Self-play methods based on regret minimization have become the state of the art for computing Nash equilibria in large two-players zero-sum extensive-form games. These methods fundamentally rely on the hierarchical structure of the players' sequential strategy spaces to construct a regret minimizer that recursively minimizes regret at each decision point in the game tree. In this paper, we introduce the first efficient regret minimization algorithm for computing extensive-form correlated equilibria in large two-player general-sum games with no chance moves. Designing such an algorithm is significantly more challenging than designing one for the Nash equilibrium counterpart, as the constraints that define the space of correlation plans lack the hierarchical structure and might even form cycles. We show that some of the constraints are redundant and can be excluded from consideration, and present an efficient algorithm that generates the space of extensive-form correlation plans incrementally from the remaining constraints. This structural decomposition is achieved via a special convexity-preserving operation that we coin scaled extension. We show that a regret minimizer can be designed for a scaled extension of any two convex sets, and that from the decomposition we then obtain a global regret minimizer. Our algorithm produces feasible iterates. Experiments show that it significantly outperforms prior approaches and for larger problems it is the only viable option.
-- Motivated by the stringent requirements of unstructured real-world where a plethora of unknown objects reside in arbitrary locations of the surface, we propose a voxel-based deep 3D Convolutional Neural Network (3D CNN) that generates feasible 6-DoF grasp poses in unrestricted workspace with reachability awareness. Unlike the majority of works that predict if a proposed grasp pose within the restricted workspace will be successful solely based on grasp pose stability, our approach further learns a reachability predictor that evaluates if the grasp pose is reachable or not from robot's own experience. T o avoid the laborious real training data collection, we exploit the power of simulation to train our networks on a large-scale synthetic dataset. This work is an early attempt that simultaneously evaluates grasping reachability from learned knowledge while proposing feasible grasp poses with 3D CNN. Experimental results in both simulation and real-world demonstrate that our approach outperforms several other methods and achieves 82.5% grasping success rate on unknown objects. I. INTRODUCTION Real-world applications demand robotic manipulation algorithms that are efficient in arbitrary workspace where objects may not be reachable. Figure 1 illustrates a scenario where such an algorithm needs to 1) decide which of the sampled grasp pose candidates are more reachable and 2) grasp as many objects as possible from the dense clutter with minimal efforts. The predominant top-down grasping is often restricted in narrowly prepared workspace , whereas practical problems are often in extended and obstacle-rich environments that require flexible 6-DoF grasp poses to reach objects. Albeit extensive researches have been conducted on this topic, the grasping reachability problem remains relatively unexplored.
The question of whether deep neural networks are good at generalising beyond their immediate training experience is of critical importance for learning-based approaches to AI. Here, we demonstrate strong emergent systematic generalisation in a neural network agent and isolate the factors that support this ability. In environments ranging from a grid-world to a rich interactive 3D Unity room, we show that an agent can correctly exploit the compositional nature of a symbolic language to interpret never-seen-before instructions. We observe this capacity not only when instructions refer to object properties (colors and shapes) but also verb-like motor skills (lifting and putting) and abstract modifying operations (negation). We identify three factors that can contribute to this facility for systematic generalisation: (a) the number of object/word experiences in the training set; (b) the invariances afforded by a first-person, egocentric perspective; and (c) the variety of visual input experienced by an agent that perceives the world actively over time. Thus, while neural nets trained in idealised or reduced situations may fail to exhibit a compositional or systematic understanding of their experience, this competence can readily emerge when, like human learners, they have access to many examples of richly varying, multi-modal observations as they learn.
In the past decade, deep learning methods have seen tremendous success in various supervised and unsupervised learning tasks such as classification and generative modeling. More recently, deep neural networks have emerged in the domain of reinforcement learning as a tool to solve decision-making problems of unprecedented complexity, e.g., navigation problems or game-playing AI. Despite the successful combinations of ideas from quantum computing with machine learning methods, there have been relatively few attempts to design quantum algorithms that would enhance deep reinforcement learning. This is partly due to the fact that quantum enhancements of deep neural networks, in general, have not been as extensively investigated as other quantum machine learning methods. In contrast, projective simulation is a reinforcement learning model inspired by the stochastic evolution of physical systems that enables a quantum speed-up in decision making. In this paper, we develop a unifying framework that connects deep learning and projective simulation, opening the route to quantum improvements in deep reinforcement learning. Our approach is based on so-called generative energy-based models to design reinforcement learning methods with a computational advantage in solving complex and large-scale decision-making problems.
Human and AI are increasingly interacting and collaborating to accomplish various complex tasks in the context of diverse application domains (e.g., healthcare, transportation, and creative design). Two dynamic, learning entities (AI and human) have distinct mental model, expertise, and ability; such fundamental difference/mismatch offers opportunities for bringing new perspectives to achieve better results. However, this mismatch can cause unexpected failure and result in serious consequences. While recent research has paid much attention to enhancing interpretability or explainability to allow machine to explain how it makes a decision for supporting humans, this research argues that there is urging the need for both human and AI should develop specific, corresponding ability to interact and collaborate with each other to form a human-AI team to accomplish superior results. This research introduces a conceptual framework called "Co-Learning," in which people can learn with/from and grow with AI partners over time. We characterize three key concepts of co-learning: "mutual understanding," "mutual benefits," and "mutual growth" for facilitating human-AI collaboration on complex problem solving. We will present proof-of-concepts to investigate whether and how our approach can help human-AI team to understand and benefit each other, and ultimately improve productivity and creativity on creative problem domains. The insights will contribute to the design of Human-AI collaboration.
