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Understanding the interactions of agents trained with deep reinforcement learning is crucial for deploying agents in games or the real world. In the former, unreasonable actions confuse players. In the latter, that effect is even more significant, as unexpected behavior cause accidents with potentially grave and long-lasting consequences for the involved individuals. In this work, we propose using program synthesis to imitate reinforcement learning policies after seeing a trajectory of the action sequence. Programs have the advantage that they are inherently interpretable and verifiable for correctness. We adapt the state-of-the-art program synthesis system DreamCoder for learning concepts in grid-based environments, specifically, a navigation task and two miniature versions of Atari games, Space Invaders and Asterix. By inspecting the generated libraries, we can make inferences about the concepts the black-box agent has learned and better understand the agent's behavior. We achieve the same by visualizing the agent's decision-making process for the imitated sequences. We evaluate our approach with different types of program synthesizers based on a search-only method, a neural-guided search, and a language model fine-tuned on code.

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Imitation learning from human demonstrations can teach robots complex manipulation skills, but is time-consuming and labor intensive. In contrast, Task and Motion Planning (TAMP) systems are automated and excel at solving long-horizon tasks, but they are difficult to apply to contact-rich tasks. In this paper, we present Human-in-the-Loop Task and Motion Planning (HITL-TAMP), a novel system that leverages the benefits of both approaches. The system employs a TAMP-gated control mechanism, which selectively gives and takes control to and from a human teleoperator. This enables the human teleoperator to manage a fleet of robots, maximizing data collection efficiency. The collected human data is then combined with an imitation learning framework to train a TAMP-gated policy, leading to superior performance compared to training on full task demonstrations. We compared HITL-TAMP to a conventional teleoperation system -- users gathered more than 3x the number of demos given the same time budget. Furthermore, proficient agents (75\%+ success) could be trained from just 10 minutes of non-expert teleoperation data. Finally, we collected 2.1K demos with HITL-TAMP across 12 contact-rich, long-horizon tasks and show that the system often produces near-perfect agents. Videos and additional results at //hitltamp.github.io .

Formal verification of multi-agent systems is hard, both theoretically and in practice. In particular, studies that use a single verification technique typically show limited efficiency, and allow to verify only toy examples. Here, we propose some new techniques and combine them with several recently developed ones to see what progress can be achieved for a real-life scenario. Namely, we use fixpoint approximation, domination-based strategy search, partial order reduction, and parallelization to verify heterogeneous scalable models of the Selene e-voting protocol. The experimental results show that the combination allows to verify requirements for much more sophisticated models than previously.

Federated learning (FL) is a promising paradigm to enable collaborative model training with decentralized data. However, the training process of Large Language Models (LLMs) generally incurs the update of significant parameters, which limits the applicability of FL techniques to tackle the LLMs in real scenarios. Prompt tuning can significantly reduce the number of parameters to update, but it either incurs performance degradation or low training efficiency. The straightforward utilization of prompt tuning in the FL often raises non-trivial communication costs and dramatically degrades performance. In addition, the decentralized data is generally non-Independent and Identically Distributed (non-IID), which brings client drift problems and thus poor performance. This paper proposes a Parameter-efficient prompt Tuning approach with Adaptive Optimization, i.e., FedPepTAO, to enable efficient and effective FL of LLMs. First, an efficient partial prompt tuning approach is proposed to improve performance and efficiency simultaneously. Second, a novel adaptive optimization method is developed to address the client drift problems on both the device and server sides to enhance performance further. Extensive experiments based on 10 datasets demonstrate the superb performance (up to 60.8\% in terms of accuracy) and efficiency (up to 97.59\% in terms of training time) of FedPepTAO compared with 9 baseline approaches. Our code is available at //github.com/llm-eff/FedPepTAO.

Machine learning and deep learning are two subsets of artificial intelligence that involve teaching computers to learn and make decisions from any sort of data. Most recent developments in artificial intelligence are coming from deep learning, which has proven revolutionary in almost all fields, from computer vision to health sciences. The effects of deep learning in medicine have changed the conventional ways of clinical application significantly. Although some sub-fields of medicine, such as pediatrics, have been relatively slow in receiving the critical benefits of deep learning, related research in pediatrics has started to accumulate to a significant level, too. Hence, in this paper, we review recently developed machine learning and deep learning-based solutions for neonatology applications. We systematically evaluate the roles of both classical machine learning and deep learning in neonatology applications, define the methodologies, including algorithmic developments, and describe the remaining challenges in the assessment of neonatal diseases by using PRISMA 2020 guidelines. To date, the primary areas of focus in neonatology regarding AI applications have included survival analysis, neuroimaging, analysis of vital parameters and biosignals, and retinopathy of prematurity diagnosis. We have categorically summarized 106 research articles from 1996 to 2022 and discussed their pros and cons, respectively. In this systematic review, we aimed to further enhance the comprehensiveness of the study. We also discuss possible directions for new AI models and the future of neonatology with the rising power of AI, suggesting roadmaps for the integration of AI into neonatal intensive care units.

