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Frans A. Oliehoek

Publications and source records attributed to Frans A. Oliehoek.

At least 55 records · Page 3Linked to original sources

Loss Bounds for Approximate Influence-Based Abstraction

Sequential decision making techniques hold great promise to improve the performance of many real-world systems, but computational complexity hampers their principled application. Influence-based abstraction aims to gain leverage by modeling local subproblems together with the 'influence' that the rest of the system exerts on them. While computing exact representations of such influence might be intractable, learning approximate representations offers a promising approach to enable scalable solutions. This paper investigates the performance of such approaches from a theoretical perspective. The primary contribution is the derivation of sufficient conditions on approximate influence representations that can guarantee solutions with small value loss. In particular we show that neural networks trained with cross entropy are well suited to learn approximate influence representations. Moreover, we provide a sample based formulation of the bounds, which reduces the gap to applications. Finally, driven by our theoretical insights, we propose approximation error estimators, which empirically reveal to correlate well with the value loss.

cs.AI↗

Influence-aware Memory Architectures for Deep Reinforcement Learning

Due to its perceptual limitations, an agent may have too little information about the state of the environment to act optimally. In such cases, it is important to keep track of the observation history to uncover hidden state. Recent deep reinforcement learning methods use recurrent neural networks (RNN) to memorize past observations. However, these models are expensive to train and have convergence difficulties, especially when dealing with high dimensional input spaces. In this paper, we propose influence-aware memory (IAM), a theoretically inspired memory architecture that tries to alleviate the training difficulties by restricting the input of the recurrent layers to those variables that influence the hidden state information. Moreover, as opposed to standard RNNs, in which every piece of information used for estimating Q values is inevitably fed back into the network for the next prediction, our model allows information to flow without being necessarily stored in the RNN's internal memory. Results indicate that, by letting the recurrent layers focus on a small fraction of the observation variables while processing the rest of the information with a feedforward neural network, we can outperform standard recurrent architectures both in training speed and policy performance. This approach also reduces runtime and obtains better scores than methods that stack multiple observations to remove partial observability.

cs.LG↗

MDP Homomorphic Networks: Group Symmetries in Reinforcement Learning

This paper introduces MDP homomorphic networks for deep reinforcement learning. MDP homomorphic networks are neural networks that are equivariant under symmetries in the joint state-action space of an MDP. Current approaches to deep reinforcement learning do not usually exploit knowledge about such structure. By building this prior knowledge into policy and value networks using an equivariance constraint, we can reduce the size of the solution space. We specifically focus on group-structured symmetries (invertible transformations). Additionally, we introduce an easy method for constructing equivariant network layers numerically, so the system designer need not solve the constraints by hand, as is typically done. We construct MDP homomorphic MLPs and CNNs that are equivariant under either a group of reflections or rotations. We show that such networks converge faster than unstructured baselines on CartPole, a grid world and Pong.

cs.LG↗

Analog Circuit Design with Dyna-Style Reinforcement Learning

In this work, we present a learning based approach to analog circuit design, where the goal is to optimize circuit performance subject to certain design constraints. One of the aspects that makes this problem challenging to optimize, is that measuring the performance of candidate configurations with simulation can be computationally expensive, particularly in the post-layout design. Additionally, the large number of design constraints and the interaction between the relevant quantities makes the problem complex. Therefore, to better facilitate supporting the human designers, it is desirable to gain knowledge about the whole space of feasible solutions. In order to tackle these challenges, we take inspiration from model-based reinforcement learning and propose a method with two key properties. First, it learns a reward model, i.e., surrogate model of the performance approximated by neural networks, to reduce the required number of simulation. Second, it uses a stochastic policy generator to explore the diverse solution space satisfying constraints. Together we combine these in a Dyna-style optimization framework, which we call DynaOpt, and empirically evaluate the performance on a circuit benchmark of a two-stage operational amplifier. The results show that, compared to the model-free method applied with 20,000 circuit simulations to train the policy, DynaOpt achieves even much better performance by learning from scratch with only 500 simulations.

