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Dataset Optimization for Chronic Disease Prediction with Bio-Inspired Feature Selection

arXiv.org Artificial Intelligence

In this study, we investigated the application of bio-inspired optimization algorithms, including Genetic Algorithm, Particle Swarm Optimization, and Whale Optimization Algorithm, for feature selection in chronic disease prediction. The primary goal was to enhance the predictive accuracy of models streamline data dimensionality, and make predictions more interpretable and actionable. The research encompassed a comparative analysis of the three bio-inspired feature selection approaches across diverse chronic diseases, including diabetes, cancer, kidney, and cardiovascular diseases. Performance metrics such as accuracy, precision, recall, and f1 score are used to assess the effectiveness of the algorithms in reducing the number of features needed for accurate classification. The results in general demonstrate that the bio-inspired optimization algorithms are effective in reducing the number of features required for accurate classification. However, there have been variations in the performance of the algorithms on different datasets. The study highlights the importance of data pre-processing and cleaning in ensuring the reliability and effectiveness of the analysis. This study contributes to the advancement of predictive analytics in the realm of chronic diseases. The potential impact of this work extends to early intervention, precision medicine, and improved patient outcomes, providing new avenues for the delivery of healthcare services tailored to individual needs. The findings underscore the potential benefits of using bio-inspired optimization algorithms for feature selection in chronic disease prediction, offering valuable insights for improving healthcare outcomes.


On Computing Makespan-Optimal Solutions for Generalized Sliding-Tile Puzzles

arXiv.org Artificial Intelligence

In the $15$-puzzle game, $15$ labeled square tiles are reconfigured on a $4\times 4$ board through an escort, wherein each (time) step, a single tile neighboring it may slide into it, leaving the space previously occupied by the tile as the new escort. We study a generalized sliding-tile puzzle (GSTP) in which (1) there are $1+$ escorts and (2) multiple tiles can move synchronously in a single time step. Compared with popular discrete multi-agent/robot motion models, GSTP provides a more accurate model for a broad array of high-utility applications, including warehouse automation and autonomous garage parking, but is less studied due to the more involved tile interactions. In this work, we analyze optimal GSTP solution structures, establishing that computing makespan-optimal solutions for GSTP is NP-complete and developing polynomial time algorithms yielding makespans approximating the minimum with expected/high probability constant factors, assuming randomized start and goal configurations.


Deep-Dispatch: A Deep Reinforcement Learning-Based Vehicle Dispatch Algorithm for Advanced Air Mobility

arXiv.org Artificial Intelligence

Near future air taxi operations with electric vertical take-off and landing (eVTOL) aircraft will be constrained by the need for frequent recharging of eVTOLs, limited takeoff and landing pads in vertiports, and subject to time-varying demand and electricity prices, making the eVTOL dispatch problem unique and particularly challenging to solve. Previously, we have developed optimization models to address this problem. Such optimization models however suffer from prohibitively high computational run times when the scale of the problem increases, making them less practical for real world implementation. To overcome this issue, we have developed two deep reinforcement learning-based eVTOL dispatch algorithms, namely single-agent and multi-agent deep Q-learning eVTOL dispatch algorithms, where the objective is to maximize operating profit. An eVTOL-based passenger transportation simulation environment was built to assess the performance of our algorithms across $36$ numerical cases with varying number of eVTOLs, vertiports, and demand. The results indicate that the multi-agent eVTOL dispatch algorithm can closely approximate the optimal dispatch policy with significantly less computational expenses compared to the benchmark optimization model. The multi-agent algorithm was found to outperform the single-agent counterpart with respect to both profits generated and training time.


