Learning Graphical Models
On the Convergence of Monte Carlo UCB for Random-Length Episodic MDPs
Dong, Zixuan, Wang, Che, Ross, Keith
In reinforcement learning, Monte Carlo algorithms update the Q function by averaging the episodic returns. In the Monte Carlo UCB (MC-UCB) algorithm, the action taken in each state is the action that maximizes the Q function plus a UCB exploration term, which biases the choice of actions to those that have been chosen less frequently. Although there has been significant work on establishing regret bounds for MC-UCB, most of that work has been focused on finite-horizon versions of the problem, for which each episode terminates after a constant number of steps. For such finite-horizon problems, the optimal policy depends both on the current state and the time within the episode. However, for many natural episodic problems, such as games like Go and Chess and robotic tasks, the episode is of random length and the optimal policy is stationary. For such environments, it is an open question whether the Q-function in MC-UCB will converge to the optimal Q function; we conjecture that, unlike Q-learning, it does not converge for all MDPs. We nevertheless show that for a large class of MDPs, which includes stochastic MDPs such as blackjack and deterministic MDPs such as Go, the Q-function in MC-UCB converges almost surely to the optimal Q function. An immediate corollary of this result is that it also converges almost surely for all finite-horizon MDPs. We also provide numerical experiments, providing further insights into MC-UCB.
Profiling Television Watching Behaviour Using Bayesian Hierarchical Joint Models for Time-to-Event and Count Data
Moral, Rafael A., Chen, Zhi, Zhang, Shuai, McClean, Sally, Palma, Gabriel R., Allan, Brahim, Kegel, Ian
Customer churn prediction is a valuable task in many industries. In telecommunications it presents great challenges, given the high dimensionality of the data, and how difficult it is to identify underlying frustration signatures, which may represent an important driver regarding future churn behaviour. Here, we propose a novel Bayesian hierarchical joint model that is able to characterise customer profiles based on how many events take place within different television watching journeys, and how long it takes between events. The model drastically reduces the dimensionality of the data from thousands of observations per customer to 11 customer-level parameter estimates and random effects. We test our methodology using data from 40 BT customers (20 active and 20 who eventually cancelled their subscription) whose TV watching behaviours were recorded from October to December 2019, totalling approximately half a million observations. Employing different machine learning techniques using the parameter estimates and random effects from the Bayesian hierarchical model as features yielded up to 92\% accuracy predicting churn, associated with 100\% true positive rates and false positive rates as low as 14\% on a validation set. Our proposed methodology represents an efficient way of reducing the dimensionality of the data, while at the same time maintaining high descriptive and predictive capabilities. We provide code to implement the Bayesian model at https://github.com/rafamoral/profiling_tv_watching_behaviour.
Model-Based Policy Search Using Monte Carlo Gradient Estimation with Real Systems Application
Amadio, Fabio, Libera, Alberto Dalla, Antonello, Riccardo, Nikovski, Daniel, Carli, Ruggero, Romeres, Diego
In this paper, we present a Model-Based Reinforcement Learning (MBRL) algorithm named \emph{Monte Carlo Probabilistic Inference for Learning COntrol} (MC-PILCO). The algorithm relies on Gaussian Processes (GPs) to model the system dynamics and on a Monte Carlo approach to estimate the policy gradient. This defines a framework in which we ablate the choice of the following components: (i) the selection of the cost function, (ii) the optimization of policies using dropout, (iii) an improved data efficiency through the use of structured kernels in the GP models. The combination of the aforementioned aspects affects dramatically the performance of MC-PILCO. Numerical comparisons in a simulated cart-pole environment show that MC-PILCO exhibits better data efficiency and control performance w.r.t. state-of-the-art GP-based MBRL algorithms. Finally, we apply MC-PILCO to real systems, considering in particular systems with partially measurable states. We discuss the importance of modeling both the measurement system and the state estimators during policy optimization. The effectiveness of the proposed solutions has been tested in simulation and on two real systems, a Furuta pendulum and a ball-and-plate rig.
