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Combinatorial Bandits Revisited

Richard Combes, Mohammad Sadegh Talebi Mazraeh Shahi, Alexandre Proutiere, marc lelarge

Neural Information Processing Systems

This paper investigates stochastic and adversarial combinatorial multi-armed bandit problems. In the stochastic setting under semi-bandit feedback, we derive a problem-specific regret lower bound, and discuss its scaling with the dimension of the decision space. We propose ESCB, an algorithm that efficiently exploits the structure of the problem and provide a finite-time analysis of its regret. ESCB has better performance guarantees than existing algorithms, and significantly outperforms these algorithms in practice.


Combinatorial Bandits Revisited Richard Combes

Neural Information Processing Systems

This paper investigates stochastic and adversarial combinatorial multi-armed bandit problems. In the stochastic setting under semi-bandit feedback, we derive a problem-specific regret lower bound, and discuss its scaling with the dimension of the decision space. We propose ESCB, an algorithm that efficiently exploits the structure of the problem and provide a finite-time analysis of its regret. ESCB has better performance guarantees than existing algorithms, and significantly outperforms these algorithms in practice.


Movement extraction by detecting dynamics switches and repetitions

Neural Information Processing Systems

Many time-series such as human movement data consist of a sequence of basic actions, e.g., forehands and backhands in tennis. Automatically extracting and characterizing such actions is an important problem for a variety of different applications. In this paper, we present a probabilistic segmentation approach in which an observed time-series is modeled as a concatenation of segments corresponding to different basic actions. Each segment is generated through a noisy transformation of one of a few hidden trajectories representing different types of movement, with possible time re-scaling. We analyze three different approximation methods for dealing with model intractability, and demonstrate how the proposed approach can successfully segment table tennis movements recorded using a robot arm as haptic input device.


MDPs with Unawareness in Robotics

Rong, Nan, Halpern, Joseph Y., Saxena, Ashutosh

arXiv.org Artificial Intelligence

We formalize decision-making problems in robotics and automated control using continuous MDPs and actions that take place over continuous time intervals. We then approximate the continuous MDP using finer and finer discretizations. Doing this results in a family of systems, each of which has an extremely large action space, although only a few actions are "interesting". We can view the decision maker as being unaware of which actions are "interesting". We can model this using MDPUs, MDPs with unawareness, where the action space is much smaller. As we show, MDPUs can be used as a general framework for learning tasks in robotic problems. We prove results on the difficulty of learning a near-optimal policy in an an MDPU for a continuous task. We apply these ideas to the problem of having a humanoid robot learn on its own how to walk.


Movement extraction by detecting dynamics switches and repetitions

Chiappa, Silvia, Peters, Jan R.

Neural Information Processing Systems

Many time-series such as human movement data consist of a sequence of basic actions, e.g., forehands and backhands in tennis. Automatically extracting and characterizing such actions is an important problem for a variety of different applications. In this paper, we present a probabilistic segmentation approach in which an observed time-series is modeled as a concatenation of segments corresponding to different basic actions. Each segment is generated through a noisy transformation of one of a few hidden trajectories representing different types of movement, with possible time re-scaling. We analyze three different approximation methods for dealing with model intractability, and demonstrate how the proposed approach can successfully segment table tennis movements recorded using a robot arm as haptic input device.


Fujitsu Develops New "Actlyzer" AI Technology for Video-Based Behavioral Analysis - Fujitsu Global

#artificialintelligence

Fujitsu Laboratories Ltd. and Fujitsu Research and Development Center Co., Ltd. have innovated an AI technology for video-based behavioral analysis. Dubbed "Actlyzer", the tech can recognize a variety of subtle and complex human activities without relying on large amounts of training data. Deep learning technologies conventionally demand large amounts of video data for training systems to recognize individual behaviors, and video data must be collected from scratch in order to add each new behavior. This time-consuming process means that it can often take several months to introduce functional AI into the field. Taking advantage of the fact that human behaviors generally consist of a combination of basic movements and actions, (e.g.