GO-DICE: Goal-Conditioned Option-Aware Offline Imitation Learning via Stationary Distribution Correction Estimation

arXiv.org Artificial Intelligence

Offline imitation learning (IL) refers to learning expert behavior solely from demonstrations, without any additional interaction with the environment. Despite significant advances in offline IL, existing techniques find it challenging to learn policies for long-horizon tasks and require significant re-training when task specifications change. Towards addressing these limitations, we present GO-DICE an offline IL technique for goal-conditioned long-horizon sequential tasks. GO-DICE discerns a hierarchy of sub-tasks from demonstrations and uses these to learn separate policies for sub-task transitions and action execution, respectively; this hierarchical policy learning facilitates long-horizon reasoning. Inspired by the expansive DICE-family of techniques, policy learning at both the levels transpires within the space of stationary distributions. Further, both policies are learnt with goal conditioning to minimize need for retraining when task goals change. Experimental results substantiate that GO-DICE outperforms recent baselines, as evidenced by a marked improvement in the completion rate of increasingly challenging pick-and-place Mujoco robotic tasks. GO-DICE is also capable of leveraging imperfect demonstration and partial task segmentation when available, both of which boost task performance relative to learning from expert demonstrations alone.


Episodic Return Decomposition by Difference of Implicitly Assigned Sub-Trajectory Reward

arXiv.org Artificial Intelligence

Real-world decision-making problems are usually accompanied by delayed rewards, which affects the sample efficiency of Reinforcement Learning, especially in the extremely delayed case where the only feedback is the episodic reward obtained at the end of an episode. Episodic return decomposition is a promising way to deal with the episodic-reward setting. Several corresponding algorithms have shown remarkable effectiveness of the learned step-wise proxy rewards from return decomposition. However, these existing methods lack either attribution or representation capacity, leading to inefficient decomposition in the case of long-term episodes. In this paper, we propose a novel episodic return decomposition method called Diaster (Difference of implicitly assigned sub-trajectory reward). Diaster decomposes any episodic reward into credits of two divided sub-trajectories at any cut point, and the step-wise proxy rewards come from differences in expectation. We theoretically and empirically verify that the decomposed proxy reward function can guide the policy to be nearly optimal. Experimental results show that our method outperforms previous state-of-the-art methods in terms of both sample efficiency and performance.


Towards Reasoning in Large Language Models via Multi-Agent Peer Review Collaboration

arXiv.org Artificial Intelligence

Large Language Models (LLMs) have shown remarkable capabilities in general natural language processing tasks but often fall short in complex reasoning tasks. Recent studies have explored human-like problem-solving strategies, such as self-correct, to push further the boundary of single-model reasoning ability. In this work, we let a single model "step outside the box" by engaging multiple models to correct each other. We introduce a multi-agent collaboration strategy that emulates the academic peer review process. Each agent independently constructs its own solution, provides reviews on the solutions of others, and assigns confidence levels to its reviews. Upon receiving peer reviews, agents revise their initial solutions. Extensive experiments on three different types of reasoning tasks show that our collaboration approach delivers superior accuracy across all ten datasets compared to existing methods. Further study underscores the effectiveness of integrating confidence in reviews, demonstrates the superiority of feedback exchange over mere solution sharing, and highlights the role of capability and diversity in fostering successful collaboration.


ETHER: Aligning Emergent Communication for Hindsight Experience Replay

arXiv.org Artificial Intelligence

Natural language instruction following is paramount to enable collaboration between artificial agents and human beings. Natural language-conditioned reinforcement learning (RL) agents have shown how natural languages' properties, such as compositionality, can provide a strong inductive bias to learn complex policies. Previous architectures like HIGhER combine the benefit of language-conditioning with Hindsight Experience Replay (HER) to deal with sparse rewards environments. Yet, like HER, HIGhER relies on an oracle predicate function to provide a feedback signal highlighting which linguistic description is valid for which state. This reliance on an oracle limits its application. Additionally, HIGhER only leverages the linguistic information contained in successful RL trajectories, thus hurting its final performance and data-efficiency. Without early successful trajectories, HIGhER is no better than DQN upon which it is built. In this paper, we propose the Emergent Textual Hindsight Experience Replay (ETHER) agent, which builds on HIGhER and addresses both of its limitations by means of (i) a discriminative visual referential game, commonly studied in the subfield of Emergent Communication (EC), used here as an unsupervised auxiliary task and (ii) a semantic grounding scheme to align the emergent language with the natural language of the instruction-following benchmark. We show that the referential game's agents make an artificial language emerge that is aligned with the natural-like language used to describe goals in the BabyAI benchmark and that it is expressive enough so as to also describe unsuccessful RL trajectories and thus provide feedback to the RL agent to leverage the linguistic, structured information contained in all trajectories. Our work shows that EC is a viable unsupervised auxiliary task for RL and provides missing pieces to make HER more widely applicable.


