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 Learning Graphical Models


Mask-based Latent Reconstruction for Reinforcement Learning

arXiv.org Artificial Intelligence

For deep reinforcement learning (RL) from pixels, learning effective state representations is crucial for achieving high performance. However, in practice, limited experience and high-dimensional inputs prevent effective representation learning. To address this, motivated by the success of mask-based modeling in other research fields, we introduce mask-based reconstruction to promote state representation learning in RL. Specifically, we propose a simple yet effective self-supervised method, Mask-based Latent Reconstruction (MLR), to predict complete state representations in the latent space from the observations with spatially and temporally masked pixels. MLR enables better use of context information when learning state representations to make them more informative, which facilitates the training of RL agents. Extensive experiments show that our MLR significantly improves the sample efficiency in RL and outperforms the state-of-the-art sample-efficient RL methods on multiple continuous and discrete control benchmarks.


Leveraging Explanations in Interactive Machine Learning: An Overview

arXiv.org Artificial Intelligence

The fields of eXplainable Artificial Intelligence (XAI) and Interactive Machine Learning (IML) have traditionally been explored separately. On the one hand, XAI aims at making AI and Machine Learning (ML) systems more transparent and understandable, chiefly by equipping them with algorithms for explaining their own decisions [66, 125]. Such explanations are instrumental for enabling stakeholders to inspect the system's knowledge and reasoning patterns, however stakeholders only participate as passive observers and have no control over the system or its behavior. On the other hand, IML focuses primarily on communication between machines and humans, and it is specifically concerned with eliciting and incorporating human feedback into the training process via intelligent user interfaces [53, 10, 109, 176, 71, 173]. IML covers a broad range of techniques for in-the-loop interaction between humans and machines, however, most research does not explicitly consider explanations. Recently, a number of works have sought integrating techniques from XAI within the IML loop. The core observation behind this line of research is that, interacting through explanations is an elegant and human-centric solution to the problem of acquiring rich human feedback, and therefore leads to higher-quality AI and ML systems, in a manner that is effective and transparent for both users and machines. In order to accomplish this vision, these works leverage either machine explanations obtained using techniques from XAI, human explanations provided as feedback by sufficiently expert annotators, or both, to define and implement a suitable interaction protocol.


Restless Multi-Armed Bandits under Exogenous Global Markov Process

arXiv.org Artificial Intelligence

We consider an extension to the restless multi-armed bandit (RMAB) problem with unknown arm dynamics, where an unknown exogenous global Markov process governs the rewards distribution of each arm. Under each global state, the rewards process of each arm evolves according to an unknown Markovian rule, which is non-identical among different arms. At each time, a player chooses an arm out of N arms to play, and receives a random reward from a finite set of reward states. The arms are restless, that is, their local state evolves regardless of the player's actions. Motivated by recent studies on related RMAB settings, the regret is defined as the reward loss with respect to a player that knows the dynamics of the problem, and plays at each time t the arm that maximizes the expected immediate value. The objective is to develop an arm-selection policy that minimizes the regret. To that end, we develop the Learning under Exogenous Markov Process (LEMP) algorithm. We analyze LEMP theoretically and establish a finite-sample bound on the regret. We show that LEMP achieves a logarithmic regret order with time. We further analyze LEMP numerically and present simulation results that support the theoretical findings and demonstrate that LEMP significantly outperforms alternative algorithms.


Multi-Task Dynamical Systems

arXiv.org Artificial Intelligence

Time series datasets are often composed of a variety of sequences from the same domain, but from different entities, such as individuals, products, or organizations. We are interested in how time series models can be specialized to individual sequences (capturing the specific characteristics) while still retaining statistical power by sharing commonalities across the sequences. This paper describes the multi-task dynamical system (MTDS); a general methodology for extending multi-task learning (MTL) to time series models. Our approach endows dynamical systems with a set of hierarchical latent variables which can modulate all model parameters. To our knowledge, this is a novel development of MTL, and applies to time series both with and without control inputs. We apply the MTDS to motion-capture data of people walking in various styles using a multi-task recurrent neural network (RNN), and to patient drug-response data using a multi-task pharmacodynamic model.


Optimization of Annealed Importance Sampling Hyperparameters

arXiv.org Artificial Intelligence

Annealed Importance Sampling (AIS) is a popular algorithm used to estimates the intractable marginal likelihood of deep generative models. Although AIS is guaranteed to provide unbiased estimate for any set of hyperparameters, the common implementations rely on simple heuristics such as the geometric average bridging distributions between initial and the target distribution which affect the estimation performance when the computation budget is limited. In order to reduce the number of sampling iterations, we present a parameteric AIS process with flexible intermediary distributions defined by a residual density with respect to the geometric mean path. Our method allows parameter sharing between annealing distributions, the use of fix linear schedule for discretization and amortization of hyperparameter selection in latent variable models. We assess the performance of Optimized-Path AIS for marginal likelihood estimation of deep generative models and compare it to compare it to more computationally intensive AIS.


