Hamiltonian Monte Carlo (HMC) is a premier Markov Chain Monte Carlo (MCMC) algorithm for continuous target distributions. Its full potential can only be unleashed when its problem-dependent hyperparameters are tuned well. The adaptation of one such hyperparameter, trajectory length ($\tau$), has been closely examined by many research programs with the No-U-Turn Sampler (NUTS) coming out as the preferred method in 2011. A decade later, the evolving hardware profile has lead to the proliferation of personal and cloud based SIMD hardware in the form of Graphics and Tensor Processing Units (GPUs, TPUs) which are hostile to certain algorithmic details of NUTS. This has opened up a hole in the MCMC toolkit for an algorithm that can learn $\tau$ while maintaining good hardware utilization. In this work we build on recent advances along this direction and introduce SNAPER-HMC, a SIMD-accelerator-friendly adaptive-MCMC scheme for learning $\tau$. The algorithm maximizes an upper bound on per-gradient effective sample size along an estimated principal component. We empirically show that SNAPER-HMC is stable when combined with mass-matrix adaptation, and is tolerant of certain pathological target distribution covariance spectra while providing excellent long and short run sampling efficiency. We provide a complete implementation for continuous multi-chain adaptive HMC combining trajectory learning with standard step-size and mass-matrix adaptation in one turnkey inference package.
We introduce a novel framework for optimization based on energy-conserving Hamiltonian dynamics in a strongly mixing (chaotic) regime and establish its key properties analytically and numerically. The prototype is a discretization of Born-Infeld dynamics, with a squared relativistic speed limit depending on the objective function. This class of frictionless, energy-conserving optimizers proceeds unobstructed until slowing naturally near the minimal loss, which dominates the phase space volume of the system. Building from studies of chaotic systems such as dynamical billiards, we formulate a specific algorithm with good performance on machine learning and PDE-solving tasks, including generalization. It cannot stop at a high local minimum and cannot overshoot the global minimum, yielding an advantage in non-convex loss functions, and proceeds faster than GD+momentum in shallow valleys.
When a large number of robots try to reach a common area, congestions happen, causing severe delays. To minimise congestion in a robotic swarm system, traffic control algorithms must be employed in a decentralised manner. Based on strategies aimed to maximise the throughput of the common target area, we developed two novel algorithms for robots using artificial potential fields for obstacle avoidance and navigation. One algorithm is inspired by creating a queue to get to the target area (Single Queue Former -- SQF), while the other makes the robots touch the boundary of the circular area by using vector fields (Touch and Run Vector Fields -- TRVF). We performed simulation experiments to show that the proposed algorithms are bounded by the throughput of their inspired theoretical strategies and compare the two novel algorithms with state-of-art algorithms for the same problem (PCC, EE and PCC-EE). The SQF algorithm significantly outperforms all other algorithms for a large number of robots or when the circular target region radius is small. TRVF, on the other hand, is better than SQF only for a limited number of robots and outperforms only PCC for numerous robots. However, it allows us to analyse the potential impacts on the throughput when transferring an idea from a theoretical strategy to a concrete algorithm that considers changing velocities and distances between robots.
Minimizing cross-entropy over the softmax scores of a linear map composed with a high-capacity encoder is arguably the most popular choice for training neural networks on supervised learning tasks. However, recent works show that one can directly optimize the encoder instead, to obtain equally (or even more) discriminative representations via a supervised variant of a contrastive objective. In this work, we address the question whether there are fundamental differences in the sought-for representation geometry in the output space of the encoder at minimal loss. Specifically, we prove, under mild assumptions, that both losses attain their minimum once the representations of each class collapse to the vertices of a regular simplex, inscribed in a hypersphere. We provide empirical evidence that this configuration is attained in practice and that reaching a close-to-optimal state typically indicates good generalization performance. Yet, the two losses show remarkably different optimization behavior. The number of iterations required to perfectly fit to data scales superlinearly with the amount of randomly flipped labels for the supervised contrastive loss. This is in contrast to the approximately linear scaling previously reported for networks trained with cross-entropy.
Recent advances in sensor and mobile devices have enabled an unprecedented increase in the availability and collection of urban trajectory data, thus increasing the demand for more efficient ways to manage and analyze the data being produced. In this survey, we comprehensively review recent research trends in trajectory data management, ranging from trajectory pre-processing, storage, common trajectory analytic tools, such as querying spatial-only and spatial-textual trajectory data, and trajectory clustering. We also explore four closely related analytical tasks commonly used with trajectory data in interactive or real-time processing. Deep trajectory learning is also reviewed for the first time. Finally, we outline the essential qualities that a trajectory management system should possess in order to maximize flexibility.
Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm. During centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level's benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system's global Q-values into individual agents' Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.
Graph neural networks (GNNs) are a popular class of machine learning models whose major advantage is their ability to incorporate a sparse and discrete dependency structure between data points. Unfortunately, GNNs can only be used when such a graph-structure is available. In practice, however, real-world graphs are often noisy and incomplete or might not be available at all. With this work, we propose to jointly learn the graph structure and the parameters of graph convolutional networks (GCNs) by approximately solving a bilevel program that learns a discrete probability distribution on the edges of the graph. This allows one to apply GCNs not only in scenarios where the given graph is incomplete or corrupted but also in those where a graph is not available. We conduct a series of experiments that analyze the behavior of the proposed method and demonstrate that it outperforms related methods by a significant margin.
In this paper, we investigate the challenges of using reinforcement learning agents for question-answering over knowledge graphs for real-world applications. We examine the performance metrics used by state-of-the-art systems and determine that they are inadequate for such settings. More specifically, they do not evaluate the systems correctly for situations when there is no answer available and thus agents optimized for these metrics are poor at modeling confidence. We introduce a simple new performance metric for evaluating question-answering agents that is more representative of practical usage conditions, and optimize for this metric by extending the binary reward structure used in prior work to a ternary reward structure which also rewards an agent for not answering a question rather than giving an incorrect answer. We show that this can drastically improve the precision of answered questions while only not answering a limited number of previously correctly answered questions. Employing a supervised learning strategy using depth-first-search paths to bootstrap the reinforcement learning algorithm further improves performance.
Recent studies have shown the vulnerability of reinforcement learning (RL) models in noisy settings. The sources of noises differ across scenarios. For instance, in practice, the observed reward channel is often subject to noise (e.g., when observed rewards are collected through sensors), and thus observed rewards may not be credible as a result. Also, in applications such as robotics, a deep reinforcement learning (DRL) algorithm can be manipulated to produce arbitrary errors. In this paper, we consider noisy RL problems where observed rewards by RL agents are generated with a reward confusion matrix. We call such observed rewards as perturbed rewards. We develop an unbiased reward estimator aided robust RL framework that enables RL agents to learn in noisy environments while observing only perturbed rewards. Our framework draws upon approaches for supervised learning with noisy data. The core ideas of our solution include estimating a reward confusion matrix and defining a set of unbiased surrogate rewards. We prove the convergence and sample complexity of our approach. Extensive experiments on different DRL platforms show that policies based on our estimated surrogate reward can achieve higher expected rewards, and converge faster than existing baselines. For instance, the state-of-the-art PPO algorithm is able to obtain 67.5% and 46.7% improvements in average on five Atari games, when the error rates are 10% and 30% respectively.
In this work, we take a representation learning perspective on hierarchical reinforcement learning, where the problem of learning lower layers in a hierarchy is transformed into the problem of learning trajectory-level generative models. We show that we can learn continuous latent representations of trajectories, which are effective in solving temporally extended and multi-stage problems. Our proposed model, SeCTAR, draws inspiration from variational autoencoders, and learns latent representations of trajectories. A key component of this method is to learn both a latent-conditioned policy and a latent-conditioned model which are consistent with each other. Given the same latent, the policy generates a trajectory which should match the trajectory predicted by the model. This model provides a built-in prediction mechanism, by predicting the outcome of closed loop policy behavior. We propose a novel algorithm for performing hierarchical RL with this model, combining model-based planning in the learned latent space with an unsupervised exploration objective. We show that our model is effective at reasoning over long horizons with sparse rewards for several simulated tasks, outperforming standard reinforcement learning methods and prior methods for hierarchical reasoning, model-based planning, and exploration.
Policy gradient methods are widely used in reinforcement learning algorithms to search for better policies in the parameterized policy space. They do gradient search in the policy space and are known to converge very slowly. Nesterov developed an accelerated gradient search algorithm for convex optimization problems. This has been recently extended for non-convex and also stochastic optimization. We use Nesterov's acceleration for policy gradient search in the well-known actor-critic algorithm and show the convergence using ODE method. We tested this algorithm on a scheduling problem. Here an incoming job is scheduled into one of the four queues based on the queue lengths. We see from experimental results that algorithm using Nesterov's acceleration has significantly better performance compared to algorithm which do not use acceleration. To the best of our knowledge this is the first time Nesterov's acceleration has been used with actor-critic algorithm.