Goto

Collaborating Authors

 Learning Graphical Models


Fast Value Tracking for Deep Reinforcement Learning

arXiv.org Machine Learning

Reinforcement learning (RL) tackles sequential decision-making problems by creating agents that interacts with their environment. However, existing algorithms often view these problem as static, focusing on point estimates for model parameters to maximize expected rewards, neglecting the stochastic dynamics of agent-environment interactions and the critical role of uncertainty quantification. Our research leverages the Kalman filtering paradigm to introduce a novel and scalable sampling algorithm called Langevinized Kalman Temporal-Difference (LKTD) for deep reinforcement learning. This algorithm, grounded in Stochastic Gradient Markov Chain Monte Carlo (SGMCMC), efficiently draws samples from the posterior distribution of deep neural network parameters. Under mild conditions, we prove that the posterior samples generated by the LKTD algorithm converge to a stationary distribution. This convergence not only enables us to quantify uncertainties associated with the value function and model parameters but also allows us to monitor these uncertainties during policy updates throughout the training phase. The LKTD algorithm paves the way for more robust and adaptable reinforcement learning approaches.


Clustered Mallows Model

arXiv.org Machine Learning

Rankings are a type of preference elicitation that arise in experiments where assessors arrange items, for example, in decreasing order of utility. Orderings of n items labelled {1,...,n} denoted are permutations that reflect strict preferences. For a number of reasons, strict preferences can be unrealistic assumptions for real data. For example, when items share common traits it may be reasonable to attribute them equal ranks. Also, there can be different importance attributions to decisions that form the ranking. In a situation with, for example, a large number of items, an assessor may wish to rank at top a certain number items; to rank other items at the bottom and to express indifference to all others. In addition, when aggregating opinions, a judging body might be decisive about some parts of the rank but ambiguous for others. In this paper we extend the well-known Mallows (Mallows, 1957) model (MM) to accommodate item indifference, a phenomenon that can be in place for a variety of reasons, such as those above mentioned.The underlying grouping of similar items motivates the proposed Clustered Mallows Model (CMM). The CMM can be interpreted as a Mallows distribution for tied ranks where ties are learned from the data. The CMM provides the flexibility to combine strict and indifferent relations, achieving a simpler and robust representation of rank collections in the form of ordered clusters. Bayesian inference for the CMM is in the class of doubly-intractable problems since the model's normalisation constant is not available in closed form. We overcome this challenge by sampling from the posterior with a version of the exchange algorithm \citep{murray2006}. Real data analysis of food preferences and results of Formula 1 races are presented, illustrating the CMM in practical situations.


Improving Interpretability of Scores in Anomaly Detection Based on Gaussian-Bernoulli Restricted Boltzmann Machine

arXiv.org Machine Learning

Gaussian-Bernoulli restricted Boltzmann machines (GBRBMs) are often used for semi-supervised anomaly detection, where they are trained using only normal data points. In GBRBM-based anomaly detection, normal and anomalous data are classified based on a score that is identical to an energy function of the marginal GBRBM. However, the classification threshold is difficult to set to an appropriate value, as this score cannot be interpreted. In this study, we propose a measure that improves score's interpretability based on its cumulative distribution, and establish a guideline for setting the threshold using the interpretable measure. The results of numerical experiments show that the guideline is reasonable when setting the threshold solely using normal data points. Moreover, because identifying the measure involves computationally infeasible evaluation of the minimum score value, we also propose an evaluation method for the minimum score based on simulated annealing, which is widely used for optimization problems. The proposed evaluation method was also validated using numerical experiments.