cs.LG↗

Decentralized MCTS via Learned Teammate Models

Decentralized online planning can be an attractive paradigm for cooperative multi-agent systems, due to improved scalability and robustness. A key difficulty of such approach lies in making accurate predictions about the decisions of other agents. In this paper, we present a trainable online decentralized planning algorithm based on decentralized Monte Carlo Tree Search, combined with models of teammates learned from previous episodic runs. By only allowing one agent to adapt its models at a time, under the assumption of ideal policy approximation, successive iterations of our method are guaranteed to improve joint policies, and eventually lead to convergence to a Nash equilibrium. We test the efficiency of the algorithm by performing experiments in several scenarios of the spatial task allocation environment introduced in [Claes et al., 2015]. We show that deep learning and convolutional neural networks can be employed to produce accurate policy approximators which exploit the spatial features of the problem, and that the proposed algorithm improves over the baseline planning performance for particularly challenging domain configurations.

cs.AI↗

Multi-agent active perception with prediction rewards

Multi-agent active perception is a task where a team of agents cooperatively gathers observations to compute a joint estimate of a hidden variable. The task is decentralized and the joint estimate can only be computed after the task ends by fusing observations of all agents. The objective is to maximize the accuracy of the estimate. The accuracy is quantified by a centralized prediction reward determined by a centralized decision-maker who perceives the observations gathered by all agents after the task ends. In this paper, we model multi-agent active perception as a decentralized partially observable Markov decision process (Dec-POMDP) with a convex centralized prediction reward. We prove that by introducing individual prediction actions for each agent, the problem is converted into a standard Dec-POMDP with a decentralized prediction reward. The loss due to decentralization is bounded, and we give a sufficient condition for when it is zero. Our results allow application of any Dec-POMDP solution algorithm to multi-agent active perception problems, and enable planning to reduce uncertainty without explicit computation of joint estimates. We demonstrate the empirical usefulness of our results by applying a standard Dec-POMDP algorithm to multi-agent active perception problems, showing increased scalability in the planning horizon.

cs.AI↗

Real-Time Resource Allocation for Tracking Systems

Automated tracking is key to many computer vision applications. However, many tracking systems struggle to perform in real-time due to the high computational cost of detecting people, especially in ultra high resolution images. We propose a new algorithm called \emph{PartiMax} that greatly reduces this cost by applying the person detector only to the relevant parts of the image. PartiMax exploits information in the particle filter to select $k$ of the $n$ candidate \emph{pixel boxes} in the image. We prove that PartiMax is guaranteed to make a near-optimal selection with error bounds that are independent of the problem size. Furthermore, empirical results on a real-life dataset show that our system runs in real-time by processing only 10\% of the pixel boxes in the image while still retaining 80\% of the original tracking performance achieved when processing all pixel boxes.

cs.CV↗

Exploiting Submodular Value Functions For Scaling Up Active Perception

In active perception tasks, an agent aims to select sensory actions that reduce its uncertainty about one or more hidden variables. While partially observable Markov decision processes (POMDPs) provide a natural model for such problems, reward functions that directly penalize uncertainty in the agent's belief can remove the piecewise-linear and convex property of the value function required by most POMDP planners. Furthermore, as the number of sensors available to the agent grows, the computational cost of POMDP planning grows exponentially with it, making POMDP planning infeasible with traditional methods. In this article, we address a twofold challenge of modeling and planning for active perception tasks. We show the mathematical equivalence of $ρ$POMDP and POMDP-IR, two frameworks for modeling active perception tasks, that restore the PWLC property of the value function. To efficiently plan for active perception tasks, we identify and exploit the independence properties of POMDP-IR to reduce the computational cost of solving POMDP-IR (and $ρ$POMDP). We propose greedy point-based value iteration (PBVI), a new POMDP planning method that uses greedy maximization to greatly improve scalability in the action space of an active perception POMDP. Furthermore, we show that, under certain conditions, including submodularity, the value function computed using greedy PBVI is guaranteed to have bounded error with respect to the optimal value function. We establish the conditions under which the value function of an active perception POMDP is guaranteed to be submodular. Finally, we present a detailed empirical analysis on a dataset collected from a multi-camera tracking system employed in a shopping mall. Our method achieves similar performance to existing methods but at a fraction of the computational cost leading to better scalability for solving active perception tasks.

cs.AI↗

Probably Approximately Correct Greedy Maximization with Efficient Bounds on Information Gain for Sensor Selection

Submodular function maximization finds application in a variety of real-world decision-making problems. However, most existing methods, based on greedy maximization, assume it is computationally feasible to evaluate F, the function being maximized. Unfortunately, in many realistic settings F is too expensive to evaluate exactly even once. We present probably approximately correct greedy maximization, which requires access only to cheap anytime confidence bounds on F and uses them to prune elements. We show that, with high probability, our method returns an approximately optimal set. We propose novel, cheap confidence bounds for conditional entropy, which appears in many common choices of F and for which it is difficult to find unbiased or bounded estimates. Finally, results on a real-world dataset from a multi-camera tracking system in a shopping mall demonstrate that our approach performs comparably to existing methods, but at a fraction of the computational cost.

