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Python Machine Learning - Third Edition - Free PDF Download

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Revised and expanded for TensorFlow 2, GANs, and reinforcement learning. Python Machine Learning, Third Edition is a comprehensive guide to machine learning and deep learning with Python. It acts as both a step-by-step tutorial, and a reference you'll keep coming back to as you build your machine learning systems. Packed with clear explanations, visualizations, and working examples, the book covers all the essential machine learning techniques in depth. While some books teach you only to follow instructions, with this machine learning book, Raschka and Mirjalili teach the principles behind machine learning, allowing you to build models and applications for yourself.


Order Matters: Generating Progressive Explanations for Planning Tasks in Human-Robot Teaming

arXiv.org Artificial Intelligence

Prior work on generating explanations has been focused on providing the rationale behind the robot's decision making. While these approaches provide the right explanations from the explainer's perspective, they fail to heed the cognitive requirement of understanding an explanation from the explainee's perspective. In this work, we set out to address this issue from a planning context by considering the order of information provided in an explanation, which is referred to as the progressiveness of explanations. Progressive explanations contribute to a better understanding by minimizing the cumulative cognitive effort required for understanding all the information in an explanation. As a result, such explanations are easier to understand. Given the sequential nature of communicating information, a general formulation based on goal-based Markov Decision Processes for generating progressive explanation is presented. The reward function of this MDP is learned via inverse reinforcement learning based on explanations that are provided by human subjects. Our method is evaluated in an escape-room domain. The results show that our progressive explanation generation method reduces the cognitive load over two baselines.


Reinforcement Learning in a Physics-Inspired Semi-Markov Environment

arXiv.org Artificial Intelligence

Reinforcement learning (RL) has been demonstrated to have great potential in many applications of scientific discovery and design. Recent work includes, for example, the design of new structures and compositions of molecules for therapeutic drugs. Much of the existing work related to the application of RL to scientific domains, however, assumes that the available state representation obeys the Markov property. For reasons associated with time, cost, sensor accuracy, and gaps in scientific knowledge, many scientific design and discovery problems do not satisfy the Markov property. Thus, something other than a Markov decision process (MDP) should be used to plan / find the optimal policy. In this paper, we present a physics-inspired semi-Markov RL environment, namely the phase change environment. In addition, we evaluate the performance of value-based RL algorithms for both MDPs and partially observable MDPs (POMDPs) on the proposed environment. Our results demonstrate deep recurrent Q-networks (DRQN) significantly outperform deep Q-networks (DQN), and that DRQNs benefit from training with hindsight experience replay. Implications for the use of semi-Markovian RL and POMDPs for scientific laboratories are also discussed.


BabyAI++: Towards Grounded-Language Learning beyond Memorization

arXiv.org Artificial Intelligence

Despite success in many real-world tasks (e.g., robotics), reinforcement learning (RL) agents still learn from tabula rasa when facing new and dynamic scenarios. By contrast, humans can offload this burden through textual descriptions. Although recent works have shown the benefits of instructive texts in goal-conditioned RL, few have studied whether descriptive texts help agents to generalize across dynamic environments. To promote research in this direction, we introduce a new platform, BabyAI++, to generate various dynamic environments along with corresponding descriptive texts. Moreover, we benchmark several baselines inherited from the instruction following setting and develop a novel approach towards visually-grounded language learning on our platform. Extensive experiments show strong evidence that using descriptive texts improves the generalization of RL agents across environments with varied dynamics.


ActionSpotter: Deep Reinforcement Learning Framework for Temporal Action Spotting in Videos

arXiv.org Artificial Intelligence

Summarizing video content is an important task in many applications. This task can be defined as the computation of the ordered list of actions present in a video. Such a list could be extracted using action detection algorithms. However, it is not necessary to determine the temporal boundaries of actions to know their existence. Moreover, localizing precise boundaries usually requires dense video analysis to be effective. In this work, we propose to directly compute this ordered list by sparsely browsing the video and selecting one frame per action instance, task known as action spotting in literature. To do this, we propose ActionSpotter, a spotting algorithm that takes advantage of Deep Reinforcement Learning to efficiently spot actions while adapting its video browsing speed, without additional supervision. Experiments performed on datasets THUMOS14 and ActivityNet show that our framework outperforms state of the art detection methods. In particular, the spotting mean Average Precision on THUMOS14 is significantly improved from 59.7% to 65.6% while skipping 23% of video.


