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Mining Personalized Climate Preferences for Assistant Driving

arXiv.org Machine Learning

Both assistant driving and self-driving have attracted a great amount of attention in the last few years. However, the majority of research efforts focus on safe driving; few research has been conducted on in-vehicle climate control, or assistant driving based on travellers' personal habits or preferences. In this paper, we propose a novel approach for climate control, driver behavior recognition and driving recommendation for better fitting drivers' preferences in their daily driving. The algorithm consists three components: (1) A in-vehicle sensing and context feature enriching compnent with a Internet of Things (IoT) platform for collecting related environment, vehicle-running, and traffic parameters that affect drivers' behaviors. (2) A non-intrusive intelligent driver behaviour and vehicle status detection component, which can automatically label vehicle's status (open windows, turn on air condition, etc.), based on results of applying further feature extraction and machine learning algorithms. (3) A personalized driver habits learning and preference recommendation component for more healthy and comfortable experiences. A prototype using a client-server architecture with an iOS app and an air-quality monitoring sensor has been developed for collecting heterogeneous data and testing our algorithms. Real-world experiments on driving data of 11,370 km (320 hours) by different drivers in multiple cities worldwide have been conducted, which demonstrate the effective and accuracy of our approach.


Reinforcement Learning

arXiv.org Machine Learning

Reinforcement learning (RL) is a general framework for adaptive control, which has proven to be efficient in many domains, e.g., board games, video games or autonomous vehicles. In such problems, an agent faces a sequential decision-making problem where, at every time step, it observes its state, performs an action, receives a reward and moves to a new state. An RL agent learns by trial and error a good policy (or controller) based on observations and numeric reward feedback on the previously performed action. In this chapter, we present the basic framework of RL and recall the two main families of approaches that have been developed to learn a good policy. The first one, which is value-based, consists in estimating the value of an optimal policy, value from which a policy can be recovered, while the other, called policy search, directly works in a policy space. Actor-critic methods can be seen as a policy search technique where the policy value that is learned guides the policy improvement. Besides, we give an overview of some extensions of the standard RL framework, notably when risk-averse behavior needs to be taken into account or when rewards are not available or not known.


How to Avoid Being Eaten by a Grue: Structured Exploration Strategies for Textual Worlds

arXiv.org Artificial Intelligence

Text-based games are long puzzles or quests, characterized by a sequence of sparse and potentially deceptive rewards. They provide an ideal platform to develop agents that perceive and act upon the world using a combinatorially sized natural language state-action space. Standard Reinforcement Learning agents are poorly equipped to effectively explore such spaces and often struggle to overcome bottlenecks---states that agents are unable to pass through simply because they do not see the right action sequence enough times to be sufficiently reinforced. We introduce Q*BERT, an agent that learns to build a knowledge graph of the world by answering questions, which leads to greater sample efficiency. To overcome bottlenecks, we further introduce MC!Q*BERT an agent that uses an knowledge-graph-based intrinsic motivation to detect bottlenecks and a novel exploration strategy to efficiently learn a chain of policy modules to overcome them. We present an ablation study and results demonstrating how our method outperforms the current state-of-the-art on nine text games, including the popular game, Zork, where, for the first time, a learning agent gets past the bottleneck where the player is eaten by a Grue.


Systematic Generalisation through Task Temporal Logic and Deep Reinforcement Learning

arXiv.org Artificial Intelligence

This paper presents a neuro-symbolic agent that combines deep reinforcement learning (DRL) with temporal logic (TL), and achieves systematic out-of-distribution generalisation in tasks that involve following a formally specified instruction. Specifically, the agent learns general notions of negation and disjunction, and successfully applies them to previously unseen objects without further training. To this end, we also introduce Task Temporal Logic (TTL), a learning-oriented formal language, whose atoms are designed to help the training of a DRL agent targeting systematic generalisation. To validate this combination of logic-based and neural-network techniques, we provide experimental evidence for the kind of neural-network architecture that most enhances the generalisation performance of the agent. Our findings suggest that the right architecture can significatively improve the ability of the agent to generalise in systematic ways, even with abstract operators, such as negation, which previous research have struggled with.


Human and Multi-Agent collaboration in a human-MARL teaming framework

arXiv.org Artificial Intelligence

Collaborative multi-agent reinforcement learning (MARL) as a specific category of reinforcement learning provides effective results with agents learning from their observations, received rewards, and internal interactions between agents. However, centralized learning methods with a joint global policy in a highly dynamic environment present unique challenges in dealing with large amounts of information. This study proposes two innovative solutions to address the complexities of a collaboration between a human and multiple reinforcement learning (RL)-based agents (referred to thereafter as Human-MARL teaming) where the goals pursued cannot be achieved by a human alone or agents alone. The first innovation is the introduction of a new open-source MARL framework, called COGMENT, to unite humans and agents in real-time complex dynamic systems and efficiently leverage their interactions as a source of learning. The second innovation is our proposal of a new hybrid MARL method, named Dueling Double Deep Q learning MADDPG (D3-MADDPG) to allow agents to train decentralized policies parallelly in a joint centralized policy. This method can solve the overestimation problem in Q-learning methods of value-based MARL. We demonstrate these innovations by using a designed real-time environment with unmanned aerial vehicles driven by RL agents, collaborating with a human to fight fires. The team of RL agent drones autonomously look for fire seats and the human pilot douses the fires. The results of this study show that the proposed collaborative paradigm and the open-source framework leads to significant reductions in both human effort and exploration costs. Also, the results of the proposed hybrid MARL method shows that it effectively improves the learning process to achieve more reliable Q-values for each action, by decoupling the estimation between state value and advantage value.


