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Haitham Bou-Ammar

Publications and source records attributed to Haitham Bou-Ammar.

52 records · Page 3Linked to original sources

Pangu-Agent: A Fine-Tunable Generalist Agent with Structured Reasoning

A key method for creating Artificial Intelligence (AI) agents is Reinforcement Learning (RL). However, constructing a standalone RL policy that maps perception to action directly encounters severe problems, chief among them being its lack of generality across multiple tasks and the need for a large amount of training data. The leading cause is that it cannot effectively integrate prior information into the perception-action cycle when devising the policy. Large language models (LLMs) emerged as a fundamental way to incorporate cross-domain knowledge into AI agents but lack crucial learning and adaptation toward specific decision problems. This paper presents a general framework model for integrating and learning structured reasoning into AI agents' policies. Our methodology is motivated by the modularity found in the human brain. The framework utilises the construction of intrinsic and extrinsic functions to add previous understandings of reasoning structures. It also provides the adaptive ability to learn models inside every module or function, consistent with the modular structure of cognitive processes. We describe the framework in-depth and compare it with other AI pipelines and existing frameworks. The paper explores practical applications, covering experiments that show the effectiveness of our method. Our results indicate that AI agents perform and adapt far better when organised reasoning and prior knowledge are embedded. This opens the door to more resilient and general AI agent systems.

cs.AI↗

Are Random Decompositions all we need in High Dimensional Bayesian Optimisation?

Learning decompositions of expensive-to-evaluate black-box functions promises to scale Bayesian optimisation (BO) to high-dimensional problems. However, the success of these techniques depends on finding proper decompositions that accurately represent the black-box. While previous works learn those decompositions based on data, we investigate data-independent decomposition sampling rules in this paper. We find that data-driven learners of decompositions can be easily misled towards local decompositions that do not hold globally across the search space. Then, we formally show that a random tree-based decomposition sampler exhibits favourable theoretical guarantees that effectively trade off maximal information gain and functional mismatch between the actual black-box and its surrogate as provided by the decomposition. Those results motivate the development of the random decomposition upper-confidence bound algorithm (RDUCB) that is straightforward to implement - (almost) plug-and-play - and, surprisingly, yields significant empirical gains compared to the previous state-of-the-art on a comprehensive set of benchmarks. We also confirm the plug-and-play nature of our modelling component by integrating our method with HEBO, showing improved practical gains in the highest dimensional tasks from Bayesmark.

cs.LG↗

Fast Kinodynamic Planning on the Constraint Manifold with Deep Neural Networks

Motion planning is a mature area of research in robotics with many well-established methods based on optimization or sampling the state space, suitable for solving kinematic motion planning. However, when dynamic motions under constraints are needed and computation time is limited, fast kinodynamic planning on the constraint manifold is indispensable. In recent years, learning-based solutions have become alternatives to classical approaches, but they still lack comprehensive handling of complex constraints, such as planning on a lower-dimensional manifold of the task space while considering the robot's dynamics. This paper introduces a novel learning-to-plan framework that exploits the concept of constraint manifold, including dynamics, and neural planning methods. Our approach generates plans satisfying an arbitrary set of constraints and computes them in a short constant time, namely the inference time of a neural network. This allows the robot to plan and replan reactively, making our approach suitable for dynamic environments. We validate our approach on two simulated tasks and in a demanding real-world scenario, where we use a Kuka LBR Iiwa 14 robotic arm to perform the hitting movement in robotic Air Hockey.

cs.RO↗

AntBO: Towards Real-World Automated Antibody Design with Combinatorial Bayesian Optimisation

Antibodies are canonically Y-shaped multimeric proteins capable of highly specific molecular recognition. The CDRH3 region located at the tip of variable chains of an antibody dominates antigen-binding specificity. Therefore, it is a priority to design optimal antigen-specific CDRH3 regions to develop therapeutic antibodies. However, the combinatorial nature of CDRH3 sequence space makes it impossible to search for an optimal binding sequence exhaustively and efficiently using computational approaches. Here, we present \texttt{AntBO}: a combinatorial Bayesian optimisation framework enabling efficient \textit{in silico} design of the CDRH3 region. Ideally, antibodies are expected to have high target specificity and developability. We introduce a CDRH3 trust region that restricts the search to sequences with favourable developability scores to achieve this goal. For benchmarking, \texttt{AntBO} uses the \texttt{Absolut!} software suite as a black-box oracle to score the target specificity and affinity of designed antibodies \textit{in silico} in an unconstrained fashion~\citep{robert2021one}. The experiments performed for $159$ discretised antigens used in \texttt{Absolut!} demonstrate the benefit of \texttt{AntBO} in designing CDRH3 regions with diverse biophysical properties. In under $200$ calls to black-box oracle, \texttt{AntBO} can suggest antibody sequences that outperform the best binding sequence drawn from 6.9 million experimentally obtained CDRH3s and a commonly used genetic algorithm baseline. Additionally, \texttt{AntBO} finds very-high affinity CDRH3 sequences in only 38 protein designs whilst requiring no domain knowledge. We conclude \texttt{AntBO} brings automated antibody design methods closer to what is practically viable for in vitro experimentation.

q-bio.BM↗

Saute RL: Almost Surely Safe Reinforcement Learning Using State Augmentation

Satisfying safety constraints almost surely (or with probability one) can be critical for the deployment of Reinforcement Learning (RL) in real-life applications. For example, plane landing and take-off should ideally occur with probability one. We address the problem by introducing Safety Augmented (Saute) Markov Decision Processes (MDPs), where the safety constraints are eliminated by augmenting them into the state-space and reshaping the objective. We show that Saute MDP satisfies the Bellman equation and moves us closer to solving Safe RL with constraints satisfied almost surely. We argue that Saute MDP allows viewing the Safe RL problem from a different perspective enabling new features. For instance, our approach has a plug-and-play nature, i.e., any RL algorithm can be "Sauteed". Additionally, state augmentation allows for policy generalization across safety constraints. We finally show that Saute RL algorithms can outperform their state-of-the-art counterparts when constraint satisfaction is of high importance.