Interpretable Uncertainty Quantification in AI for HEP
Chen, Thomas Y., Dey, Biprateep, Ghosh, Aishik, Kagan, Michael, Nord, Brian, Ramachandra, Nesar
Estimating uncertainty is at the core of performing scientific measurements in HEP: a measurement is not useful without an estimate of its uncertainty. The goal of uncertainty quantification (UQ) is inextricably linked to the question, "how do we physically and statistically interpret these uncertainties?" The answer to this question depends not only on the computational task we aim to undertake, but also on the methods we use for that task. For artificial intelligence (AI) applications in HEP, there are several areas where interpretable methods for UQ are essential, including inference, simulation, and control/decision-making. There exist some methods for each of these areas, but they have not yet been demonstrated to be as trustworthy as more traditional approaches currently employed in physics (e.g., non-AI frequentist and Bayesian methods). Shedding light on the questions above requires additional understanding of the interplay of AI systems and uncertainty quantification. We briefly discuss the existing methods in each area and relate them to tasks across HEP. We then discuss recommendations for avenues to pursue to develop the necessary techniques for reliable widespread usage of AI with UQ over the next decade.
Personalized Game Difficulty Prediction Using Factorization Machines
Kristensen, Jeppe Theiss, Guckelsberger, Christian, Burelli, Paolo, Hämäläinen, Perttu
The accurate and personalized estimation of task difficulty provides many opportunities for optimizing user experience. However, user diversity makes such difficulty estimation hard, in that empirical measurements from some user sample do not necessarily generalize to others. In this paper, we contribute a new approach for personalized difficulty estimation of game levels, borrowing methods from content recommendation. Using factorization machines (FM) on a large dataset from a commercial puzzle game, we are able to predict difficulty as the number of attempts a player requires to pass future game levels, based on observed attempt counts from earlier levels and levels played by others. In addition to performance and scalability, FMs offer the benefit that the learned latent variable model can be used to study the characteristics of both players and game levels that contribute to difficulty. We compare the approach to a simple non-personalized baseline and a personalized prediction using Random Forests. Our results suggest that FMs are a promising tool enabling game designers to both optimize player experience and learn more about their players and the game.
Multi-skill Mobile Manipulation for Object Rearrangement
Gu, Jiayuan, Chaplot, Devendra Singh, Su, Hao, Malik, Jitendra
We study a modular approach to tackle long-horizon mobile manipulation tasks for object rearrangement, which decomposes a full task into a sequence of subtasks. To tackle the entire task, prior work chains multiple stationary manipulation skills with a point-goal navigation skill, which are learned individually on subtasks. Although more effective than monolithic end-to-end RL policies, this framework suffers from compounding errors in skill chaining, e.g., navigating to a bad location where a stationary manipulation skill can not reach its target to manipulate. To this end, we propose that the manipulation skills should include mobility to have flexibility in interacting with the target object from multiple locations and at the same time the navigation skill could have multiple end points which lead to successful manipulation. We operationalize these ideas by implementing mobile manipulation skills rather than stationary ones and training a navigation skill trained with region goal instead of point goal. We evaluate our multi-skill mobile manipulation method M3 on 3 challenging long-horizon mobile manipulation tasks in the Home Assistant Benchmark (HAB), and show superior performance as compared to the baselines.
Dynamic Semantic Occupancy Mapping using 3D Scene Flow and Closed-Form Bayesian Inference
Unnikrishnan, Aishwarya, Wilson, Joey, Gan, Lu, Capodieci, Andrew, Jayakumar, Paramsothy, Barton, Kira, Ghaffari, Maani
Semantic mapping complements geometric modelling of a Mapping, localization and navigation are among the key robot's surroundings with semantic concepts, i.e., an understanding capabilities of autonomous systems. For robots to navigate of what the environment means to the robot. With safely in complex and evolving environments, mapping semantic mapping, these semantic concepts manifest as a can act as a unified framework that addresses multiple representation of the environment, thus lending robots more perception sub-tasks required for a higher-level scene understanding, resources for task planning and execution. The emergence of such as occupancy/traversability estimation, object semantic mapping can be attributed to (i) the limitations of detection and tracking. While some research streams employ purely geometric maps, and (ii) the advancements in deep end-to-end deep neural networks for mapless navigation via neural networks that allow semantic interpretation of raw imitation [1], [2], reinforcement [3], [4] or self-supervised sensory data [6].
