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 Undirected Networks


Learning 3D Navigation Protocols on Touch Interfaces with Cooperative Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Using touch devices to navigate in virtual 3D environments such as computer assisted design (CAD) models or geographical information systems (GIS) is inherently difficult for humans, as the 3D operations have to be performed by the user on a 2D touch surface. This ill-posed problem is classically solved with a fixed and handcrafted interaction protocol, which must be learned by the user. We propose to automatically learn a new interaction protocol allowing to map a 2D user input to 3D actions in virtual environments using reinforcement learning (RL). A fundamental problem of RL methods is the vast amount of interactions often required, which are difficult to come by when humans are involved. To overcome this limitation, we make use of two collaborative agents. The first agent models the human by learning to perform the 2D finger trajectories. The second agent acts as the interaction protocol, interpreting and translating to 3D operations the 2D finger trajectories from the first agent. We restrict the learned 2D trajectories to be similar to a training set of collected human gestures by first performing state representation learning, prior to reinforcement learning. This state representation learning is addressed by projecting the gestures into a latent space learned by a variational auto encoder (VAE).


Method for Constructing Artificial Intelligence Player with Abstraction to Markov Decision Processes in Multiplayer Game of Mahjong

arXiv.org Artificial Intelligence

We propose a method for constructing artificial intelligence (AI) of mahjong, which is a multiplayer imperfect information game. Since the size of the game tree is huge, constructing an expert-level AI player of mahjong is challenging. We define multiple Markov decision processes (MDPs) as abstractions of mahjong to construct effective search trees. We also introduce two methods of inferring state values of the original mahjong using these MDPs. We evaluated the effectiveness of our method using gameplays vis-\`{a}-vis the current strongest AI player.


Remaining Useful Life Estimation Using Functional Data Analysis

arXiv.org Machine Learning

Remaining Useful Life (RUL) of an equipment or one of its components is defined as the time left until the equipment or component reaches its end of useful life. Accurate RUL estimation is exceptionally beneficial to Predictive Maintenance, and Prognostics and Health Management (PHM). Data driven approaches which leverage the power of algorithms for RUL estimation using sensor and operational time series data are gaining popularity. Existing algorithms, such as linear regression, Convolutional Neural Network (CNN), Hidden Markov Models (HMMs), and Long Short-Term Memory (LSTM), have their own limitations for the RUL estimation task. In this work, we propose a novel Functional Data Analysis (FDA) method called functional Multilayer Perceptron (functional MLP) for RUL estimation. Functional MLP treats time series data from multiple equipment as a sample of random continuous processes over time. FDA explicitly incorporates both the correlations within the same equipment and the random variations across different equipment's sensor time series into the model. FDA also has the benefit of allowing the relationship between RUL and sensor variables to vary over time. We implement functional MLP on the benchmark NASA C-MAPSS data and evaluate the performance using two popularly-used metrics. Results show the superiority of our algorithm over all the other state-of-the-art methods.


A machine learning approach for underwater gas leakage detection

arXiv.org Machine Learning

Underwater gas reservoirs are used in many situations. In particular, Carbon Capture and Storage (CCS) facilities that are currently being developed intend to store greenhouse gases inside geological formations in the deep sea. In these formations, however, the gas might percolate, leaking back to the water and eventually to the atmosphere. The early detection of such leaks is therefore tantamount to any underwater CCS project. In this work, we propose to use Passive Acoustic Monitoring (PAM) and a machine learning approach to design efficient detectors that can signal the presence of a leakage. We use data obtained from simulation experiments off the Brazilian shore, and show that the detection based on classification algorithms achieve good performance. We also propose a smoothing strategy based on Hidden Markov Models in order to incorporate previous knowledge about the probabilities of leakage occurrences.


Deep Recurrent Q-Learning vs Deep Q-Learning on a simple Partially Observable Markov Decision Process with Minecraft

arXiv.org Artificial Intelligence

Deep Q-Learning has been successfully applied to a wide variety of tasks in the past several years. However, the architecture of the vanilla Deep Q-Network is not suited to deal with partially observable environments such as 3D video games. For this, recurrent layers have been added to the Deep Q-Network in order to allow it to handle past dependencies. We here use Minecraft for its customization advantages and design two very simple missions that can be frames as Partially Observable Markov Decision Process. We compare on these missions the Deep Q-Network and the Deep Recurrent Q-Network in order to see if the latter, which is trickier and longer to train, is always the best architecture when the agent has to deal with partial observability.


