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Devesh K. Jha

Publications and source records attributed to Devesh K. Jha.

51 records · Page 3Linked to original sources

Markov Modeling of Time-Series Data using Symbolic Analysis

Markov models are often used to capture the temporal patterns of sequential data for statistical learning applications. While the Hidden Markov modeling-based learning mechanisms are well studied in literature, we analyze a symbolic-dynamics inspired approach. Under this umbrella, Markov modeling of time-series data consists of two major steps -- discretization of continuous attributes followed by estimating the size of temporal memory of the discretized sequence. These two steps are critical for the accurate and concise representation of time-series data in the discrete space. Discretization governs the information content of the resultant discretized sequence. On the other hand, memory estimation of the symbolic sequence helps to extract the predictive patterns in the discretized data. Clearly, the effectiveness of signal representation as a discrete Markov process depends on both these steps. In this paper, we will review the different techniques for discretization and memory estimation for discrete stochastic processes. In particular, we will focus on the individual problems of discretization and order estimation for discrete stochastic process. We will present some results from literature on partitioning from dynamical systems theory and order estimation using concepts of information theory and statistical learning. The paper also presents some related problem formulations which will be useful for machine learning and statistical learning application using the symbolic framework of data analysis. We present some results of statistical analysis of a complex thermoacoustic instability phenomenon during lean-premixed combustion in jet-turbine engines using the proposed Markov modeling method.

stat.ML↗

Data-Efficient Learning for Complex and Real-Time Physical Problem Solving using Augmented Simulation

Humans quickly solve tasks in novel systems with complex dynamics, without requiring much interaction. While deep reinforcement learning algorithms have achieved tremendous success in many complex tasks, these algorithms need a large number of samples to learn meaningful policies. In this paper, we present a task for navigating a marble to the center of a circular maze. While this system is very intuitive and easy for humans to solve, it can be very difficult and inefficient for standard reinforcement learning algorithms to learn meaningful policies. We present a model that learns to move a marble in the complex environment within minutes of interacting with the real system. Learning consists of initializing a physics engine with parameters estimated using data from the real system. The error in the physics engine is then corrected using Gaussian process regression, which is used to model the residual between real observations and physics engine simulations. The physics engine augmented with the residual model is then used to control the marble in the maze environment using a model-predictive feedback over a receding horizon. To the best of our knowledge, this is the first time that a hybrid model consisting of a full physics engine along with a statistical function approximator has been used to control a complex physical system in real-time using nonlinear model-predictive control (NMPC).

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Training Larger Networks for Deep Reinforcement Learning

The success of deep learning in the computer vision and natural language processing communities can be attributed to training of very deep neural networks with millions or billions of parameters which can then be trained with massive amounts of data. However, similar trend has largely eluded training of deep reinforcement learning (RL) algorithms where larger networks do not lead to performance improvement. Previous work has shown that this is mostly due to instability during training of deep RL agents when using larger networks. In this paper, we make an attempt to understand and address training of larger networks for deep RL. We first show that naively increasing network capacity does not improve performance. Then, we propose a novel method that consists of 1) wider networks with DenseNet connection, 2) decoupling representation learning from training of RL, 3) a distributed training method to mitigate overfitting problems. Using this three-fold technique, we show that we can train very large networks that result in significant performance gains. We present several ablation studies to demonstrate the efficacy of the proposed method and some intuitive understanding of the reasons for performance gain. We show that our proposed method outperforms other baseline algorithms on several challenging locomotion tasks.

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Deep Reactive Planning in Dynamic Environments

The main novelty of the proposed approach is that it allows a robot to learn an end-to-end policy which can adapt to changes in the environment during execution. While goal conditioning of policies has been studied in the RL literature, such approaches are not easily extended to cases where the robot's goal can change during execution. This is something that humans are naturally able to do. However, it is difficult for robots to learn such reflexes (i.e., to naturally respond to dynamic environments), especially when the goal location is not explicitly provided to the robot, and instead needs to be perceived through a vision sensor. In the current work, we present a method that can achieve such behavior by combining traditional kinematic planning, deep learning, and deep reinforcement learning in a synergistic fashion to generalize to arbitrary environments. We demonstrate the proposed approach for several reaching and pick-and-place tasks in simulation, as well as on a real system of a 6-DoF industrial manipulator. A video describing our work could be found \url{https://youtu.be/hE-Ew59GRPQ}.

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CAZSL: Zero-Shot Regression for Pushing Models by Generalizing Through Context

Learning accurate models of the physical world is required for a lot of robotic manipulation tasks. However, during manipulation, robots are expected to interact with unknown workpieces so that building predictive models which can generalize over a number of these objects is highly desirable. In this paper, we study the problem of designing deep learning agents which can generalize their models of the physical world by building context-aware learning models. The purpose of these agents is to quickly adapt and/or generalize their notion of physics of interaction in the real world based on certain features about the interacting objects that provide different contexts to the predictive models. With this motivation, we present context-aware zero shot learning (CAZSL, pronounced as casual) models, an approach utilizing a Siamese network architecture, embedding space masking and regularization based on context variables which allows us to learn a model that can generalize to different parameters or features of the interacting objects. We test our proposed learning algorithm on the recently released Omnipush datatset that allows testing of meta-learning capabilities using low-dimensional data. Codes for CAZSL are available at https://www.merl.com/research/license/CAZSL.

