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 Learning Graphical Models


A Simple Model to Estimate Sharing Effects in Social Networks

arXiv.org Artificial Intelligence

Randomised Controlled Trials (RCTs) are the gold standard for estimating treatment effects across many fields of science. Technology companies have adopted A/B-testing methods as a modern RCT counterpart, where end-users are randomly assigned various system variants and user behaviour is tracked continuously. The objective is then to estimate the causal effect that the treatment variant would have on certain metrics of interest to the business. When the outcomes for randomisation units -- end-users in this case -- are not statistically independent, this obfuscates identifiability of treatment effects, and harms decision-makers' observability of the system. Social networks exemplify this, as they are designed to promote inter-user interactions. This interference by design notoriously complicates measurement of, e.g., the effects of sharing. In this work, we propose a simple Markov Decision Process (MDP)-based model describing user sharing behaviour in social networks. We derive an unbiased estimator for treatment effects under this model, and demonstrate through reproducible synthetic experiments that it outperforms existing methods by a significant margin.


P2U-SLAM: A Monocular Wide-FoV SLAM System Based on Point Uncertainty and Pose Uncertainty

arXiv.org Artificial Intelligence

This paper presents P2U-SLAM, a visual Simultaneous Localization And Mapping (SLAM) system with a wide Field of View (FoV) camera, which utilizes pose uncertainty and point uncertainty. While the wide FoV enables considerable repetitive observations of historical map points for matching cross-view features, the data properties of the historical map points and the poses of historical keyframes have changed during the optimization process. The neglect of data property changes triggers the absence of a partial information matrix in optimization and leads to the risk of long-term positioning performance degradation. The purpose of our research is to reduce the risk of the wide field of view visual input to the SLAM system. Based on the conditional probability model, this work reveals the definite impact of the above data properties changes on the optimization process, concretizes it as point uncertainty and pose uncertainty, and gives a specific mathematical form. P2U-SLAM respectively embeds point uncertainty and pose uncertainty into the tracking module and local mapping, and updates these uncertainties after each optimization operation including local mapping, map merging, and loop closing. We present an exhaustive evaluation in 27 sequences from two popular public datasets with wide-FoV visual input. P2U-SLAM shows excellent performance compared with other state-of-the-art methods. The source code will be made publicly available at https://github.com/BambValley/P2U-SLAM.


Catch It! Learning to Catch in Flight with Mobile Dexterous Hands

arXiv.org Artificial Intelligence

Catching objects in flight (i.e., thrown objects) is a common daily skill for humans, yet it presents a significant challenge for robots. This task requires a robot with agile and accurate motion, a large spatial workspace, and the ability to interact with diverse objects. In this paper, we build a mobile manipulator composed of a mobile base, a 6-DoF arm, and a 12-DoF dexterous hand to tackle such a challenging task. We propose a two-stage reinforcement learning framework to efficiently train a whole-body-control catching policy for this high-DoF system in simulation. The objects' throwing configurations, shapes, and sizes are randomized during training to enhance policy adaptivity to various trajectories and object characteristics in flight. The results show that our trained policy catches diverse objects with randomly thrown trajectories, at a high success rate of about 80\% in simulation, with a significant improvement over the baselines. The policy trained in simulation can be directly deployed in the real world with onboard sensing and computation, which achieves catching sandbags in various shapes, randomly thrown by humans. Our project page is available at https://mobile-dex-catch.github.io/.


Deep Reinforcement Learning for Robotics: A Survey of Real-World Successes

arXiv.org Artificial Intelligence

Reinforcement learning (RL) (1) refers to a class of decision-making problems in which an agent must learn through trial-and-error to act in such a way that maximizes its accumulated return, as encoded by a scalar reward function that maps the agent's states and actions to immediate rewards. RL algorithms, particularly their combination with deep neural networks referred to as deep RL (DRL) (2), have shown remarkable capabilities in solving complex decision-making problems even with high-dimensional observations in domains such as board games (3), video games (4), healthcare (5), and recommendation systems (6). These successes underscore the potential of DRL for controlling robotic systems with high-dimensional state or observation space and highly nonlinear dynamics to perform challenging tasks that conventional decision-making, planning, and control approaches (e.g., classical control, optimal control, sampling-based planning) cannot handle effectively. Yet, the most notable milestones of DRL so far have been achieved in simulation or game environments, where RL agents can learn from extensive experience. In contrast, robots need to complete tasks in the physical world, which presents additional challenges. It is often inefficient and/or unsafe for the RL agents to collect trial-and-error samples directly in the physical world, and it is usually impossible to create an exact replica of the complex real world in simulation. These challenges notwithstanding, recent advances have enabled DRL to succeed at some real-world robotic tasks. For instance, DRL has enabled champion-level drone racing (7) and versatile quadruped locomotion control integrated into production-level quadruped systems (e.g., ANYbotics