Deep Learning for System Trace Restoration

arXiv.org Machine Learning

Most real-world datasets, and particularly those collected from physical systems, are full of noise, packet loss, and other imperfections. However, most specification mining, anomaly detection and other such algorithms assume, or even require, perfect data quality to function properly. Such algorithms may work in lab conditions when given clean, controlled data, but will fail in the field when given imperfect data. We propose a method for accurately reconstructing discrete temporal or sequential system traces affected by data loss, using Long Short-Term Memory Networks (LSTMs). The model works by learning to predict the next event in a sequence of events, and uses its own output as an input to continue predicting future events. As a result, this method can be used for data restoration even with streamed data. Such a method can reconstruct even long sequence of missing events, and can also help validate and improve data quality for noisy data. The output of the model will be a close reconstruction of the true data, and can be fed to algorithms that rely on clean data. We demonstrate our method by reconstructing automotive CAN traces consisting of long sequences of discrete events. We show that given even small parts of a CAN trace, our LSTM model can predict future events with an accuracy of almost 90%, and can successfully reconstruct large portions of the original trace, greatly outperforming a Markov Model benchmark. We separately feed the original, lossy, and reconstructed traces into a specification mining framework to perform downstream analysis of the effect of our method on state-of-the-art models that use these traces for understanding the behavior of complex systems.


Bayesian Subspace Hidden Markov Model for Acoustic Unit Discovery

arXiv.org Machine Learning

This work tackles the problem of learning a set of language specific acoustic units from unlabeled speech recordings given a set of labeled recordings from other languages. Our approach may be described by the following two steps procedure: first the model learns the notion of acoustic units from the labelled data and then the model uses its knowledge to find new acoustic units on the target language. We implement this process with the Bayesian Subspace Hidden Markov Model (SHMM), a model akin to the Subspace Gaussian Mixture Model (SGMM) where each low dimensional embedding represents an acoustic unit rather than just a HMM's state. The subspace is trained on 3 languages from the GlobalPhone corpus (German, Polish and Spanish) and the AUs are discovered on the TIMIT corpus. Results, measured in equivalent Phone Error Rate, show that this approach significantly outperforms previous HMM based acoustic units discovery systems and compares favorably with the Variational Auto Encoder-HMM.


Reinforced Imitation in Heterogeneous Action Space

arXiv.org Artificial Intelligence

Imitation learning is an effective alternative approach to learn a policy when the reward function is sparse. In this paper, we consider a challenging setting where an agent and an expert use different actions from each other. We assume that the agent has access to a sparse reward function and state-only expert observations. We propose a method which gradually balances between the imitation learning cost and the reinforcement learning objective. In addition, this method adapts the agent's policy based on either mimicking expert behavior or maximizing sparse reward. We show, through navigation scenarios, that (i) an agent is able to efficiently leverage sparse rewards to outperform standard state-only imitation learning, (ii) it can learn a policy even when its actions are different from the expert, and (iii) the performance of the agent is not bounded by that of the expert, due to the optimized usage of sparse rewards.


Reinforcement Learning with Attention that Works: A Self-Supervised Approach

arXiv.org Machine Learning

Attention models have had a significant positive impact on deep learning across a range of tasks. However previous attempts at integrating attention with reinforcement learning have failed to produce significant improvements. We propose the first combination of self attention and reinforcement learning that is capable of producing significant improvements, including new state of the art results in the Arcade Learning Environment. Unlike the selective attention models used in previous attempts, which constrain the attention via preconceived notions of importance, our implementation utilises the Markovian properties inherent in the state input. Our method produces a faithful visualisation of the policy, focusing on the behaviour of the agent. Our experiments demonstrate that the trained policies use multiple simultaneous foci of attention, and are able to modulate attention over time to deal with situations of partial observability.


Combining Offline Models and Online Monte-Carlo Tree Search for Planning from Scratch

arXiv.org Artificial Intelligence

Planning in stochastic and partially observable environments is a central issue in artificial intelligence. One commonly used technique for solving such a problem is by constructing an accurate model firstly. Although some recent approaches have been proposed for learning optimal behaviour under model uncertainty, prior knowledge about the environment is still needed to guarantee the performance of the proposed algorithms. With the benefits of the Predictive State Representations (PSRs) approach for state representation and model prediction, in this paper, we introduce an approach for planning from scratch, where an offline PSR model is firstly learned and then combined with online Monte-Carlo tree search for planning with model uncertainty. By comparing with the state-of-the-art approach of planning with model uncertainty, we demonstrated the effectiveness of the proposed approaches along with the proof of their convergence. The effectiveness and scalability of our proposed approach are also tested on the RockSample problem, which are infeasible for the state-of-the-art BA-POMDP based approaches.