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Understanding Multi-Modal Perception Using Behavioral Cloning for Peg-In-a-Hole Insertion Tasks

One of the main challenges in peg-in-a-hole (PiH) insertion tasks is in handling the uncertainty in the location of the target hole. In order to address it, high-dimensional sensor inputs from sensor modalities such as vision, force/torque sensing, and proprioception can be combined to learn control policies that are robust to this uncertainty in the target pose. Whereas deep learning has shown success in recognizing objects and making decisions with high-dimensional inputs, the learning procedure might damage the robot when applying directly trial- and-error algorithms on the real system. At the same time, learning from Demonstration (LfD) methods have been shown to achieve compelling performance in real robotic systems by leveraging demonstration data provided by experts. In this paper, we investigate the merits of multiple sensor modalities such as vision, force/torque sensors, and proprioception when combined to learn a controller for real world assembly operation tasks using LfD techniques. The study is limited to PiH insertions; we plan to extend the study to more experiments in the future. Additionally, we propose a multi-step-ahead loss function to improve the performance of the behavioral cloning method. Experimental results on a real manipulator support our findings, and show the effectiveness of the proposed loss function.

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Can Increasing Input Dimensionality Improve Deep Reinforcement Learning?

Deep reinforcement learning (RL) algorithms have recently achieved remarkable successes in various sequential decision making tasks, leveraging advances in methods for training large deep networks. However, these methods usually require large amounts of training data, which is often a big problem for real-world applications. One natural question to ask is whether learning good representations for states and using larger networks helps in learning better policies. In this paper, we try to study if increasing input dimensionality helps improve performance and sample efficiency of model-free deep RL algorithms. To do so, we propose an online feature extractor network (OFENet) that uses neural nets to produce good representations to be used as inputs to deep RL algorithms. Even though the high dimensionality of input is usually supposed to make learning of RL agents more difficult, we show that the RL agents in fact learn more efficiently with the high-dimensional representation than with the lower-dimensional state observations. We believe that stronger feature propagation together with larger networks (and thus larger search space) allows RL agents to learn more complex functions of states and thus improves the sample efficiency. Through numerical experiments, we show that the proposed method outperforms several other state-of-the-art algorithms in terms of both sample efficiency and performance. Codes for the proposed method are available at http://www.merl.com/research/license/OFENet .

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Generative Deep Learning Model for a Multi-level Nano-Optic Broadband Power Splitter

We propose a novel Conditional Variational Autoencoder (CVAE) model, enhanced with adversarial censoring and active learning, for the generation of 550 nm broad bandwidth (1250 nm to 1800 nm) power splitters with arbitrary splitting ratio. The device footprint is 2.25 x 2.25 μ m2 with a 20 x 20 etched hole combination. It is the first demonstration to apply the CVAE model and the adversarial censoring for the photonics problems. We confirm that the optimized device has an overall performance close to 90% across all bandwidths from 1250 nm to 1800 nm. To the best of our knowledge, this is the smallest broadband power splitter with arbitrary ratio.

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Trajectory Optimization for Unknown Constrained Systems using Reinforcement Learning

In this paper, we propose a reinforcement learning-based algorithm for trajectory optimization for constrained dynamical systems. This problem is motivated by the fact that for most robotic systems, the dynamics may not always be known. Generating smooth, dynamically feasible trajectories could be difficult for such systems. Using sampling-based algorithms for motion planning may result in trajectories that are prone to undesirable control jumps. However, they can usually provide a good reference trajectory which a model-free reinforcement learning algorithm can then exploit by limiting the search domain and quickly finding a dynamically smooth trajectory. We use this idea to train a reinforcement learning agent to learn a dynamically smooth trajectory in a curriculum learning setting. Furthermore, for generalization, we parameterize the policies with goal locations, so that the agent can be trained for multiple goals simultaneously. We show result in both simulated environments as well as real experiments, for a $6$-DoF manipulator arm operated in position-controlled mode to validate the proposed idea. We compare the proposed ideas against a PID controller which is used to track a designed trajectory in configuration space. Our experiments show that our RL agent trained with a reference path outperformed a model-free PID controller of the type commonly used on many robotic platforms for trajectory tracking.

