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 Learning Graphical Models


Decentralized Circle Formation Control for Fish-like Robots in the Real-world via Reinforcement Learning

arXiv.org Artificial Intelligence

In this paper, the circle formation control problem is addressed for a group of cooperative underactuated fish-like robots involving unknown nonlinear dynamics and disturbances. Based on the reinforcement learning and cognitive consistency theory, we propose a decentralized controller without the knowledge of the dynamics of the fish-like robots. The proposed controller can be transferred from simulation to reality. It is only trained in our established simulation environment, and the trained controller can be deployed to real robots without any manual tuning. Simulation results confirm that the proposed model-free robust formation control method is scalable with respect to the group size of the robots and outperforms other representative RL algorithms. Several experiments in the real world verify the effectiveness of our RL-based approach for circle formation control.


Monte Carlo Tree Search: A Review of Recent Modifications and Applications

arXiv.org Artificial Intelligence

Monte Carlo Tree Search (MCTS) is a decision-making algorithm that consists in searching large combinatorial spaces represented by trees. In such trees, nodes denote states, also referred to as configurations of the problem, whereas edges denote transitions (actions) from one state to another. MCTS has been originally proposed in the work by Kocsis and Szepesvári (2006) and by Coulom (2006), as an algorithm for making computer players in Go. It was quickly called a major breakthrough (Gelly et al., 2012) as it allowed for a leap from 14 kyu, which is an average amateur level, to 5 dan, which is considered an advanced level but not professional yet. Before MCTS, bots for combinatorial games had been using various modifications of the min-max alpha-beta pruning algorithm (Junghanns, 1998) such as MTD(f) (Plaat, 2014) and hand-crafted heuristics. In contrast to them, MCTS algorithm is at its core aheuristic, which means that no additional knowledge is required other than just rules of a game (or a problem, generally speaking). However, it is possible to take advantage of heuristics and include them in the MCTS approach to make it more efficient and improve its convergence. Moreover, the given problem often tends to be so complex, from the combinatorial point of view, that some form of external help, e.g.


Sentiment Analysis using Logistic Regression and Naive Bayes

#artificialintelligence

In supervised machine learning, you usually have an input X, which goes into your prediction function to get your Y . You can then compare your prediction with the true value Y. This gives you your cost which you use to update the parameters θ. Sentiment analysis (also known as opinion mining or emotion AI) refers to the use of natural language processing, text analysis, computational linguistics, and biometrics to systematically identify, extract, quantify, and study affective states and subjective information. So, let's start sentiment analysis using Logistic Regression We will be using the sample twitter data set for this exercise.


Approximate Bayesian inference and forecasting in huge-dimensional multi-country VARs

arXiv.org Machine Learning

The Panel Vector Autoregressive (PVAR) model is a popular tool for macroeconomic forecasting and structural analysis in multi-country applications since it allows for spillovers between countries in a very flexible fashion. However, this flexibility means that the number of parameters to be estimated can be enormous leading to over-parameterization concerns. Bayesian global-local shrinkage priors, such as the Horseshoe prior used in this paper, can overcome these concerns, but they require the use of Markov Chain Monte Carlo (MCMC) methods rendering them computationally infeasible in high dimensions. In this paper, we develop computationally efficient Bayesian methods for estimating PVARs using an integrated rotated Gaussian approximation (IRGA). This exploits the fact that whereas own country information is often important in PVARs, information on other countries is often unimportant. Using an IRGA, we split the the posterior into two parts: one involving own country coefficients, the other involving other country coefficients. Fast methods such as approximate message passing or variational Bayes can be used on the latter and, conditional on these, the former are estimated with precision using MCMC methods. In a forecasting exercise involving PVARs with up to $18$ variables for each of $38$ countries, we demonstrate that our methods produce good forecasts quickly.


Constrained Multiagent Markov Decision Processes: a Taxonomy of Problems and Algorithms

Journal of Artificial Intelligence Research

In domains such as electric vehicle charging, smart distribution grids and autonomous warehouses, multiple agents share the same resources. When planning the use of these resources, agents need to deal with the uncertainty in these domains. Although several models and algorithms for such constrained multiagent planning problems under uncertainty have been proposed in the literature, it remains unclear when which algorithm can be applied. In this survey we conceptualize these domains and establish a generic problem class based on Markov decision processes. We identify and compare the conditions under which algorithms from the planning literature for problems in this class can be applied: whether constraints are soft or hard, whether agents are continuously connected, whether the domain is fully observable, whether a constraint is momentarily (instantaneous) or on a budget, and whether the constraint is on a single resource or on multiple. Further we discuss the advantages and disadvantages of these algorithms. We conclude by identifying open problems that are directly related to the conceptualized domains, as well as in adjacent research areas.


Provably Efficient Cooperative Multi-Agent Reinforcement Learning with Function Approximation