Decentralized and Asymmetric Multi-Agent Learning in Construction Sites

arXiv.org Artificial Intelligence

Multi-agent collaboration involves multiple participants working together in a shared environment to achieve a common goal. These agents share information, divide tasks, and synchronize their actions. Key aspects of multi agent collaboration include coordination, communication, task allocation, cooperation, adaptation, and decentralization. On construction sites, surface grading is the process of leveling sand piles to increase a specific area's height. In this scenario, a bulldozer grades while a dumper allocates sand piles. Our work aims to utilize a multi-agent approach to enable these vehicles to collaborate effectively. To this end, we propose a decentralized and asymmetric multi-agent learning approach for construction sites (DAMALCS). We formulate DAMALCS to reduce expected collisions for operating vehicles. Therefore, we develop two heuristic experts capable of achieving their joint goal optimally by applying an innovative prioritization method. In this approach, the bulldozer's movements take precedence over the dumper's operations, enabling the bulldozer to clear the path for the dumper and ensure continuous operation of both vehicles. Since heuristics alone are insufficient in real-world scenarios, we utilize them to train AI agents, which proves to be highly effective. We simultaneously train the bulldozer and dumper agents to operate within the same environment, aiming to avoid collisions and optimize performance in terms of time efficiency and sand volume handling. Our trained agents and heuristics are evaluated in both simulation and real-world lab experiments, testing them under various conditions, such as visual noise and localization errors. The results demonstrate that our approach significantly reduces collision rates for these vehicles.


Maneuver Decision-Making with Trajectory Streams Prediction for Autonomous Vehicles

arXiv.org Artificial Intelligence

Decision-making, motion planning, and trajectory prediction are crucial in autonomous driving systems. By accurately forecasting the movements of other road users, the decision-making capabilities of the autonomous system can be enhanced, making it more effective in responding to dynamic and unpredictable environments and more adaptive to diverse road scenarios. This paper presents the FFStreams++ approach for decision-making and motion planning of different maneuvers, including unprotected left turn, overtaking, and keep-lane. FFStreams++ is a combination of sampling-based and search-based approaches, where iteratively new sampled trajectories for different maneuvers are generated and optimized, and afterward, a heuristic search planner is called, searching for an optimal plan. We model the autonomous diving system in the Planning Domain Definition Language (PDDL) and search for the optimal plan using a heuristic Fast-Forward planner. In this approach, the initial state of the problem is modified iteratively through streams, which will generate maneuver-specific trajectory candidates, increasing the iterating level until an optimal plan is found. FFStreams++ integrates a query-connected network model for predicting possible future trajectories for each surrounding obstacle along with their probabilities. The proposed approach was tested on the CommonRoad simulation framework. We use a collection of randomly generated driving scenarios for overtaking and unprotected left turns at intersections to evaluate the FFStreams++ planner. The test results confirmed that the proposed approach can effectively execute various maneuvers to ensure safety and reduce the risk of collisions with nearby traffic agents.


Bayesian Parameter-Efficient Fine-Tuning for Overcoming Catastrophic Forgetting

arXiv.org Artificial Intelligence

We are motivated primarily by the adaptation of text-to-speech synthesis models; however we argue that more generic parameter-efficient fine-tuning (PEFT) is an appropriate framework to do such adaptation. Nevertheless, catastrophic forgetting remains an issue with PEFT, damaging the pre-trained model's inherent capabilities. We demonstrate that existing Bayesian learning techniques can be applied to PEFT to prevent catastrophic forgetting as long as the parameter shift of the fine-tuned layers can be calculated differentiably. In a principled series of experiments on language modeling and speech synthesis tasks, we utilize established Laplace approximations, including diagonal and Kronecker-factored approaches, to regularize PEFT with the low-rank adaptation (LoRA) and compare their performance in pre-training knowledge preservation. Our results demonstrate that catastrophic forgetting can be overcome by our methods without degrading the fine-tuning performance, and using the Kronecker-factored approximation produces a better preservation of the pre-training knowledge than the diagonal ones.


