It is doubtful that animals have perfect inverse models of their limbs (e.g., what muscle contraction must be applied to every joint to reach a particular location in space). However, in robot control, moving an arm's end-effector to a target position or along a target trajectory requires accurate forward and inverse models. Here we show that by learning the transition (forward) model from interaction, we can use it to drive the learning of an amortized policy. Hence, we revisit policy optimization in relation to the deep active inference framework and describe a modular neural network architecture that simultaneously learns the system dynamics from prediction errors and the stochastic policy that generates suitable continuous control commands to reach a desired reference position. We evaluated the model by comparing it against the baseline of a linear quadratic regulator, and conclude with additional steps to take toward human-like motor control.
Equilibrium G/M/1-FIFO waiting times are exponentially distributed, as first proved by Smith (1953). For other client-sorting policies, such generality is not feasible. Assume that interarrival times are constant. Symbolics for the D/M/1-LIFO density are completely known; numerics for D/M/1-SIRO arise via an unpublished recursion due to Burke (1967). Consider a weighted sum of two costs, one from keeping clients waiting for treatment and the other from having the server idle. With this in mind, what is the optimal interarrival time and how does this depend on the choice of policy?
Recently introduced distributed zeroth-order optimization (ZOO) algorithms have shown their utility in distributed reinforcement learning (RL). Unfortunately, in the gradient estimation process, almost all of them require random samples with the same dimension as the global variable and/or require evaluation of the global cost function, which may induce high estimation variance for large-scale networks. In this paper, we propose a novel distributed zeroth-order algorithm by leveraging the network structure inherent in the optimization objective, which allows each agent to estimate its local gradient by local cost evaluation independently, without use of any consensus protocol. The proposed algorithm exhibits an asynchronous update scheme, and is designed for stochastic non-convex optimization with a possibly non-convex feasible domain based on the block coordinate descent method. The algorithm is later employed as a distributed model-free RL algorithm for distributed linear quadratic regulator design, where a learning graph is designed to describe the required interaction relationship among agents in distributed learning. We provide an empirical validation of the proposed algorithm to benchmark its performance on convergence rate and variance against a centralized ZOO algorithm.
QA models with lifelong learning (LL) abilities are important for practical QA applications, and architecture-based LL methods are reported to be an effective implementation for these models. However, it is non-trivial to extend previous approaches to QA tasks since they either require access to task identities in the testing phase or do not explicitly model samples from unseen tasks. In this paper, we propose Diana: a dynamic architecture-based lifelong QA model that tries to learn a sequence of QA tasks with a prompt enhanced language model. Four types of hierarchically organized prompts are used in Diana to capture QA knowledge from different granularities. Specifically, we dedicate task-level prompts to capture task-specific knowledge to retain high LL performances and maintain instance-level prompts to learn knowledge shared across different input samples to improve the model's generalization performance. Moreover, we dedicate separate prompts to explicitly model unseen tasks and introduce a set of prompt key vectors to facilitate knowledge sharing between tasks. Extensive experiments demonstrate that Diana outperforms state-of-the-art lifelong QA models, especially in handling unseen tasks.
Deep Reinforcement Learning (RL) is mainly studied in a setting where the training and the testing environments are similar. But in many practical applications, these environments may differ. For instance, in control systems, the robot(s) on which a policy is learned might differ from the robot(s) on which a policy will run. It can be caused by different internal factors (e.g., calibration issues, system attrition, defective modules) or also by external changes (e.g., weather conditions). There is a need to develop RL methods that generalize well to variations of the training conditions. In this article, we consider the simplest yet hard to tackle generalization setting where the test environment is unknown at train time, forcing the agent to adapt to the system's new dynamics. This online adaptation process can be computationally expensive (e.g., fine-tuning) and cannot rely on meta-RL techniques since there is just a single train environment. To do so, we propose an approach where we learn a subspace of policies within the parameter space. This subspace contains an infinite number of policies that are trained to solve the training environment while having different parameter values. As a consequence, two policies in that subspace process information differently and exhibit different behaviors when facing variations of the train environment. Our experiments carried out over a large variety of benchmarks compare our approach with baselines, including diversity-based methods. In comparison, our approach is simple to tune, does not need any extra component (e.g., discriminator) and learns policies able to gather a high reward on unseen environments.
