Learning Graphical Models
Dynamic programming with partial information to overcome navigational uncertainty in a nautical environment
Beeler, Chris, Li, Xinkai, Crowley, Mark, Fraser, Maia, Tamblyn, Isaac
In an MDP, the state of the system is known, however, Uncertainty creates a major obstacle in solving control in a POMDP it must be estimated, leading to some problems. The goal of these problems is to construct a policy amount of uncertainty. Much of the difficulty in solving that is expected to produce optimal trajectories. In some a POMDP stems from estimating the state of the system cases, uncertainty only causes deviations from the optimal before choosing an action. This is where the majority of trajectory, which may still result in an acceptable solution.
ADAPQUEST: A Software for Web-Based Adaptive Questionnaires based on Bayesian Networks
Bonesana, Claudio, Mangili, Francesca, Antonucci, Alessandro
We introduce ADAPQUEST, a software tool written in Java for the development of adaptive questionnaires based on Bayesian networks. Adaptiveness is intended here as the dynamical choice of the question sequence on the basis of an evolving model of the skill level of the test taker. Bayesian networks offer a flexible and highly interpretable framework to describe such testing process, especially when coping with multiple skills. ADAPQUEST embeds dedicated elicitation strategies to simplify the elicitation of the questionnaire parameters. An application of this tool for the diagnosis of mental disorders is also discussed together with some implementation details.
Efficient Belief Space Planning in High-Dimensional State Spaces using PIVOT: Predictive Incremental Variable Ordering Tactic
Elimelech, Khen, Indelman, Vadim
In this work, we examine the problem of online decision making under uncertainty, which we formulate as planning in the belief space. Maintaining beliefs (i.e., distributions) over high-dimensional states (e.g., entire trajectories) was not only shown to significantly improve accuracy, but also allows planning with information-theoretic objectives, as required for the tasks of active SLAM and information gathering. Nonetheless, planning under this "smoothing" paradigm holds a high computational complexity, which makes it challenging for online solution. Thus, we suggest the following idea: before planning, perform a standalone state variable reordering procedure on the initial belief, and "push forwards" all the predicted loop closing variables. Since the initial variable order determines which subset of them would be affected by incoming updates, such reordering allows us to minimize the total number of affected variables, and reduce the computational complexity of candidate evaluation during planning. We call this approach PIVOT: Predictive Incremental Variable Ordering Tactic. Applying this tactic can also improve the state inference efficiency; if we maintain the PIVOT order after the planning session, then we should similarly reduce the cost of loop closures, when they actually occur. To demonstrate its effectiveness, we applied PIVOT in a realistic active SLAM simulation, where we managed to significantly reduce the computation time of both the planning and inference sessions. The approach is applicable to general distributions, and induces no loss in accuracy.
Learning Based Task Offloading in Digital Twin Empowered Internet of Vehicles
Zheng, Jinkai, Luan, Tom H., Gao, Longxiang, Zhang, Yao, Wu, Yuan
Mobile edge computing has become an effective and fundamental paradigm for futuristic autonomous vehicles to offload computing tasks. However, due to the high mobility of vehicles, the dynamics of the wireless conditions, and the uncertainty of the arrival computing tasks, it is difficult for a single vehicle to determine the optimal offloading strategy. In this paper, we propose a Digital Twin (DT) empowered task offloading framework for Internet of Vehicles. As a software agent residing in the cloud, a DT can obtain both global network information by using communications among DTs, and historical information of a vehicle by using the communications within the twin. The global network information and historical vehicular information can significantly facilitate the offloading. In specific, to preserve the precious computing resource at different levels for most appropriate computing tasks, we integrate a learning scheme based on the prediction of futuristic computing tasks in DT. Accordingly, we model the offloading scheduling process as a Markov Decision Process (MDP) to minimize the long-term cost in terms of a trade off between task latency, energy consumption, and renting cost of clouds. Simulation results demonstrate that our algorithm can effectively find the optimal offloading strategy, as well as achieve the fast convergence speed and high performance, compared with other existing approaches.
Exponential Family Model-Based Reinforcement Learning via Score Matching
Li, Gene, Li, Junbo, Srebro, Nathan, Wang, Zhaoran, Yang, Zhuoran
This paper studies the regret minimization problem for finite horizon, episodic reinforcement learning (RL) with infinitely large state and action spaces. Empirically, RL has achieved success in diverse domains, even when the problem size (measured in the number of states and actions) explodes [35, 44, 28]. The key to developing sample-efficient algorithms is to leverage function approximation, enabling us to generalize across different state-action pairs. Much theoretical progress has been made towards understanding function approximation in RL. Existing theory typically requires strong linearity assumptions on transition dynamics [e.g., 55, 26, 10, 36] or action-value functions [e.g., 30, 57] of the Markov Decision Process (MDP). However, most real world problems are nonlinear, and our theoretical understanding of these settings remains limited. Thus, we ask the question: Can we design provably efficient RL algorithms in nonlinear environments? Recently, Chowdhury et al. [13] introduced a nonlinear setting where the state-transition measures are finitely parameterized exponential family models, and they proposed to estimate model parameters via maximum likelihood estimation (MLE). The exponential family is a well-studied and powerful statistical framework, so it is a natural model class to consider beyond linear models.