Knowledge Graphs (KGs) are composed of structured information about a particular domain in the form of entities and relations. In addition to the structured information KGs help in facilitating interconnectivity and interoperability between different resources represented in the Linked Data Cloud. KGs have been used in a variety of applications such as entity linking, question answering, recommender systems, etc. However, KG applications suffer from high computational and storage costs. Hence, there arises the necessity for a representation able to map the high dimensional KGs into low dimensional spaces, i.e., embedding space, preserving structural as well as relational information. This paper conducts a survey of KG embedding models which not only consider the structured information contained in the form of entities and relations in a KG but also the unstructured information represented as literals such as text, numerical values, images, etc. Along with a theoretical analysis and comparison of the methods proposed so far for generating KG embeddings with literals, an empirical evaluation of the different methods under identical settings has been performed for the general task of link prediction.
Significant progress has been made in the area of model-based reinforcement learning. State-of-the-art algorithms are now able to match the asymptotic performance of model-free methods while being significantly more data efficient. However, this success has come at a price: state-of-the-art model-based methods require significant computation interleaved with data collection, resulting in run times that take days, even if the amount of agent interaction might be just hours or even minutes. When considering the goal of learning in real-time on real robots, this means these state-of-the-art model-based algorithms still remain impractical. In this work, we propose an asynchronous framework for model-based reinforcement learning methods that brings down the run time of these algorithms to be just the data collection time. We evaluate our asynchronous framework on a range of standard MuJoCo benchmarks. We also evaluate our asynchronous framework on three real-world robotic manipulation tasks. We show how asynchronous learning not only speeds up learning w.r.t wall-clock time through parallelization, but also further reduces the sample complexity of model-based approaches by means of improving the exploration and by means of effectively avoiding the policy overfitting to the deficiencies of learned dynamics models.
Recently, the traffic congestion in modern cities has become a growing worry for the residents. As presented in Baidu traffic report, the commuting stress index has reached surprising 1.973 in Beijing during rush hours, which results in longer trip time and increased vehicular queueing. Previous works have demonstrated that by reasonable scheduling, e.g, rebalancing bike-sharing systems and optimized bus transportation, the traffic efficiency could be significantly improved with little resource consumption. However, there are still two disadvantages that restrict their performance: (1) they only consider single scheduling in a short time, but ignoring the layout after first reposition, and (2) they only focus on the single transport. However, the multi-modal characteristics of urban public transportation are largely under-exploited. In this paper, we propose an efficient and economical multi-modal traffic scheduling scheme named JLRLS based on spatio -temporal prediction, which adopts reinforcement learning to obtain optimal long-term and joint schedule. In JLRLS, we combines multiple transportation to conduct scheduling by their own characteristics, which potentially helps the system to reach the optimal performance. Our implementation of an example by PaddlePaddle is available at https://github.com/bigdata-ustc/Long-term-Joint-Scheduling, with an explaining video at https://youtu.be/t5M2wVPhTyk.
Adversarial attack is carried out to reveal the vulnerability of deep neural networks. Word substitution is a class of effective adversarial textual attack method, which has been extensively explored. However, all existing studies utilize word embeddings or thesauruses to find substitutes. In this paper, we incorporate sememes, the minimum semantic units, into adversarial attack. We propose an efficient sememe-based word substitution strategy and integrate it into a genetic attack algorithm. In experiments, we employ our attack method to attack LSTM and BERT on both Chinese and English sentiment analysis as well as natural language inference benchmark datasets. Experimental results demonstrate our model achieves better attack success rates and less modification than the baseline methods based on word embedding or synonym. Furthermore, we find our attack model can bring more robustness enhancement to the target model with adversarial training.
Search advertising is one of the most commonly-used methods of advertising. Past work has shown that search advertising can be employed to improve health by eliciting positive behavioral change. However, writing effective advertisements requires expertise and (possible expensive) experimentation, both of which may not be available to public health authorities wishing to elicit such behavioral changes, especially when dealing with a public health crises such as epidemic outbreaks. Here we develop an algorithm which builds on past advertising data to train a sequence-to-sequence Deep Neural Network which "translates" advertisements into optimized ads that are more likely to be clicked. The network is trained using more than 114 thousands ads shown on Microsoft Advertising. We apply this translator to two health related domains: Medical Symptoms (MS) and Preventative Healthcare (PH) and measure the improvements in click-through rates (CTR). Our experiments show that the generated ads are predicted to have higher CTR in 81% of MS ads and 76% of PH ads. To understand the differences between the generated ads and the original ones we develop estimators for the affective attributes of the ads. We show that the generated ads contain more calls-to-action and that they reflect higher valence (36% increase) and higher arousal (87%) on a sample of 1000 ads. Finally, we run an advertising campaign where 10 random ads and their rephrased versions from each of the domains are run in parallel. We show an average improvement in CTR of 68% for the generated ads compared to the original ads. Our results demonstrate the ability to automatically optimize advertisement for the health domain. We believe that our work offers health authorities an improved ability to help nudge people towards healthier behaviors while saving the time and cost needed to optimize advertising campaigns.