Learning to Communicate Using Counterfactual Reasoning

arXiv.org Machine Learning

This paper introduces a new approach for multi-agent communication learning called multi-agent counterfactual communication (MACC) learning. Many real-world problems are currently tackled using multi-agent techniques. However, in many of these tasks the agents do not observe the full state of the environment but only a limited observation. This absence of knowledge about the full state makes completing the objectives significantly more complex or even impossible. The key to this problem lies in sharing observation information between agents or learning how to communicate the essential data. In this paper we present a novel multi-agent communication learning approach called MACC. It addresses the partial observability problem of the agents. MACC lets the agent learn the action policy and the communication policy simultaneously. We focus on decentralized Markov Decision Processes (Dec-MDP), where the agents have joint observability. This means that the full state of the environment can be determined using the observations of all agents. MACC uses counterfactual reasoning to train both the action and the communication policy. This allows the agents to anticipate on how other agents will react to certain messages and on how the environment will react to certain actions, allowing them to learn more effective policies. MACC uses actor-critic with a centralized critic and decentralized actors. The critic is used to calculate an advantage for both the action and communication policy. We demonstrate our method by applying it on the Simple Reference Particle environment of OpenAI and a MNIST game. Our results are compared with a communication and non-communication baseline. These experiments demonstrate that MACC is able to train agents for each of these problems with effective communication policies.


Recurrent Sum-Product-Max Networks for Decision Making in Perfectly-Observed Environments

arXiv.org Artificial Intelligence

Recent investigations into sum-product-max networks (SPMN) that generalize sum-product networks (SPN) offer a data-driven alternative for decision making, which has predominantly relied on handcrafted models. SPMNs computationally represent a probabilistic decision-making problem whose solution scales linearly in the size of the network. However, SPMNs are not well suited for sequential decision making over multiple time steps. In this paper, we present recurrent SPMNs (RSPMN) that learn from and model decision-making data over time. RSPMNs utilize a template network that is unfolded as needed depending on the length of the data sequence. This is significant as RSPMNs not only inherit the benefits of SPMNs in being data driven and mostly tractable, they are also well suited for sequential problems. We establish conditions on the template network, which guarantee that the resulting SPMN is valid, and present a structure learning algorithm to learn a sound template network. We demonstrate that the RSPMNs learned on a testbed of sequential decision-making data sets generate MEUs and policies that are close to the optimal on perfectly-observed domains. They easily improve on a recent batch-constrained reinforcement learning method, which is important because RSPMNs offer a new model-based approach to offline reinforcement learning.


Image Augmentation Is All You Need: Regularizing Deep Reinforcement Learning from Pixels

arXiv.org Machine Learning

We propose a simple data augmentation technique that can be applied to standard model-free reinforcement learning algorithms, enabling robust learning directly from pixels without the need for auxiliary losses or pre-training. The approach leverages input perturbations commonly used in computer vision tasks to regularize the value function. Existing model-free approaches, such as Soft Actor-Critic (SAC), are not able to train deep networks effectively from image pixels. However, the addition of our augmentation method dramatically improves SAC's performance, enabling it to reach state-of-the-art performance on the DeepMind control suite, surpassing model-based (Dreamer, PlaNet, and SLAC) methods and recently proposed contrastive learning (CURL). Our approach can be combined with any model-free reinforcement learning algorithm, requiring only minor modifications. An implementation can be found at https://sites.google.com/view/data-regularized-q.


When is Particle Filtering Efficient for POMDP Sequential Planning?

arXiv.org Machine Learning

Particle filtering is a popular method for inferring latent states in stochastic dynamical systems, whose theoretical properties have been well studied in machine learning and statistics communities. In sequential decision-making problems, e.g., partially observed Markov decision processes (POMDPs), oftentimes the inferred latent state is further used for planning at each step. This paper initiates a rigorous study on the efficiency of particle filtering for sequential planning, and gives the first particle complexity bounds. Though errors in past actions may affect the future, we are able to bound the number of particles needed so that the long-run reward of the policy based on particle filtering is close to that based on exact inference. In particular, we show that, in stable systems, polynomially many particles suffice. Key in our analysis is a coupling of the ideal sequence based on the exact planning and the sequence generated by approximate planning based on particle filtering. We believe this technique can be useful in other sequential decision-making problems.


Modeling Human Driving Behavior through Generative Adversarial Imitation Learning

arXiv.org Artificial Intelligence

Imitation learning is an approach for generating intelligent behavior when the cost function is unknown or difficult to specify. Building upon work in inverse reinforcement learning (IRL), Generative Adversarial Imitation Learning (GAIL) aims to provide effective imitation even for problems with large or continuous state and action spaces. Driver modeling is one example of a problem where the state and action spaces are continuous. Human driving behavior is characterized by non-linearity and stochasticity, and the underlying cost function is unknown. As a result, learning from human driving demonstrations is a promising approach for generating human-like driving behavior. This article describes the use of GAIL for learning-based driver modeling. Because driver modeling is inherently a multi-agent problem, where the interaction between agents needs to be modeled, this paper describes a parameter-sharing extension of GAIL called PS-GAIL to tackle multi-agent driver modeling. In addition, GAIL is domain agnostic, making it difficult to encode specific knowledge relevant to driving in the learning process. This paper describes Reward Augmented Imitation Learning (RAIL), which modifies the reward signal to provide domain-specific knowledge to the agent. Finally, human demonstrations are dependent upon latent factors that may not be captured by GAIL. This paper describes Burn-InfoGAIL, which allows for disentanglement of latent variability in demonstrations. Imitation learning experiments are performed using NGSIM, a real-world highway driving dataset. Experiments show that these modifications to GAIL can successfully model highway driving behavior, accurately replicating human demonstrations and generating realistic, emergent behavior in the traffic flow arising from the interaction between driving agents.