Audio-Driven Reinforcement Learning for Head-Orientation in Naturalistic Environments

arXiv.org Artificial Intelligence

Although deep reinforcement learning (DRL) approaches in audio signal processing have seen substantial progress in recent years, audio-driven DRL for tasks such as navigation, gaze control and head-orientation control in the context of human-robot interaction have received little attention. Here, we propose an audio-driven DRL framework in which we utilise deep Q-learning to develop an autonomous agent that orients towards a talker in the acoustic environment based on stereo speech recordings. Our results show that the agent learned to perform the task at a near perfect level when trained on speech segments in anechoic environments (that is, without reverberation). The presence of reverberation in naturalistic acoustic environments affected the agent's performance, although the agent still substantially outperformed a baseline, randomly acting agent. Finally, we quantified the degree of generalization of the proposed DRL approach across naturalistic acoustic environments. Our experiments revealed that policies learned by agents trained on medium or high reverb environments generalized to low reverb environments, but policies learned by agents trained on anechoic or low reverb environments did not generalize to medium or high reverb environments. Taken together, this study demonstrates the potential of audio-driven DRL for tasks such as head-orientation control and highlights the need for training strategies that enable robust generalization across environments for real-world audio-driven DRL applications.


On Causality in Domain Adaptation and Semi-Supervised Learning: an Information-Theoretic Analysis for Parametric Models

arXiv.org Artificial Intelligence

Recent advancements in unsupervised domain adaptation (UDA) and semi-supervised learning (SSL), particularly incorporating causality, have led to significant methodological improvements in these learning problems. However, a formal theory that explains the role of causality in the generalization performance of UDA/SSL is still lacking. In this paper, we consider the UDA/SSL scenarios where we access $m$ labelled source data and $n$ unlabelled target data as training instances under different causal settings with a parametric probabilistic model. We study the learning performance (e.g., excess risk) of prediction in the target domain from an information-theoretic perspective. Specifically, we distinguish two scenarios: the learning problem is called causal learning if the feature is the cause and the label is the effect, and is called anti-causal learning otherwise. We show that in causal learning, the excess risk depends on the size of the source sample at a rate of $O(\frac{1}{m})$ only if the labelling distribution between the source and target domains remains unchanged. In anti-causal learning, we show that the unlabelled data dominate the performance at a rate of typically $O(\frac{1}{n})$. These results bring out the relationship between the data sample size and the hardness of the learning problem with different causal mechanisms.


Aligning Robot Navigation Behaviors with Human Intentions and Preferences

arXiv.org Artificial Intelligence

Recent advances in the field of machine learning have led to new ways for mobile robots to acquire advanced navigational capabilities. However, these learning-based methods raise the possibility that learned navigation behaviors may not align with the intentions and preferences of people, a problem known as value misalignment. To mitigate this risk, this dissertation aims to answer the question: "How can we use machine learning methods to align the navigational behaviors of autonomous mobile robots with human intentions and preferences?" First, this dissertation addresses this question by introducing a new approach to learning navigation behaviors by imitating human-provided demonstrations of the intended navigation task. This contribution allows mobile robots to acquire autonomous visual navigation capabilities through imitation, using a novel objective function that encourages the agent to align with the human's navigation objectives and penalizes misalignment. Second, this dissertation introduces two algorithms to enhance terrain-aware off-road navigation for mobile robots by learning visual terrain awareness in a self-supervised manner. This contribution enables mobile robots to respect a human operator's preferences for navigating different terrains in urban outdoor environments, while extrapolating these preferences to visually novel terrains by leveraging multi-modal representations. Finally, in the context of robot navigation in human-occupied environments, this dissertation introduces a dataset and an algorithm for robot navigation in a socially compliant manner in both indoor and outdoor environments. In summary, the contributions in this dissertation take significant steps toward addressing the value alignment problem in autonomous navigation, enabling mobile robots to navigate autonomously with objectives that align with human intentions and preferences.