Multimodal machine learning is a vibrant multi-disciplinary research field that aims to design computer agents with intelligent capabilities such as understanding, reasoning, and learning through integrating multiple communicative modalities, including linguistic, acoustic, visual, tactile, and physiological messages. With the recent interest in video understanding, embodied autonomous agents, text-to-image generation, and multisensor fusion in application domains such as healthcare and robotics, multimodal machine learning has brought unique computational and theoretical challenges to the machine learning community given the heterogeneity of data sources and the interconnections often found between modalities. However, the breadth of progress in multimodal research has made it difficult to identify the common themes and open questions in the field. By synthesizing a broad range of application domains and theoretical frameworks from both historical and recent perspectives, this paper is designed to provide an overview of the computational and theoretical foundations of multimodal machine learning. We start by defining two key principles of modality heterogeneity and interconnections that have driven subsequent innovations, and propose a taxonomy of 6 core technical challenges: representation, alignment, reasoning, generation, transference, and quantification covering historical and recent trends. Recent technical achievements will be presented through the lens of this taxonomy, allowing researchers to understand the similarities and differences across new approaches. We end by motivating several open problems for future research as identified by our taxonomy.

We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.

In contrast to batch learning where all training data is available at once, continual learning represents a family of methods that accumulate knowledge and learn continuously with data available in sequential order. Similar to the human learning process with the ability of learning, fusing, and accumulating new knowledge coming at different time steps, continual learning is considered to have high practical significance. Hence, continual learning has been studied in various artificial intelligence tasks. In this paper, we present a comprehensive review of the recent progress of continual learning in computer vision. In particular, the works are grouped by their representative techniques, including regularization, knowledge distillation, memory, generative replay, parameter isolation, and a combination of the above techniques. For each category of these techniques, both its characteristics and applications in computer vision are presented. At the end of this overview, several subareas, where continuous knowledge accumulation is potentially helpful while continual learning has not been well studied, are discussed.

Federated learning (FL) is an emerging, privacy-preserving machine learning paradigm, drawing tremendous attention in both academia and industry. A unique characteristic of FL is heterogeneity, which resides in the various hardware specifications and dynamic states across the participating devices. Theoretically, heterogeneity can exert a huge influence on the FL training process, e.g., causing a device unavailable for training or unable to upload its model updates. Unfortunately, these impacts have never been systematically studied and quantified in existing FL literature. In this paper, we carry out the first empirical study to characterize the impacts of heterogeneity in FL. We collect large-scale data from 136k smartphones that can faithfully reflect heterogeneity in real-world settings. We also build a heterogeneity-aware FL platform that complies with the standard FL protocol but with heterogeneity in consideration. Based on the data and the platform, we conduct extensive experiments to compare the performance of state-of-the-art FL algorithms under heterogeneity-aware and heterogeneity-unaware settings. Results show that heterogeneity causes non-trivial performance degradation in FL, including up to 9.2% accuracy drop, 2.32x lengthened training time, and undermined fairness. Furthermore, we analyze potential impact factors and find that device failure and participant bias are two potential factors for performance degradation. Our study provides insightful implications for FL practitioners. On the one hand, our findings suggest that FL algorithm designers consider necessary heterogeneity during the evaluation. On the other hand, our findings urge system providers to design specific mechanisms to mitigate the impacts of heterogeneity.

Deep neural networks have revolutionized many machine learning tasks in power systems, ranging from pattern recognition to signal processing. The data in these tasks is typically represented in Euclidean domains. Nevertheless, there is an increasing number of applications in power systems, where data are collected from non-Euclidean domains and represented as the graph-structured data with high dimensional features and interdependency among nodes. The complexity of graph-structured data has brought significant challenges to the existing deep neural networks defined in Euclidean domains. Recently, many studies on extending deep neural networks for graph-structured data in power systems have emerged. In this paper, a comprehensive overview of graph neural networks (GNNs) in power systems is proposed. Specifically, several classical paradigms of GNNs structures (e.g., graph convolutional networks, graph recurrent neural networks, graph attention networks, graph generative networks, spatial-temporal graph convolutional networks, and hybrid forms of GNNs) are summarized, and key applications in power systems such as fault diagnosis, power prediction, power flow calculation, and data generation are reviewed in detail. Furthermore, main issues and some research trends about the applications of GNNs in power systems are discussed.

Reinforcement learning (RL) is a popular paradigm for addressing sequential decision tasks in which the agent has only limited environmental feedback. Despite many advances over the past three decades, learning in many domains still requires a large amount of interaction with the environment, which can be prohibitively expensive in realistic scenarios. To address this problem, transfer learning has been applied to reinforcement learning such that experience gained in one task can be leveraged when starting to learn the next, harder task. More recently, several lines of research have explored how tasks, or data samples themselves, can be sequenced into a curriculum for the purpose of learning a problem that may otherwise be too difficult to learn from scratch. In this article, we present a framework for curriculum learning (CL) in reinforcement learning, and use it to survey and classify existing CL methods in terms of their assumptions, capabilities, and goals. Finally, we use our framework to find open problems and suggest directions for future RL curriculum learning research.

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