Sequential Principal-Agent Problems with Communication: Efficient Computation and Learning

arXiv.org Artificial Intelligence

We study a sequential decision making problem between a principal and an agent with incomplete information on both sides. In this model, the principal and the agent interact in a stochastic environment, and each is privy to observations about the state not available to the other. The principal has the power of commitment, both to elicit information from the agent and to provide signals about her own information. The principal and the agent communicate their signals to each other, and select their actions independently based on this communication. Each player receives a payoff based on the state and their joint actions, and the environment moves to a new state. The interaction continues over a finite time horizon, and both players act to optimize their own total payoffs over the horizon. Our model encompasses as special cases stochastic games of incomplete information and POMDPs, as well as sequential Bayesian persuasion and mechanism design problems. We study both computation of optimal policies and learning in our setting. While the general problems are computationally intractable, we study algorithmic solutions under a conditional independence assumption on the underlying state-observation distributions. We present a polynomial-time algorithm to compute the principal's optimal policy up to an additive approximation. Additionally, we show an efficient learning algorithm in the case where the transition probabilities are not known beforehand. The algorithm guarantees sublinear regret for both players.


Knowledge-enhanced Agents for Interactive Text Games

arXiv.org Artificial Intelligence

Communication via natural language is a key aspect of machine intelligence, and it requires computational models to learn and reason about world concepts, with varying levels of supervision. Significant progress has been made on fully-supervised non-interactive tasks, such as question-answering and procedural text understanding. Yet, various sequential interactive tasks, as in text-based games, have revealed limitations of existing approaches in terms of coherence, contextual awareness, and their ability to learn effectively from the environment. In this paper, we propose a knowledge-injection framework for improved functional grounding of agents in text-based games. Specifically, we consider two forms of domain knowledge that we inject into learning-based agents: memory of previous correct actions and affordances of relevant objects in the environment. Our framework supports two representative model classes: reinforcement learning agents and language model agents. Furthermore, we devise multiple injection strategies for the above domain knowledge types and agent architectures, including injection via knowledge graphs and augmentation of the existing input encoding strategies. We experiment with four models on the 10 tasks in the ScienceWorld text-based game environment, to illustrate the impact of knowledge injection on various model configurations and challenging task settings. Our findings provide crucial insights into the interplay between task properties, model architectures, and domain knowledge for interactive contexts.


Accelerate Multi-Agent Reinforcement Learning in Zero-Sum Games with Subgame Curriculum Learning

arXiv.org Artificial Intelligence

Learning Nash equilibrium (NE) in complex zero-sum games with multi-agent reinforcement learning (MARL) can be extremely computationally expensive. Curriculum learning is an effective way to accelerate learning, but an under-explored dimension for generating a curriculum is the difficulty-to-learn of the subgames -- games induced by starting from a specific state. In this work, we present a novel subgame curriculum learning framework for zero-sum games. It adopts an adaptive initial state distribution by resetting agents to some previously visited states where they can quickly learn to improve performance. Building upon this framework, we derive a subgame selection metric that approximates the squared distance to NE values and further adopt a particle-based state sampler for subgame generation. Integrating these techniques leads to our new algorithm, Subgame Automatic Curriculum Learning (SACL), which is a realization of the subgame curriculum learning framework. SACL can be combined with any MARL algorithm such as MAPPO. Experiments in the particle-world environment and Google Research Football environment show SACL produces much stronger policies than baselines. In the challenging hide-and-seek quadrant environment, SACL produces all four emergent stages and uses only half the samples of MAPPO with self-play. The project website is at https://sites.google.com/view/sacl-rl.