The goal of Bayesian deep learning is to provide uncertainty quantification via the posterior distribution. However, exact inference over the weight space is computationally intractable due to the ultra-high dimensions of the neural network. Variational inference (VI) is a promising approach, but naive application on weight space does not scale well and often underperform on predictive accuracy. In this paper, we propose a new adaptive variational Bayesian algorithm to train neural networks on weight space that achieves high predictive accuracy. By showing that there is an equivalence to Stochastic Gradient Hamiltonian Monte Carlo(SGHMC) with preconditioning matrix, we then propose an MCMC within EM algorithm, which incorporates the spike-and-slab prior to capture the sparsity of the neural network. The EM-MCMC algorithm allows us to perform optimization and model pruning within one-shot. We evaluate our methods on CIFAR-10, CIFAR-100 and ImageNet datasets, and demonstrate that our dense model can reach the state-of-the-art performance and our sparse model perform very well compared to previously proposed pruning schemes.
While there has been substantial success in applying actor-critic methods to continuous control, simpler critic-only methods such as Q-learning often remain intractable in the associated high-dimensional action spaces. However, most actor-critic methods come at the cost of added complexity: heuristics for stabilization, compute requirements as well as wider hyperparameter search spaces. We show that these issues can be largely alleviated via Q-learning by combining action discretization with value decomposition, framing single-agent control as cooperative multi-agent reinforcement learning (MARL). With bang-bang actions, performance of this critic-only approach matches state-of-the-art continuous actor-critic methods when learning from features or pixels. We extend classical bandit examples from cooperative MARL to provide intuition for how decoupled critics leverage state information to coordinate joint optimization, and demonstrate surprisingly strong performance across a wide variety of continuous control tasks.
Motion planning and control are crucial components of robotics applications. Here, spatio-temporal hard constraints like system dynamics and safety boundaries (e.g., obstacles in automated driving) restrict the robot's motions. Direct methods from optimal control solve a constrained optimization problem. However, in many applications finding a proper cost function is inherently difficult because of the weighting of partially conflicting objectives. On the other hand, Imitation Learning (IL) methods such as Behavior Cloning (BC) provide a intuitive framework for learning decision-making from offline demonstrations and constitute a promising avenue for planning and control in complex robot applications. Prior work primarily relied on soft-constraint approaches, which use additional auxiliary loss terms describing the constraints. However, catastrophic safety-critical failures might occur in out-of-distribution (OOD) scenarios. This work integrates the flexibility of IL with hard constraint handling in optimal control. Our approach constitutes a general framework for constraint robotic motion planning and control using offline IL. Hard constraints are integrated into the learning problem in a differentiable manner, via explicit completion and gradient-based correction. Simulated experiments of mobile robot navigation and automated driving provide evidence for the performance of the proposed method.
Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.
We present a new method to learn video representations from large-scale unlabeled video data. Ideally, this representation will be generic and transferable, directly usable for new tasks such as action recognition and zero or few-shot learning. We formulate unsupervised representation learning as a multi-modal, multi-task learning problem, where the representations are shared across different modalities via distillation. Further, we introduce the concept of loss function evolution by using an evolutionary search algorithm to automatically find optimal combination of loss functions capturing many (self-supervised) tasks and modalities. Thirdly, we propose an unsupervised representation evaluation metric using distribution matching to a large unlabeled dataset as a prior constraint, based on Zipf's law. This unsupervised constraint, which is not guided by any labeling, produces similar results to weakly-supervised, task-specific ones. The proposed unsupervised representation learning results in a single RGB network and outperforms previous methods. Notably, it is also more effective than several label-based methods (e.g., ImageNet), with the exception of large, fully labeled video datasets.
We study the problem of learning to reason in large scale knowledge graphs (KGs). More specifically, we describe a novel reinforcement learning framework for learning multi-hop relational paths: we use a policy-based agent with continuous states based on knowledge graph embeddings, which reasons in a KG vector space by sampling the most promising relation to extend its path. In contrast to prior work, our approach includes a reward function that takes the accuracy, diversity, and efficiency into consideration. Experimentally, we show that our proposed method outperforms a path-ranking based algorithm and knowledge graph embedding methods on Freebase and Never-Ending Language Learning datasets.