Multistep Inverse Is Not All You Need

arXiv.org Artificial Intelligence

In real-world control settings, the observation space is often unnecessarily high-dimensional and subject to time-correlated noise. However, the controllable dynamics of the system are often far simpler than the dynamics of the raw observations. It is therefore desirable to learn an encoder to map the observation space to a simpler space of control-relevant variables. In this work, we consider the Ex-BMDP model, first proposed by Efroni et al. (2022), which formalizes control problems where observations can be factorized into an action-dependent latent state which evolves deterministically, and action-independent time-correlated noise. Lamb et al. (2022) proposes the "AC-State" method for learning an encoder to extract a complete action-dependent latent state representation from the observations in such problems. AC-State is a multistep-inverse method, in that it uses the encoding of the the first and last state in a path to predict the first action in the path. However, we identify cases where AC-State will fail to learn a correct latent representation of the agent-controllable factor of the state. We therefore propose a new algorithm, ACDF, which combines multistep-inverse prediction with a latent forward model. ACDF is guaranteed to correctly infer an action-dependent latent state encoder for a large class of Ex-BMDP models. We demonstrate the effectiveness of ACDF on tabular Ex-BMDPs through numerical simulations; as well as high-dimensional environments using neural-network-based encoders. Code is available at https://github.com/midi-lab/acdf.


Pessimistic Causal Reinforcement Learning with Mediators for Confounded Offline Data

arXiv.org Artificial Intelligence

In real-world scenarios, datasets collected from randomized experiments are often constrained by size, due to limitations in time and budget. As a result, leveraging large observational datasets becomes a more attractive option for achieving high-quality policy learning. However, most existing offline reinforcement learning (RL) methods depend on two key assumptions--unconfoundedness and positivity--which frequently do not hold in observational data contexts. Recognizing these challenges, we propose a novel policy learning algorithm, PESsimistic CAusal Learning (PESCAL). We utilize the mediator variable based on front-door criterion to remove the confounding bias; additionally, we adopt the pessimistic principle to address the distributional shift between the action distributions induced by candidate policies, and the behavior policy that generates the observational data. Our key observation is that, by incorporating auxiliary variables that mediate the effect of actions on system dynamics, it is sufficient to learn a lower bound of the mediator distribution function, instead of the Q-function, to partially mitigate the issue of distributional shift. This insight significantly simplifies our algorithm, by circumventing the challenging task of sequential uncertainty quantification for the estimated Q-function. Moreover, we provide theoretical guarantees for the algorithms we propose, and demonstrate their efficacy through simulations, as well as real-world experiments utilizing offline datasets from a leading ride-hailing platform.


Inferring Belief States in Partially-Observable Human-Robot Teams

arXiv.org Artificial Intelligence

We investigate the real-time estimation of human situation awareness using observations from a robot teammate with limited visibility. In human factors and human-autonomy teaming, it is recognized that individuals navigate their environments using an internal mental simulation, or mental model. The mental model informs cognitive processes including situation awareness, contextual reasoning, and task planning. In teaming domains, the mental model includes a team model of each teammate's beliefs and capabilities, enabling fluent teamwork without the need for explicit communication. However, little work has applied team models to human-robot teaming. We compare the performance of two current methods at estimating user situation awareness over varying visibility conditions. Our results indicate that the methods are largely resilient to low-visibility conditions in our domain, however opportunities exist to improve their overall performance.


Molecular Classification Using Hyperdimensional Graph Classification

arXiv.org Artificial Intelligence

Our work introduces an innovative approach to graph learning by leveraging Hyperdimensional Computing. Graphs serve as a widely embraced method for conveying information, and their utilization in learning has gained significant attention. This is notable in the field of chemoinformatics, where learning from graph representations plays a pivotal role. An important application within this domain involves the identification of cancerous cells across diverse molecular structures. We propose an HDC-based model that demonstrates comparable Area Under the Curve results when compared to state-of-the-art models like Graph Neural Networks (GNNs) or the Weisfieler-Lehman graph kernel (WL). Moreover, it outperforms previously proposed hyperdimensional computing graph learning methods. Furthermore, it achieves noteworthy speed enhancements, boasting a 40x acceleration in the training phase and a 15x improvement in inference time compared to GNN and WL models. This not only underscores the efficacy of the HDC-based method, but also highlights its potential for expedited and resource-efficient graph learning.