arXiv.org Machine Learning

Cooperative multi-agent reinforcement learning (MARL) systems are widely prevalent in many engineering systems, e.g., robotic systems (Ding et al., 2020), power grids (Yu et al., 2014), traffic control (Bazzan, 2009), as well as team games (Zhao et al., 2019). Increasingly, federated (Yang et al., 2019) and distributed (Peteiro-Barral & Guijarro-Berdiñas, 2013) machine learning is gaining prominence in industrial applications, and reinforcement learning in these large-scale settings is becoming of import in the research community as well (Zhuo et al., 2019; Liu et al., 2019). Recent research in the statistical learning community has focused on cooperative multi-agent decision-making algorithms with provable guarantees(Zhang et al., 2018b; Wai et al., 2018; Zhang et al., 2018a). However, prior work focuses on algorithms that, while are decentralized, provide guarantees on convergence (e.g., Zhang et al. (2018b)) but no finite-sample guarantees for regret, in contrast to efficient algorithms with function approximation proposed for single-agent RL (e.g., Jin et al. (2018, 2020); Yang et al. (2020)). Moreover, optimization in the decentralized multi-agent setting is also known to be non-convergent without assumptions (Tan, 1993). Developing no-regret multi-agent algorithms is therefore an important problem in RL. For the (relatively) easier problem of multi-agent multi-armed bandits, there has been significant recent interest in decentralized algorithms involving agents communicating over a network (Landgren et al., 2016a, 2018; Martínez-Rubio et al., 2019; Dubey & Pentland, 2020b), as well as in the distributed settings (Hillel et al., 2013; Wang et al., 2019). Since several application areas for distributed sequential decision-making regularly involve non-stationarity and contextual information (Polydoros & Nalpantidis, 2017), an MDP formulation can potentially provide stronger algorithms for these settings as well. Furthermore, no-regret algorithms in the single-agent RL setting with function approximation (e.g., Jin et al. (2020)) build on analysis techniques for contextual bandits, which leads us to the question - Can no-regret function approximation be extended to (decentralized) cooperative multi-agent reinforcement learning?


Classification and Feature Transformation with Fuzzy Cognitive Maps

arXiv.org Artificial Intelligence

Fuzzy Cognitive Maps (FCMs) are considered a soft computing technique combining elements of fuzzy logic and recurrent neural networks. They found multiple application in such domains as modeling of system behavior, prediction of time series, decision making and process control. Less attention, however, has been turned towards using them in pattern classification. In this work we propose an FCM based classifier with a fully connected map structure. In contrast to methods that expect reaching a steady system state during reasoning, we chose to execute a few FCM iterations (steps) before collecting output labels. Weights were learned with a gradient algorithm and logloss or cross-entropy were used as the cost function. Our primary goal was to verify, whether such design would result in a descent general purpose classifier, with performance comparable to off the shelf classical methods. As the preliminary results were promising, we investigated the hypothesis that the performance of $d$-step classifier can be attributed to a fact that in previous $d-1$ steps it transforms the feature space by grouping observations belonging to a given class, so that they became more compact and separable. To verify this hypothesis we calculated three clustering scores for the transformed feature space. We also evaluated performance of pipelines built from FCM-based data transformer followed by a classification algorithm. The standard statistical analyzes confirmed both the performance of FCM based classifier and its capability to improve data. The supporting prototype software was implemented in Python using TensorFlow library.


Deep Generative Modelling: A Comparative Review of VAEs, GANs, Normalizing Flows, Energy-Based and Autoregressive Models

arXiv.org Machine Learning

Deep generative modelling is a class of techniques that train deep neural networks to model the distribution of training samples. Research has fragmented into various interconnected approaches, each of which making trade-offs including run-time, diversity, and architectural restrictions. In particular, this compendium covers energy-based models, variational autoencoders, generative adversarial networks, autoregressive models, normalizing flows, in addition to numerous hybrid approaches. These techniques are drawn under a single cohesive framework, comparing and contrasting to explain the premises behind each, while reviewing current state-of-the-art advances and implementations.


Model-based versus Model-free Deep Reinforcement Learning for Autonomous Racing Cars

arXiv.org Artificial Intelligence

Despite the rich theoretical foundation of model-based deep reinforcement learning (RL) agents, their effectiveness in real-world robotics-applications is less studied and understood. In this paper, we, therefore, investigate how such agents generalize to real-world autonomous-vehicle control-tasks, where advanced model-free deep RL algorithms fail. In particular, we set up a series of time-lap tasks for an F1TENTH racing robot, equipped with high-dimensional LiDAR sensors, on a set of test tracks with a gradual increase in their complexity. In this continuous-control setting, we show that model-based agents capable of learning in imagination, substantially outperform model-free agents with respect to performance, sample efficiency, successful task completion, and generalization. Moreover, we show that the generalization ability of model-based agents strongly depends on the observation-model choice. Finally, we provide extensive empirical evidence for the effectiveness of model-based agents provided with long enough memory horizons in sim2real tasks.


From Hand-Perspective Visual Information to Grasp Type Probabilities: Deep Learning via Ranking Labels

arXiv.org Artificial Intelligence

Limb deficiency severely affects the daily lives of amputees and drives efforts to provide functional robotic prosthetic hands to compensate this deprivation. Convolutional neural network-based computer vision control of the prosthetic hand has received increased attention as a method to replace or complement physiological signals due to its reliability by training visual information to predict the hand gesture. Mounting a camera into the palm of a prosthetic hand is proved to be a promising approach to collect visual data. However, the grasp type labelled from the eye and hand perspective may differ as object shapes are not always symmetric. Thus, to represent this difference in a realistic way, we employed a dataset containing synchronous images from eye- and hand- view, where the hand-perspective images are used for training while the eye-view images are only for manual labelling. Electromyogram (EMG) activity and movement kinematics data from the upper arm are also collected for multi-modal information fusion in future work. Moreover, in order to include human-in-the-loop control and combine the computer vision with physiological signal inputs, instead of making absolute positive or negative predictions, we build a novel probabilistic classifier according to the Plackett-Luce model. To predict the probability distribution over grasps, we exploit the statistical model over label rankings to solve the permutation domain problems via a maximum likelihood estimation, utilizing the manually ranked lists of grasps as a new form of label. We indicate that the proposed model is applicable to the most popular and productive convolutional neural network frameworks.