Change Detection for Local Explainability in Evolving Data Streams
Haug, Johannes, Braun, Alexander, Zürn, Stefan, Kasneci, Gjergji
As complex machine learning models are increasingly used in sensitive applications like banking, trading or credit scoring, there is a growing demand for reliable explanation mechanisms. Local feature attribution methods have become a popular technique for post-hoc and model-agnostic explanations. However, attribution methods typically assume a stationary environment in which the predictive model has been trained and remains stable. As a result, it is often unclear how local attributions behave in realistic, constantly evolving settings such as streaming and online applications. In this paper, we discuss the impact of temporal change on local feature attributions. In particular, we show that local attributions can become obsolete each time the predictive model is updated or concept drift alters the data generating distribution. Consequently, local feature attributions in data streams provide high explanatory power only when combined with a mechanism that allows us to detect and respond to local changes over time. To this end, we present CDLEEDS, a flexible and model-agnostic framework for detecting local change and concept drift. CDLEEDS serves as an intuitive extension of attribution-based explanation techniques to identify outdated local attributions and enable more targeted recalculations. In experiments, we also show that the proposed framework can reliably detect both local and global concept drift. Accordingly, our work contributes to a more meaningful and robust explainability in online machine learning.
Bayesian Statistical Model Checking for Multi-agent Systems using HyperPCTL*
Das, Spandan, Prabhakar, Pavithra
In this paper, we present a Bayesian method for statistical model checking (SMC) of probabilistic hyperproperties specified in the logic HyperPCTL* on discrete-time Markov chains (DTMCs). While SMC of HyperPCTL* using sequential probability ratio test (SPRT) has been explored before, we develop an alternative SMC algorithm based on Bayesian hypothesis testing. In comparison to PCTL*, verifying HyperPCTL* formulae is complex owing to their simultaneous interpretation on multiple paths of the DTMC. In addition, extending the bottom-up model-checking algorithm of the non-probabilistic setting is not straight forward due to the fact that SMC does not return exact answers to the satisfiability problems of subformulae, instead, it only returns correct answers with high-confidence. We propose a recursive algorithm for SMC of HyperPCTL* based on a modified Bayes' test that factors in the uncertainty in the recursive satisfiability results. We have implemented our algorithm in a Python toolbox, HyProVer, and compared our approach with the SPRT based SMC. Our experimental evaluation demonstrates that our Bayesian SMC algorithm performs better both in terms of the verification time and the number of samples required to deduce satisfiability of a given HyperPCTL* formula.
Multi-Armed Bandits with Self-Information Rewards
Weinberger, Nir, Yemini, Michal
This paper introduces the informational multi-armed bandit (IMAB) model in which at each round, a player chooses an arm, observes a symbol, and receives an unobserved reward in the form of the symbol's self-information. Thus, the expected reward of an arm is the Shannon entropy of the probability mass function of the source that generates its symbols. The player aims to maximize the expected total reward associated with the entropy values of the arms played. Under the assumption that the alphabet size is known, two UCB-based algorithms are proposed for the IMAB model which consider the biases of the plug-in entropy estimator. The first algorithm optimistically corrects the bias term in the entropy estimation. The second algorithm relies on data-dependent confidence intervals that adapt to sources with small entropy values. Performance guarantees are provided by upper bounding the expected regret of each of the algorithms. Furthermore, in the Bernoulli case, the asymptotic behavior of these algorithms is compared to the Lai-Robbins lower bound for the pseudo regret. Additionally, under the assumption that the \textit{exact} alphabet size is unknown, and instead the player only knows a loose upper bound on it, a UCB-based algorithm is proposed, in which the player aims to reduce the regret caused by the unknown alphabet size in a finite time regime. Numerical results illustrating the expected regret of the algorithms presented in the paper are provided.