New AI computer vision software released by Fujitsu to ease behavior recognition training

#artificialintelligence

Fujitsu has developed a new artificial intelligence-based method of performing behavioral analysis on video footage, which it says can recognize a range of subtle and complex human activities without large amounts of training data, according to a company announcement. The new "Actlyzer" technology was developed by Fujitsu Laboratories and the Fujitsu Research and Development Center, and combines about 100 basic actions it is pretrained for modularly to identify more complex behaviors, such as acting suspiciously or considering a purchase. In contrast, Fujitsu says, deep learning technologies typically rely on huge amounts of video to train the recognition of individual behaviors, which means they take several months to be introduced in the field. The systems accuracy for recognizing the 100 basic actions is 90 percent or higher on average, according to Fujitsu. Suggested potential uses for the technology include automatic detection of suspicious activity, product interest surveys based on recognized purchase behavior, and training applications by comparing the skills of workers with different levels of experience in factories.


A Dynamic Neural Network Approach to Generating Robot's Novel Actions: A Simulation Experiment

Hwang, Jungsik, Tani, Jun

arXiv.org Artificial Intelligence

In this study, we investigate how a robot can generate novel and creative actions from its own experience of learning basic actions. Inspired by a machine learning approach to computational creativity, we propose a dynamic neural network model that can learn and generate robot's actions. We conducted a set of simulation experiments with a humanoid robot. The results showed that the proposed model was able to learn the basic actions and also to generate novel actions by modulating and combining those learned actions. The analysis on the neural activities illustrated that the ability to generate creative actions emerged from the model's nonlinear memory structure self-organized during training. The results also showed that the different way of learning the basic actions induced the self-organization of the memory structure with the different characteristics, resulting in the generation of different levels of creative actions. Our approach can be utilized in human-robot interaction in which a user can interactively explore the robot's memory to control its behavior and also discover other novel actions. If the robot is only capable of reproducing the behaviors that it has learned, the user might easily lose his/her interests in the interaction with the robot. In addition, it is cumbersome for the user to teach every single behavior of the robot.


Deep Reinforcement Learning for Playing 2.5D Fighting Games

Li, Yu-Jhe, Chang, Hsin-Yu, Lin, Yu-Jing, Wu, Po-Wei, Wang, Yu-Chiang Frank

arXiv.org Machine Learning

Deep reinforcement learning has shown its success in game playing. However, 2.5D fighting games would be a challenging task to handle due to ambiguity in visual appearances like height or depth of the characters. Moreover, actions in such games typically involve particular sequential action orders, which also makes the network design very difficult. Based on the network of Asynchronous Advantage Actor-Critic (A3C), we create an OpenAI-gym-like gaming environment with the game of Little Fighter 2 (LF2), and present a novel A3C+ network for learning RL agents. The introduced model includes a Recurrent Info network, which utilizes game-related info features with recurrent layers to observe combo skills for fighting. In the experiments, we consider LF2 in different settings, which successfully demonstrates the use of our proposed model for learning 2.5D fighting games.


AI on the way to master video understanding with new Dataset

#artificialintelligence

I am part of the team at the MIT IBM Watson AI Lab that is carrying out fundamental AI research to push the frontiers of core technologies that will advance the state-of-the-art in AI video comprehension. This is just one example of joint research we're pursuing together to produce innovations in AI technology that solve real business challenges. Great progress has been made and I am excited to share that we are releasing the Moments in Time Dataset, a large-scale dataset of one million three-second annotated video clips for action recognition to accelerate the development of technologies and models that enable automatic video understanding for AI. A lot can happen in a moment of time: a girl kicking a ball, behind her on the path a woman walks her dog, on a park bench nearby a man is reading a book and high above a bird flies in the sky. Humans constantly absorb such moments through their senses and process them swiftly and effortlessly.