimental results show that the proposed model achieves consistent improvement over state-of-the-art models on two different task-oriented dialogue datasets.


Exponential Lower Bounds for Planning in MDPs With Linearly-Realizable Optimal Action-Value Functions

arXiv.org Artificial Intelligence

We consider the problem of local planning in fixed-horizon Markov Decision Processes (MDPs) with linear function approximation and a generative model under the assumption that the optimal action-value function lies in the span of a feature map that is available to the planner. Previous work has left open the question of whether there exists sound planners that need only poly(H, d) queries regardless of the MDP, where H is the horizon and d is the dimensionality of the features. We answer this question in the negative: we show that any sound planner must query at least min(exp({\Omega}(d)), {\Omega}(2^H)) samples. We also show that for any {\delta}>0, the least-squares value iteration algorithm with O(H^5d^(H+1)/{\delta}^2) queries can compute a {\delta}-optimal policy. We discuss implications and remaining open questions.