Adversarial Evaluation of Autonomous Vehicles in Lane-Change Scenarios

arXiv.org Machine Learning

Autonomous vehicles must be comprehensively evaluated before deployed in cities and highways. Current evaluation procedures lack the abilities of weakness-aiming and evolving, thus they could hardly generate adversarial environments for autonomous vehicles, leading to insufficient challenges. To overcome the shortage of static evaluation methods, this paper proposes a novel method to generate adversarial environments with deep reinforcement learning, and to cluster them with a nonparametric Bayesian method. As a representative task of autonomous driving, lane-change is used to demonstrate the superiority of the proposed method. First, two lane-change models are separately developed by a rule-based method and a learning-based method, waiting for evaluation and comparison. Next, adversarial environments are generated by training surrounding interactive vehicles with deep reinforcement learning for local optimal ensembles. Then, a nonparametric Bayesian approach is utilized to cluster the adversarial policies of the interactive vehicles. Finally, the adversarial environment patterns are illustrated and the performances of two lane-change models are evaluated and compared. The simulation results indicate that both models perform significantly worse in adversarial environments than in naturalistic environments, with plenty of weaknesses successfully extracted in a few tests.


Sequential Batch Learning in Finite-Action Linear Contextual Bandits

arXiv.org Machine Learning

We study the sequential batch learning problem in linear contextual bandits with finite action sets, where the decision maker is constrained to split incoming individuals into (at most) a fixed number of batches and can only observe outcomes for the individuals within a batch at the batch's end. Compared to both standard online contextual bandits learning or offline policy learning in contexutal bandits, this sequential batch learning problem provides a finer-grained formulation of many personalized sequential decision making problems in practical applications, including medical treatment in clinical trials, product recommendation in e-commerce and adaptive experiment design in crowdsourcing. We study two settings of the problem: one where the contexts are arbitrarily generated and the other where the contexts are \textit{iid} drawn from some distribution. In each setting, we establish a regret lower bound and provide an algorithm, whose regret upper bound nearly matches the lower bound. As an important insight revealed therefrom, in the former setting, we show that the number of batches required to achieve the fully online performance is polynomial in the time horizon, while for the latter setting, a pure-exploitation algorithm with a judicious batch partition scheme achieves the fully online performance even when the number of batches is less than logarithmic in the time horizon. Together, our results provide a near-complete characterization of sequential decision making in linear contextual bandits when batch constraints are present.


A non-cooperative meta-modeling game for automated third-party calibrating, validating, and falsifying constitutive laws with parallelized adversarial attacks

arXiv.org Artificial Intelligence

The evaluation of constitutive models, especially for high-risk and high-regret engineering applications, requires efficient and rigorous third-party calibration, validation and falsification. While there are numerous efforts to develop paradigms and standard procedures to validate models, difficulties may arise due to the sequential, manual and often biased nature of the commonly adopted calibration and validation processes, thus slowing down data collections, hampering the progress towards discovering new physics, increasing expenses and possibly leading to misinterpretations of the credibility and application ranges of proposed models. This work attempts to introduce concepts from game theory and machine learning techniques to overcome many of these existing difficulties. We introduce an automated meta-modeling game where two competing AI agents systematically generate experimental data to calibrate a given constitutive model and to explore its weakness, in order to improve experiment design and model robustness through competition. The two agents automatically search for the Nash equilibrium of the meta-modeling game in an adversarial reinforcement learning framework without human intervention. By capturing all possible design options of the laboratory experiments into a single decision tree, we recast the design of experiments as a game of combinatorial moves that can be resolved through deep reinforcement learning by the two competing players. Our adversarial framework emulates idealized scientific collaborations and competitions among researchers to achieve a better understanding of the application range of the learned material laws and prevent misinterpretations caused by conventional AI-based third-party validation.


A Demonstration of Issues with Value-Based Multiobjective Reinforcement Learning Under Stochastic State Transitions

arXiv.org Machine Learning

We report a previously unidentified issue with model-free, value-based approaches to multiobjective reinforcement learning in the context of environments with stochastic state transitions. An example multiobjective Markov Decision Process (MOMDP) is used to demonstrate that under such conditions these approaches may be unable to discover the policy which maximises the Scalarised Expected Return, and in fact may converge to a Pareto-dominated solution. We discuss several alternative methods which may be more suitable for maximising SER in MOMDPs with stochastic transitions.


Distributed Learning: Sequential Decision Making in Resource-Constrained Environments

arXiv.org Machine Learning

We study cost-effective communication strategies that can be used to improve the performance of distributed learning systems in resource-constrained environments. For distributed learning in sequential decision making, we propose a new cost-effective partial communication protocol. We illustrate that with this protocol the group obtains the same order of performance that it obtains with full communication. Moreover, we prove that under the proposed partial communication protocol the communication cost is $O(\log T)$, where $T$ is the time horizon of the decision-making process. This improves significantly on protocols with full communication, which incur a communication cost that is $O(T)$. We validate our theoretical results using numerical simulations.