Efficient Performance Bounds for Primal-Dual Reinforcement Learning from Demonstrations
Kamoutsi, Angeliki, Banjac, Goran, Lygeros, John
We consider large-scale Markov decision processes with an unknown cost function and address the problem of learning a policy from a finite set of expert demonstrations. We assume that the learner is not allowed to interact with the expert and has no access to reinforcement signal of any kind. Existing inverse reinforcement learning methods come with strong theoretical guarantees, but are computationally expensive, while state-of-the-art policy optimization algorithms achieve significant empirical success, but are hampered by limited theoretical understanding. To bridge the gap between theory and practice, we introduce a novel bilinear saddle-point framework using Lagrangian duality. The proposed primal-dual viewpoint allows us to develop a model-free provably efficient algorithm through the lens of stochastic convex optimization. The method enjoys the advantages of simplicity of implementation, low memory requirements, and computational and sample complexities independent of the number of states. We further present an equivalent no-regret online-learning interpretation.
BALanCe: Deep Bayesian Active Learning via Equivalence Class Annealing
Zhang, Renyu, Khan, Aly A., Grossman, Robert L., Chen, Yuxin
Active learning has demonstrated data efficiency in many fields. Existing active learning algorithms, especially in the context of deep Bayesian active models, rely heavily on the quality of uncertainty estimations of the model. However, such uncertainty estimates could be heavily biased, especially with limited and imbalanced training data. In this paper, we propose BALanCe, a Bayesian deep active learning framework that mitigates the effect of such biases. Concretely, BALanCe employs a novel acquisition function which leverages the structure captured by equivalence hypothesis classes and facilitates differentiation among different equivalence classes. Intuitively, each equivalence class consists of instantiations of deep models with similar predictions, and BALanCe adaptively adjusts the size of the equivalence classes as learning progresses. Besides the fully sequential setting, we further propose Batch-BALanCe -- a generalization of the sequential algorithm to the batched setting -- to efficiently select batches of training examples that are jointly effective for model improvement. We show that Batch-BALanCe achieves state-of-the-art performance on several benchmark datasets for active learning, and that both algorithms can effectively handle realistic challenges that often involve multi-class and imbalanced data.
Learning from Disagreement: A Survey
Uma, Alexandra N., Fornaciari, Tommaso, Hovy, Dirk, Paun, Silviu, Plank, Barbara, Poesio, Massimo
Many tasks in Natural Language Processing (NLP) and Computer Vision (CV) offer evidence that humans disagree, from objective tasks such as part-of-speech tagging to more subjective tasks such as classifying an image or deciding whether a proposition follows from certain premises. While most learning in artificial intelligence (AI) still relies on the assumption that a single (gold) interpretation exists for each item, a growing body of research aims to develop learning methods that do not rely on this assumption. In this survey, we review the evidence for disagreements on NLP and CV tasks, focusing on tasks for which substantial datasets containing this information have been created. We discuss the most popular approaches to training models from datasets containing multiple judgments potentially in disagreement. We systematically compare these different approaches by training them with each of the available datasets, considering several ways to evaluate the resulting models. Finally, we discuss the results in depth, focusing on four key research questions, and assess how the type of evaluation and the characteristics of a dataset determine the answers to these questions. Our results suggest, first of all, that even if we abandon the assumption of a gold standard, it is still essential to reach a consensus on how to evaluate models. This is because the relative performance of the various training methods is critically affected by the chosen form of evaluation. Secondly, we observed a strong dataset effect. With substantial datasets, providing many judgments by high-quality coders for each item, training directly with soft labels achieved better results than training from aggregated or even gold labels. This result holds for both hard and soft evaluation. But when the above conditions do not hold, leveraging both gold and soft labels generally achieved the best results in the hard evaluation. All datasets and models employed in this paper are freely available as supplementary materials.
Interpreting Dynamical Systems as Bayesian Reasoners
Virgo, Nathaniel, Biehl, Martin, McGregor, Simon
A central concept in active inference is that the internal states of a physical system parametrise probability measures over states of the external world. These can be seen as an agent's beliefs, expressed as a Bayesian prior or posterior. Here we begin the development of a general theory that would tell us when it is appropriate to interpret states as representing beliefs in this way. We focus on the case in which a system can be interpreted as performing either Bayesian filtering or Bayesian inference. We provide formal definitions of what it means for such an interpretation to exist, using techniques from category theory.
The Statistical Complexity of Interactive Decision Making
Foster, Dylan J., Kakade, Sham M., Qian, Jian, Rakhlin, Alexander
A fundamental challenge in interactive learning and decision making, ranging from bandit problems to reinforcement learning, is to provide sample-efficient, adaptive learning algorithms that achieve near-optimal regret. This question is analogous to the classical problem of optimal (supervised) statistical learning, where there are well-known complexity measures (e.g., VC dimension and Rademacher complexity) that govern the statistical complexity of learning. However, characterizing the statistical complexity of interactive learning is substantially more challenging due to the adaptive nature of the problem. The main result of this work provides a complexity measure, the Decision-Estimation Coefficient, that is proven to be both necessary and sufficient for sample-efficient interactive learning. In particular, we provide: 1. a lower bound on the optimal regret for any interactive decision making problem, establishing the Decision-Estimation Coefficient as a fundamental limit. 2. a unified algorithm design principle, Estimation-to-Decisions (E2D), which transforms any algorithm for supervised estimation into an online algorithm for decision making. E2D attains a regret bound matching our lower bound, thereby achieving optimal sample-efficient learning as characterized by the Decision-Estimation Coefficient. Taken together, these results constitute a theory of learnability for interactive decision making. When applied to reinforcement learning settings, the Decision-Estimation Coefficient recovers essentially all existing hardness results and lower bounds. More broadly, the approach can be viewed as a decision-theoretic analogue of the classical Le Cam theory of statistical estimation; it also unifies a number of existing approaches -- both Bayesian and frequentist.