Inferring Smooth Control: Monte Carlo Posterior Policy Iteration with Gaussian Processes

arXiv.org Artificial Intelligence

Monte Carlo methods have become increasingly relevant for control of non-differentiable systems, approximate dynamics models and learning from data. These methods scale to high-dimensional spaces and are effective at the non-convex optimizations often seen in robot learning. We look at sample-based methods from the perspective of inference-based control, specifically posterior policy iteration. From this perspective, we highlight how Gaussian noise priors produce rough control actions that are unsuitable for physical robot deployment. Considering smoother Gaussian process priors, as used in episodic reinforcement learning and motion planning, we demonstrate how smoother model predictive control can be achieved using online sequential inference. This inference is realized through an efficient factorization of the action distribution and a novel means of optimizing the likelihood temperature to improve importance sampling accuracy. We evaluate this approach on several high-dimensional robot control tasks, matching the sample efficiency of prior heuristic methods while also ensuring smoothness. Simulation results can be seen at https://monte-carlo-ppi.github.io/.


Adaptive Ranking-based Sample Selection for Weakly Supervised Class-imbalanced Text Classification

arXiv.org Artificial Intelligence

To obtain a large amount of training labels inexpensively, researchers have recently adopted the weak supervision (WS) paradigm, which leverages labeling rules to synthesize training labels rather than using individual annotations to achieve competitive results for natural language processing (NLP) tasks. However, data imbalance is often overlooked in applying the WS paradigm, despite being a common issue in a variety of NLP tasks. To address this challenge, we propose Adaptive Ranking-based Sample Selection (ARS2), a model-agnostic framework to alleviate the data imbalance issue in the WS paradigm. Specifically, it calculates a probabilistic margin score based on the output of the current model to measure and rank the cleanliness of each data point. Then, the ranked data are sampled based on both class-wise and rule-aware ranking. In particular, the two sample strategies corresponds to our motivations: (1) to train the model with balanced data batches to reduce the data imbalance issue and (2) to exploit the expertise of each labeling rule for collecting clean samples. Experiments on four text classification datasets with four different imbalance ratios show that ARS2 outperformed the state-of-the-art imbalanced learning and WS methods, leading to a 2%-57.8% improvement on their F1-score.


Learning to Induce Causal Structure

arXiv.org Artificial Intelligence

The fundamental challenge in causal induction is to infer the underlying graph structure given observational and/or interventional data. Most existing causal induction algorithms operate by generating candidate graphs and evaluating them using either score-based methods (including continuous optimization) or independence tests. In our work, we instead treat the inference process as a black box and design a neural network architecture that learns the mapping from both observational and interventional data to graph structures via supervised training on synthetic graphs. The learned model generalizes to new synthetic graphs, is robust to train-test distribution shifts, and achieves state-of-the-art performance on naturalistic graphs for low sample complexity.


Bayesian Persuasion for Algorithmic Recourse

arXiv.org Artificial Intelligence

When subjected to automated decision-making, decision subjects may strategically modify their observable features in ways they believe will maximize their chances of receiving a favorable decision. In many practical situations, the underlying assessment rule is deliberately kept secret to avoid gaming and maintain competitive advantage. The resulting opacity forces the decision subjects to rely on incomplete information when making strategic feature modifications. We capture such settings as a game of Bayesian persuasion, in which the decision maker offers a form of recourse to the decision subject by providing them with an action recommendation (or signal) to incentivize them to modify their features in desirable ways. We show that when using persuasion, the decision maker and decision subject are never worse off in expectation, while the decision maker can be significantly better off. While the decision maker's problem of finding the optimal Bayesian incentive-compatible (BIC) signaling policy takes the form of optimization over infinitely-many variables, we show that this optimization can be cast as a linear program over finitely-many regions of the space of possible assessment rules. While this reformulation simplifies the problem dramatically, solving the linear program requires reasoning about exponentially-many variables, even in relatively simple cases. Motivated by this observation, we provide a polynomial-time approximation scheme that recovers a near-optimal signaling policy. Finally, our numerical simulations on semi-synthetic data empirically demonstrate the benefits of using persuasion in the algorithmic recourse setting.


Can I see an Example? Active Learning the Long Tail of Attributes and Relations

arXiv.org Artificial Intelligence

There has been significant progress in creating machine learning models that identify objects in scenes along with their associated attributes and relationships; however, there is a large gap between the best models and human capabilities. One of the major reasons for this gap is the difficulty in collecting sufficient amounts of annotated relations and attributes for training these systems. While some attributes and relations are abundant, the distribution in the natural world and existing datasets is long tailed. In this paper, we address this problem by introducing a novel incremental active learning framework that asks for attributes and relations in visual scenes. While conventional active learning methods ask for labels of specific examples, we flip this framing to allow agents to ask for examples from specific categories. Using this framing, we introduce an active sampling method that asks for examples from the tail of the data distribution and show that it outperforms classical active learning methods on Visual Genome.