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AI Helps Amputees Walk With a Robotic Knee Web Design & Website Hosting Services Creative Digital Agency Mean Web Host

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A movie montage for modern artificial intelligence might show a computer playing millions of games of chess or Go against itself to learn how to win. Now, researchers are exploring how the reinforcement learning technique that helped DeepMind's AlphaZero conquer the chess and Go could tackle an even more complex task--training a robotic knee to help amputees walk smoothly. You must log in to article a comment. This site uses Akismet to reduce spam. Learn how your comment data is processed.


r/MachineLearning - [1901.08162] Causal Reasoning from Meta-reinforcement Learning

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Abstract: Discovering and exploiting the causal structure in the environment is a crucial challenge for intelligent agents. Here we explore whether causal reasoning can emerge via meta-reinforcement learning. We train a recurrent network with model-free reinforcement learning to solve a range of problems that each contain causal structure. We find that the trained agent can perform causal reasoning in novel situations in order to obtain rewards. The agent can select informative interventions, draw causal inferences from observational data, and make counterfactual predictions.


r/MachineLearning - [D] Deepening your theoretical knowledge of DL, ML, and RL

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Are you guys interested in making your theoretical foundations of Deep Learning, Machine Learning, and Reinforcement Learning strong enough so that you can do ML with confidence? I have compiled a list of awesome lectures starting from 2012-till date, and the list is continuously growing. Please find the courses in my GitHub repo Deep Learning Drizzle. You're welcome to share it with anyone who might be curious to know these techniques in depth. Feel free to star or fork it & also please send a PR if you have some suggestions!


Q-learning with UCB Exploration is Sample Efficient for Infinite-Horizon MDP

arXiv.org Machine Learning

The goal of reinforcement learning is to construct algorithms that learn and plan in sequential decision making systems when the underlying system dynamics are unknown. A typical model in RL is Markov Decision Process (MDP). At each time step, the environment is in state s. The agent may take an action a, obtain a reward, and then the environment may transit to another state. In reinforcement learning, the transition probability distribution is unknown. The algorithm needs to learn the transition dynamics of MDP, while aiming to maximize the cumulative reward. This causes an exploration-exploitation dilemma: whether to act to gain new information (explore) or to act consistently with past experience to maximize reward (exploit). Theoretical analysis of reinforcement learning falls into two broad categories: those assuming a simulator (a.k.a.


Probabilistic Recursive Reasoning for Multi-Agent Reinforcement Learning

arXiv.org Machine Learning

Humans are capable of attributing latent mental contents such as beliefs, or intentions to others. The social skill is critical in everyday life to reason about the potential consequences of their behaviors so as to plan ahead. It is known that humans use this reasoning ability recursively, i.e. considering what others believe about their own beliefs. In this paper, we start from level-$1$ recursion and introduce a probabilistic recursive reasoning (PR2) framework for multi-agent reinforcement learning. Our hypothesis is that it is beneficial for each agent to account for how the opponents would react to its future behaviors. Under the PR2 framework, we adopt variational Bayes methods to approximate the opponents' conditional policy, to which each agent finds the best response and then improve their own policy. We develop decentralized-training-decentralized-execution algorithms, PR2-Q and PR2-Actor-Critic, that are proved to converge in the self-play scenario when there is one Nash equilibrium. Our methods are tested on both the matrix game and the differential game, which have a non-trivial equilibrium where common gradient-based methods fail to converge. Our experiments show that it is critical to reason about how the opponents believe about what the agent believes. We expect our work to contribute a new idea of modeling the opponents to the multi-agent reinforcement learning community.


Action Robust Reinforcement Learning and Applications in Continuous Control

arXiv.org Machine Learning

A policy is said to be robust if it maximizes the reward while considering a bad, or even adversarial, model. In this work we formalize two new criteria of robustness to action uncertainty. Specifically, we consider two scenarios in which the agent attempts to perform an action $\mathbf{a}$, and (i) with probability $\alpha$, an alternative adversarial action $\bar{\mathbf{a}}$ is taken, or (ii) an adversary adds a perturbation to the selected action in the case of continuous action space. We show that our criteria are related to common forms of uncertainty in robotics domains, such as the occurrence of abrupt forces, and suggest algorithms in the tabular case. Building on the suggested algorithms, we generalize our approach to deep reinforcement learning (DRL) and provide extensive experiments in the various MuJoCo domains. Our experiments show that not only does our approach produce robust policies, but it also improves the performance in the absence of perturbations. This generalization indicates that action-robustness can be thought of as implicit regularization in RL problems.


Multi-Agent Generalized Recursive Reasoning

arXiv.org Artificial Intelligence

We propose a new reasoning protocol called generalized recursive reasoning (GR2), and embed it into the multi-agent reinforcement learning (MARL) framework. The GR2 model defines reasoning categories: level-$0$ agent acts randomly, and level-$k$ agent takes the best response to a mixed type of agents that are distributed over level $0$ to $k-1$. The GR2 leaners can take into account the bounded rationality, and it does not need the assumption that the opponent agents play Nash strategy in all stage games, which many MARL algorithms require. We prove that when the level $k$ is large, the GR2 learners will converge to at least one Nash Equilibrium (NE). In addition, if lower-level agents play the NE, high-level agents will surely follow as well. We evaluate the GR2 Soft Actor-Critic algorithms in a series of games and high-dimensional environment; results show that the GR2 methods have faster convergence speed than strong MARL baselines.


AI Helps Amputees Walk With a Robotic Knee

IEEE Spectrum Robotics

A movie montage for modern artificial intelligence might show a computer playing millions of games of chess or Go against itself to learn how to win. Now, researchers are exploring how the reinforcement learning technique that helped DeepMind's AlphaZero conquer the chess and Go could tackle an even more complex task--training a robotic knee to help amputees walk smoothly. This new application of AI based on reinforcement learning--an automated version of classic trial-and-error--has shown promise in small clinical experiments involving one able-bodied person and one amputee whose leg was cut off above the knee. Normally, human technicians spend hours working with amputees to manually adjust robotic limbs to work well with each person's style of walking. By comparison, the reinforcement learning technique automatically tuned a robotic knee, enabling the prosthetic wearers to walk smoothly on level ground within 10 minutes.


MIT 6.S091: Introduction to Deep Reinforcement Learning (Deep RL)

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For more lecture videos on deep learning, reinforcement learning (RL), artificial intelligence (AI & AGI), and podcast conversations, visit our website or follow TensorFlow code tutorials on our GitHub repo.


Machine Learning Customizes Powered Knee Prosthetics for New Users in Minutes

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A new technique could reduce the time and discomfort of adjusting to a new prosthetic knee. A collaboration between researchers from North Carolina State University, the University of North Carolina and Arizona State University has resulted in a new technique that enables more rapid "tuning" of powered prosthetic knees, allowing patients to comfortably walk with a new prosthetic device in minutes, rather than hours after the device is first fitted After receiving the prosthetic knee, the device is tuned to tweak 12 different control parameters to accommodate the specific patient and address prosthesis dynamics like joint stiffness throughout the entire gait cycle. Traditionally, a practitioner works directly with the user to modify a handful of parameters in a process that could take several hours. However, by using a computer program that utilizes reinforcement learning--a type of machine learning--to modify all 12 parameters simultaneously, the new system allows patients to use their powered prosthetic knee to walk on a level surface after approximately 10 minutes of use. "We begin by giving a patient a powered prosthetic knee with a randomly selected set of parameters," Helen Huang, co-author of a paper on the work and a professor in the Joint Department of Biomedical Engineering at NC State and UNC, said in a statement.