cs.AI↗

Sensor Data for Human Activity Recognition: Feature Representation and Benchmarking

The field of Human Activity Recognition (HAR) focuses on obtaining and analysing data captured from monitoring devices (e.g. sensors). There is a wide range of applications within the field; for instance, assisted living, security surveillance, and intelligent transportation. In HAR, the development of Activity Recognition models is dependent upon the data captured by these devices and the methods used to analyse them, which directly affect performance metrics. In this work, we address the issue of accurately recognising human activities using different Machine Learning (ML) techniques. We propose a new feature representation based on consecutive occurring observations and compare it against previously used feature representations using a wide range of classification methods. Experimental results demonstrate that techniques based on the proposed representation outperform the baselines and a better accuracy was achieved for both highly and less frequent actions. We also investigate how the addition of further features and their pre-processing techniques affect performance results leading to state-of-the-art accuracy on a Human Activity Recognition dataset.

cs.LG↗

Mimicking Evolution with Reinforcement Learning

Evolution gave rise to human and animal intelligence here on Earth. We argue that the path to developing artificial human-like-intelligence will pass through mimicking the evolutionary process in a nature-like simulation. In Nature, there are two processes driving the development of the brain: evolution and learning. Evolution acts slowly, across generations, and amongst other things, it defines what agents learn by changing their internal reward function. Learning acts fast, across one's lifetime, and it quickly updates agents' policy to maximise pleasure and minimise pain. The reward function is slowly aligned with the fitness function by evolution, however, as agents evolve the environment and its fitness function also change, increasing the misalignment between reward and fitness. It is extremely computationally expensive to replicate these two processes in simulation. This work proposes Evolution via Evolutionary Reward (EvER) that allows learning to single-handedly drive the search for policies with increasingly evolutionary fitness by ensuring the alignment of the reward function with the fitness function. In this search, EvER makes use of the whole state-action trajectories that agents go through their lifetime. In contrast, current evolutionary algorithms discard this information and consequently limit their potential efficiency at tackling sequential decision problems. We test our algorithm in two simple bio-inspired environments and show its superiority at generating more capable agents at surviving and reproducing their genes when compared with a state-of-the-art evolutionary algorithm.

cs.AI↗

Diversity in Action: General-Sum Multi-Agent Continuous Inverse Optimal Control

Traffic scenarios are inherently interactive. Multiple decision-makers predict the actions of others and choose strategies that maximize their rewards. We view these interactions from the perspective of game theory which introduces various challenges. Humans are not entirely rational, their rewards need to be inferred from real-world data, and any prediction algorithm needs to be real-time capable so that we can use it in an autonomous vehicle (AV). In this work, we present a game-theoretic method that addresses all of the points above. Compared to many existing methods used for AVs, our approach does 1) not require perfect communication, and 2) allows for individual rewards per agent. Our experiments demonstrate that these more realistic assumptions lead to qualitatively and quantitatively different reward inference and prediction of future actions that match better with expected real-world behaviour.

cs.LG↗

Plannable Approximations to MDP Homomorphisms: Equivariance under Actions

This work exploits action equivariance for representation learning in reinforcement learning. Equivariance under actions states that transitions in the input space are mirrored by equivalent transitions in latent space, while the map and transition functions should also commute. We introduce a contrastive loss function that enforces action equivariance on the learned representations. We prove that when our loss is zero, we have a homomorphism of a deterministic Markov Decision Process (MDP). Learning equivariant maps leads to structured latent spaces, allowing us to build a model on which we plan through value iteration. We show experimentally that for deterministic MDPs, the optimal policy in the abstract MDP can be successfully lifted to the original MDP. Moreover, the approach easily adapts to changes in the goal states. Empirically, we show that in such MDPs, we obtain better representations in fewer epochs compared to representation learning approaches using reconstructions, while generalizing better to new goals than model-free approaches.