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Efficient Exploration in Constrained Environments with Goal-Oriented Reference Path

In this paper, we consider the problem of building learning agents that can efficiently learn to navigate in constrained environments. The main goal is to design agents that can efficiently learn to understand and generalize to different environments using high-dimensional inputs (a 2D map), while following feasible paths that avoid obstacles in obstacle-cluttered environment. To achieve this, we make use of traditional path planning algorithms, supervised learning, and reinforcement learning algorithms in a synergistic way. The key idea is to decouple the navigation problem into planning and control, the former of which is achieved by supervised learning whereas the latter is done by reinforcement learning. Specifically, we train a deep convolutional network that can predict collision-free paths based on a map of the environment-- this is then used by a reinforcement learning algorithm to learn to closely follow the path. This allows the trained agent to achieve good generalization while learning faster. We test our proposed method in the recently proposed Safety Gym suite that allows testing of safety-constraints during training of learning agents. We compare our proposed method with existing work and show that our method consistently improves the sample efficiency and generalization capability to novel environments.

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Model-Based Reinforcement Learning for Physical Systems Without Velocity and Acceleration Measurements

In this paper, we propose a derivative-free model learning framework for Reinforcement Learning (RL) algorithms based on Gaussian Process Regression (GPR). In many mechanical systems, only positions can be measured by the sensing instruments. Then, instead of representing the system state as suggested by the physics with a collection of positions, velocities, and accelerations, we define the state as the set of past position measurements. However, the equation of motions derived by physical first principles cannot be directly applied in this framework, being functions of velocities and accelerations. For this reason, we introduce a novel derivative-free physically-inspired kernel, which can be easily combined with nonparametric derivative-free Gaussian Process models. Tests performed on two real platforms show that the considered state definition combined with the proposed model improves estimation performance and data-efficiency w.r.t. traditional models based on GPR. Finally, we validate the proposed framework by solving two RL control problems for two real robotic systems.

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Multi-label Prediction in Time Series Data using Deep Neural Networks

This paper addresses a multi-label predictive fault classification problem for multidimensional time-series data. While fault (event) detection problems have been thoroughly studied in literature, most of the state-of-the-art techniques can't reliably predict faults (events) over a desired future horizon. In the most general setting of these types of problems, one or more samples of data across multiple time series can be assigned several concurrent fault labels from a finite, known set and the task is to predict the possibility of fault occurrence over a desired time horizon. This type of problem is usually accompanied by strong class imbalances where some classes are represented by only a few samples. Importantly, in many applications of the problem such as fault prediction and predictive maintenance, it is exactly these rare classes that are of most interest. To address the problem, this paper proposes a general approach that utilizes a multi-label recurrent neural network with a new cost function that accentuates learning in the imbalanced classes. The proposed algorithm is tested on two public benchmark datasets: an industrial plant dataset from the PHM Society Data Challenge, and a human activity recognition dataset. The results are compared with state-of-the-art techniques for time-series classification and evaluation is performed using the F1-score, precision and recall.

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Local Policy Optimization for Trajectory-Centric Reinforcement Learning

The goal of this paper is to present a method for simultaneous trajectory and local stabilizing policy optimization to generate local policies for trajectory-centric model-based reinforcement learning (MBRL). This is motivated by the fact that global policy optimization for non-linear systems could be a very challenging problem both algorithmically and numerically. However, a lot of robotic manipulation tasks are trajectory-centric, and thus do not require a global model or policy. Due to inaccuracies in the learned model estimates, an open-loop trajectory optimization process mostly results in very poor performance when used on the real system. Motivated by these problems, we try to formulate the problem of trajectory optimization and local policy synthesis as a single optimization problem. It is then solved simultaneously as an instance of nonlinear programming. We provide some results for analysis as well as achieved performance of the proposed technique under some simplifying assumptions.

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Safe Approximate Dynamic Programming Via Kernelized Lipschitz Estimation

We develop a method for obtaining safe initial policies for reinforcement learning via approximate dynamic programming (ADP) techniques for uncertain systems evolving with discrete-time dynamics. We employ kernelized Lipschitz estimation and semidefinite programming for computing admissible initial control policies with provably high probability. Such admissible controllers enable safe initialization and constraint enforcement while providing exponential stability of the equilibrium of the closed-loop system.

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Game Theoretic Optimization via Gradient-based Nikaido-Isoda Function

Computing Nash equilibrium (NE) of multi-player games has witnessed renewed interest due to recent advances in generative adversarial networks. However, computing equilibrium efficiently is challenging. To this end, we introduce the Gradient-based Nikaido-Isoda (GNI) function which serves: (i) as a merit function, vanishing only at the first-order stationary points of each player's optimization problem, and (ii) provides error bounds to a stationary Nash point. Gradient descent is shown to converge sublinearly to a first-order stationary point of the GNI function. For the particular case of bilinear min-max games and multi-player quadratic games, the GNI function is convex. Hence, the application of gradient descent in this case yields linear convergence to an NE (when one exists). In our numerical experiments, we observe that the GNI formulation always converges to the first-order stationary point of each player's optimization problem.

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