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Collaborating Authors

 Shpilman, Aleksei


Simple End-to-end Deep Learning Model for CDR-H3 Loop Structure Prediction

arXiv.org Artificial Intelligence

Predicting a structure of an antibody from its sequence is important since it allows for a better design process of synthetic antibodies that play a vital role in the health industry. Most of the structure of an antibody is conservative. The most variable and hard-to-predict part is the third complementarity-determining region of the antibody heavy chain (CDR H3). Lately, deep learning has been employed to solve the task of CDR H3 prediction. However, current state-of-the-art methods are not end-to-end, but rather they output inter-residue distances and orientations to the RosettaAntibody package that uses this additional information alongside statistical and physics-based methods to predict the 3D structure. This does not allow a fast screening process and, therefore, inhibits the development of targeted synthetic antibodies. In this work, we present an end-to-end model to predict CDR H3 loop structure, that performs on par with state-of-the-art methods in terms of accuracy but an order of magnitude faster. We also raise an issue with a commonly used RosettaAntibody benchmark that leads to data leaks, i.e., the presence of identical sequences in the train and test datasets.


Maximum Entropy Model-based Reinforcement Learning

arXiv.org Artificial Intelligence

Recent advances in reinforcement learning have demonstrated its ability to solve hard agent-environment interaction tasks on a super-human level. However, the application of reinforcement learning methods to practical and real-world tasks is currently limited due to most RL state-of-art algorithms' sample inefficiency, i.e., the need for a vast number of training episodes. For example, OpenAI Five algorithm that has beaten human players in Dota 2 has trained for thousands of years of game time. Several approaches exist that tackle the issue of sample inefficiency, that either offers a more efficient usage of already gathered experience or aim to gain a more relevant and diverse experience via a better exploration of an environment. However, to our knowledge, no such approach exists for model-based algorithms, that showed their high sample efficiency in solving hard control tasks with high-dimensional state space. This work connects exploration techniques and model-based reinforcement learning. We have designed a novel exploration method that takes into account features of the model-based approach. We also demonstrate through experiments that our method significantly improves the performance of the model-based algorithm Dreamer.


Solving Traffic4Cast Competition with U-Net and Temporal Domain Adaptation

arXiv.org Artificial Intelligence

In this technical report, we present our solution to the Traffic4Cast 2021 Core Challenge, in which participants were asked to develop algorithms for predicting a traffic state 60 minutes ahead, based on the information from the previous hour, in 4 different cities. In contrast to the previously held competitions, this year's challenge focuses on the temporal domain shift in traffic due to the COVID-19 pandemic. Following the past success of U-Net, we utilize it for predicting future traffic maps. Additionally, we explore the usage of pre-trained encoders such as DenseNet and EfficientNet and employ multiple domain adaptation techniques to fight the domain shift. Our solution has ranked third in the final competition.


Flatland Competition 2020: MAPF and MARL for Efficient Train Coordination on a Grid World

arXiv.org Artificial Intelligence

The Flatland competition aimed at finding novel approaches to solve the vehicle re-scheduling problem (VRSP). The VRSP is concerned with scheduling trips in traffic networks and the re-scheduling of vehicles when disruptions occur, for example the breakdown of a vehicle. While solving the VRSP in various settings has been an active area in operations research (OR) for decades, the ever-growing complexity of modern railway networks makes dynamic real-time scheduling of traffic virtually impossible. Recently, multi-agent reinforcement learning (MARL) has successfully tackled challenging tasks where many agents need to be coordinated, such as multiplayer video games. However, the coordination of hundreds of agents in a real-life setting like a railway network remains challenging and the Flatland environment used for the competition models these real-world properties in a simplified manner. Submissions had to bring as many trains (agents) to their target stations in as little time as possible. While the best submissions were in the OR category, participants found many promising MARL approaches. Using both centralized and decentralized learning based approaches, top submissions used graph representations of the environment to construct tree-based observations. Further, different coordination mechanisms were implemented, such as communication and prioritization between agents. This paper presents the competition setup, four outstanding solutions to the competition, and a cross-comparison between them.


Balancing Rational and Other-Regarding Preferences in Cooperative-Competitive Environments

arXiv.org Artificial Intelligence

Recent reinforcement learning studies extensively explore the interplay between cooperative and competitive behaviour in mixed environments. Unlike cooperative environments where agents strive towards a common goal, mixed environments are notorious for the conflicts of selfish and social interests. As a consequence, purely rational agents often struggle to achieve and maintain cooperation. A prevalent approach to induce cooperative behaviour is to assign additional rewards based on other agents' well-being. However, this approach suffers from the issue of multi-agent credit assignment, which can hinder performance. This issue is efficiently alleviated in cooperative setting with such state-of-the-art algorithms as QMIX and COMA. Still, when applied to mixed environments, these algorithms may result in unfair allocation of rewards. We propose BAROCCO, an extension of these algorithms capable to balance individual and social incentives. The mechanism behind BAROCCO is to train two distinct but interwoven components that jointly affect each agent's decisions. Our meta-algorithm is compatible with both Q-learning and Actor-Critic frameworks. We experimentally confirm the advantages over the existing methods and explore the behavioural aspects of BAROCCO in two mixed multi-agent setups.


Imitation Learning Approach for AI Driving Olympics Trained on Real-world and Simulation Data Simultaneously

arXiv.org Machine Learning

In this paper, we describe our winning approach to solving the Lane Following Challenge at the AI Driving Olympics Competition through imitation learning on a mixed set of simulation and real-world data. AI Driving Olympics is a two-stage competition: at stage one, algorithms compete in a simulated environment with the best ones advancing to a real-world final. One of the main problems that participants encounter during the competition is that algorithms trained for the best performance in simulated environments do not hold up in a real-world environment and vice versa. Classic control algorithms also do not translate well between tasks since most of them have to be tuned to specific driving conditions such as lighting, road type, camera position, etc. To overcome this problem, we employed the imitation learning algorithm and trained it on a dataset collected from sources both from simulation and real-world, forcing our model to perform equally well in all environments.


Artificial Intelligence for Prosthetics - challenge solutions

arXiv.org Machine Learning

In the NeurIPS 2018 Artificial Intelligence for Prosthetics challenge, participants were tasked with building a controller for a musculoskeletal model with a goal of matching a given time-varying velocity vector. Top participants were invited to describe their algorithms. In this work, we describe the challenge and present thirteen solutions that used deep reinforcement learning approaches. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each team implemented different modifications of the known algorithms by, for example, dividing the task into subtasks, learning low-level control, or by incorporating expert knowledge and using imitation learning.