cs.LG↗

Learning from Demonstration in the Wild

Learning from demonstration (LfD) is useful in settings where hand-coding behaviour or a reward function is impractical. It has succeeded in a wide range of problems but typically relies on manually generated demonstrations or specially deployed sensors and has not generally been able to leverage the copious demonstrations available in the wild: those that capture behaviours that were occurring anyway using sensors that were already deployed for another purpose, e.g., traffic camera footage capturing demonstrations of natural behaviour of vehicles, cyclists, and pedestrians. We propose Video to Behaviour (ViBe), a new approach to learn models of behaviour from unlabelled raw video data of a traffic scene collected from a single, monocular, initially uncalibrated camera with ordinary resolution. Our approach calibrates the camera, detects relevant objects, tracks them through time, and uses the resulting trajectories to perform LfD, yielding models of naturalistic behaviour. We apply ViBe to raw videos of a traffic intersection and show that it can learn purely from videos, without additional expert knowledge.

cs.LG↗

Beyond Local Nash Equilibria for Adversarial Networks

Save for some special cases, current training methods for Generative Adversarial Networks (GANs) are at best guaranteed to converge to a `local Nash equilibrium` (LNE). Such LNEs, however, can be arbitrarily far from an actual Nash equilibrium (NE), which implies that there are no guarantees on the quality of the found generator or classifier. This paper proposes to model GANs explicitly as finite games in mixed strategies, thereby ensuring that every LNE is an NE. With this formulation, we propose a solution method that is proven to monotonically converge to a resource-bounded Nash equilibrium (RB-NE): by increasing computational resources we can find better solutions. We empirically demonstrate that our method is less prone to typical GAN problems such as mode collapse, and produces solutions that are less exploitable than those produced by GANs and MGANs, and closely resemble theoretical predictions about NEs.

cs.LG↗

Learning in POMDPs with Monte Carlo Tree Search

The POMDP is a powerful framework for reasoning under outcome and information uncertainty, but constructing an accurate POMDP model is difficult. Bayes-Adaptive Partially Observable Markov Decision Processes (BA-POMDPs) extend POMDPs to allow the model to be learned during execution. BA-POMDPs are a Bayesian RL approach that, in principle, allows for an optimal trade-off between exploitation and exploration. Unfortunately, BA-POMDPs are currently impractical to solve for any non-trivial domain. In this paper, we extend the Monte-Carlo Tree Search method POMCP to BA-POMDPs and show that the resulting method, which we call BA-POMCP, is able to tackle problems that previous solution methods have been unable to solve. Additionally, we introduce several techniques that exploit the BA-POMDP structure to improve the efficiency of BA-POMCP along with proof of their convergence.

cs.AI↗

GANGs: Generative Adversarial Network Games

Generative Adversarial Networks (GAN) have become one of the most successful frameworks for unsupervised generative modeling. As GANs are difficult to train much research has focused on this. However, very little of this research has directly exploited game-theoretic techniques. We introduce Generative Adversarial Network Games (GANGs), which explicitly model a finite zero-sum game between a generator ($G$) and classifier ($C$) that use mixed strategies. The size of these games precludes exact solution methods, therefore we define resource-bounded best responses (RBBRs), and a resource-bounded Nash Equilibrium (RB-NE) as a pair of mixed strategies such that neither $G$ or $C$ can find a better RBBR. The RB-NE solution concept is richer than the notion of `local Nash equilibria' in that it captures not only failures of escaping local optima of gradient descent, but applies to any approximate best response computations, including methods with random restarts. To validate our approach, we solve GANGs with the Parallel Nash Memory algorithm, which provably monotonically converges to an RB-NE. We compare our results to standard GAN setups, and demonstrate that our method deals well with typical GAN problems such as mode collapse, partial mode coverage and forgetting.

stat.ML↗

LiftUpp: Support to develop learner performance

Various motivations exist to move away from the simple assessment of knowledge towards the more complex assessment and development of competence. However, to accommodate such a change, high demands are put on the supporting e-infrastructure in terms of intelligently collecting and analysing data. In this paper, we discuss these challenges and how they are being addressed by LiftUpp, a system that is now used in 70% of UK dental schools, and is finding wider applications in physiotherapy, medicine and veterinary science. We describe how data is collected for workplace-based development in dentistry using a dedicated iPad app, which enables an integrated approach to linking and assessing work flows, skills and learning outcomes. Furthermore, we detail how the various forms of collected data can be fused, visualized and integrated with conventional forms of assessment. This enables curriculum integration, improved real-time student feedback, support for administration, and informed instructional planning. Together these facets contribute to better support for the development of learners' competence in situated learning setting, as well as an improved experience. Finally, we discuss several directions for future research on intelligent teaching systems that are afforded by using the design present within LiftUpp.

cs.CY↗