Posterior Uncertainty Quantification in Neural Networks using Data Augmentation

arXiv.org Machine Learning

In this paper, we approach the problem of uncertainty quantification in deep learning through a predictive framework, which captures uncertainty in model parameters by specifying our assumptions about the predictive distribution of unseen future data. Under this view, we show that deep ensembling (Lakshminarayanan et al., 2017) is a fundamentally mis-specified model class, since it assumes that future data are supported on existing observations only -- a situation rarely encountered in practice. To address this limitation, we propose MixupMP, a method that constructs a more realistic predictive distribution using popular data augmentation techniques. MixupMP operates as a drop-in replacement for deep ensembles, where each ensemble member is trained on a random simulation from this predictive distribution. Grounded in the recently-proposed framework of Martingale posteriors (Fong et al., 2023), MixupMP returns samples from an implicitly defined Bayesian posterior. Our empirical analysis showcases that MixupMP achieves superior predictive performance and uncertainty quantification on various image classification datasets, when compared with existing Bayesian and non-Bayesian approaches.


Span-Based Optimal Sample Complexity for Weakly Communicating and General Average Reward MDPs

arXiv.org Machine Learning

We study the sample complexity of learning an $\epsilon$-optimal policy in an average-reward Markov decision process (MDP) under a generative model. For weakly communicating MDPs, we establish the complexity bound $\tilde{O}(SA\frac{H}{\epsilon^2})$, where $H$ is the span of the bias function of the optimal policy and $SA$ is the cardinality of the state-action space. Our result is the first that is minimax optimal (up to log factors) in all parameters $S,A,H$ and $\epsilon$, improving on existing work that either assumes uniformly bounded mixing times for all policies or has suboptimal dependence on the parameters. We further investigate sample complexity in general (non-weakly-communicating) average-reward MDPs. We argue a new transient time parameter $B$ is necessary, establish an $\tilde{O}(SA\frac{B+H}{\epsilon^2})$ complexity bound, and prove a matching (up to log factors) minimax lower bound. Both results are based on reducing the average-reward MDP to a discounted MDP, which requires new ideas in the general setting. To establish the optimality of this reduction, we develop improved bounds for $\gamma$-discounted MDPs, showing that $\tilde{\Omega}\left(SA\frac{H}{(1-\gamma)^2\epsilon^2}\right)$ samples suffice to learn an $\epsilon$-optimal policy in weakly communicating MDPs under the regime that $\gamma\geq 1-1/H$, and $\tilde{\Omega}\left(SA\frac{B+H}{(1-\gamma)^2\epsilon^2}\right)$ samples suffice in general MDPs when $\gamma\geq 1-\frac{1}{B+H}$. Both these results circumvent the well-known lower bound of $\tilde{\Omega}\left(SA\frac{1}{(1-\gamma)^3\epsilon^2}\right)$ for arbitrary $\gamma$-discounted MDPs. Our analysis develops upper bounds on certain instance-dependent variance parameters in terms of the span and transient time parameters. The weakly communicating bounds are tighter than those based on the mixing time or diameter of the MDP and may be of broader use.


Adaptive Decision-Making for Autonomous Vehicles: A Learning-Enhanced Game-Theoretic Approach in Interactive Environments

arXiv.org Artificial Intelligence

This paper proposes an adaptive behavioral decision-making method for autonomous vehicles (AVs) focusing on complex merging scenarios. Leveraging principles from non-cooperative game theory, we develop a vehicle interaction behavior model that defines key traffic elements and integrates a multifactorial reward function. Maximum entropy inverse reinforcement learning (IRL) is employed for behavior model parameter optimization. Optimal matching parameters can be obtained using the interaction behavior feature vector and the behavior probabilities output by the vehicle interaction model. Further, a behavioral decision-making method adapted to dynamic environments is proposed. By establishing a mapping model between multiple environmental variables and model parameters, it enables parameters online learning and recognition, and achieves to output interactive behavior probabilities of AVs. Quantitative analysis employing naturalistic driving datasets (highD and exiD) and real-vehicle test data validates the model's high consistency with human decision-making. In 188 tested interaction scenarios, the average human-like similarity rate is 81.73%, with a notable 83.12% in the highD dataset. Furthermore, in 145 dynamic interactions, the method matches human decisions at 77.12%, with 6913 consistence instances. Moreover, in real-vehicle tests, a 72.73% similarity with 0% safety violations are obtained. Results demonstrate the effectiveness of our proposed method in enabling AVs to make informed adaptive behavior decisions in interactive environments.