cs.LG↗

Reinforcement Learning in Presence of Discrete Markovian Context Evolution

We consider a context-dependent Reinforcement Learning (RL) setting, which is characterized by: a) an unknown finite number of not directly observable contexts; b) abrupt (discontinuous) context changes occurring during an episode; and c) Markovian context evolution. We argue that this challenging case is often met in applications and we tackle it using a Bayesian approach and variational inference. We adapt a sticky Hierarchical Dirichlet Process (HDP) prior for model learning, which is arguably best-suited for Markov process modeling. We then derive a context distillation procedure, which identifies and removes spurious contexts in an unsupervised fashion. We argue that the combination of these two components allows to infer the number of contexts from data thus dealing with the context cardinality assumption. We then find the representation of the optimal policy enabling efficient policy learning using off-the-shelf RL algorithms. Finally, we demonstrate empirically (using gym environments cart-pole swing-up, drone, intersection) that our approach succeeds where state-of-the-art methods of other frameworks fail and elaborate on the reasons for such failures.

cs.LG↗

Self-consistent Gradient-like Eigen Decomposition in Solving Schrödinger Equations

The Schrödinger equation is at the heart of modern quantum mechanics. Since exact solutions of the ground state are typically intractable, standard approaches approximate Schrödinger equation as forms of nonlinear generalized eigenvalue problems $F(V)V = SVΛ$ in which $F(V)$, the matrix to be decomposed, is a function of its own top-$k$ smallest eigenvectors $V$, leading to a "self-consistency problem". Traditional iterative methods heavily rely on high-quality initial guesses of $V$ generated via domain-specific heuristics methods based on quantum mechanics. In this work, we eliminate such a need for domain-specific heuristics by presenting a novel framework, Self-consistent Gradient-like Eigen Decomposition (SCGLED) that regards $F(V)$ as a special "online data generator", thus allows gradient-like eigendecomposition methods in streaming $k$-PCA to approach the self-consistency of the equation from scratch in an iterative way similar to online learning. With several critical numerical improvements, SCGLED is robust to initial guesses, free of quantum-mechanism-based heuristics designs, and neat in implementation. Our experiments show that it not only can simply replace traditional heuristics-based initial guess methods with large performance advantage (achieved averagely 25x more precise than the best baseline in similar wall time), but also is capable of finding highly precise solutions independently without any traditional iterative methods.

quant-ph↗

High-Dimensional Bayesian Optimisation with Variational Autoencoders and Deep Metric Learning

We introduce a method combining variational autoencoders (VAEs) and deep metric learning to perform Bayesian optimisation (BO) over high-dimensional and structured input spaces. By adapting ideas from deep metric learning, we use label guidance from the blackbox function to structure the VAE latent space, facilitating the Gaussian process fit and yielding improved BO performance. Importantly for BO problem settings, our method operates in semi-supervised regimes where only few labelled data points are available. We run experiments on three real-world tasks, achieving state-of-the-art results on the penalised logP molecule generation benchmark using just 3% of the labelled data required by previous approaches. As a theoretical contribution, we present a proof of vanishing regret for VAE BO.

cs.LG↗

Efficient and Reactive Planning for High Speed Robot Air Hockey

Highly dynamic robotic tasks require high-speed and reactive robots. These tasks are particularly challenging due to the physical constraints, hardware limitations, and the high uncertainty of dynamics and sensor measures. To face these issues, it's crucial to design robotics agents that generate precise and fast trajectories and react immediately to environmental changes. Air hockey is an example of this kind of task. Due to the environment's characteristics, it is possible to formalize the problem and derive clean mathematical solutions. For these reasons, this environment is perfect for pushing to the limit the performance of currently available general-purpose robotic manipulators. Using two Kuka Iiwa 14, we show how to design a policy for general-purpose robotic manipulators for the air hockey game. We demonstrate that a real robot arm can perform fast-hitting movements and that the two robots can play against each other on a medium-size air hockey table in simulation.

cs.RO↗

Are we Forgetting about Compositional Optimisers in Bayesian Optimisation?

Bayesian optimisation presents a sample-efficient methodology for global optimisation. Within this framework, a crucial performance-determining subroutine is the maximisation of the acquisition function, a task complicated by the fact that acquisition functions tend to be non-convex and thus nontrivial to optimise. In this paper, we undertake a comprehensive empirical study of approaches to maximise the acquisition function. Additionally, by deriving novel, yet mathematically equivalent, compositional forms for popular acquisition functions, we recast the maximisation task as a compositional optimisation problem, allowing us to benefit from the extensive literature in this field. We highlight the empirical advantages of the compositional approach to acquisition function maximisation across 3958 individual experiments comprising synthetic optimisation tasks as well as tasks from Bayesmark. Given the generality of the acquisition function maximisation subroutine, we posit that the adoption of compositional optimisers has the potential to yield performance improvements across all domains in which Bayesian optimisation is currently being applied.

cs.LG↗

Compositional ADAM: An Adaptive Compositional Solver

In this paper, we present C-ADAM, the first adaptive solver for compositional problems involving a non-linear functional nesting of expected values. We proof that C-ADAM converges to a stationary point in $\mathcal{O}(δ^{-2.25})$ with $δ$ being a precision parameter. Moreover, we demonstrate the importance of our results by bridging, for the first time, model-agnostic meta-learning (MAML) and compositional optimisation showing fastest known rates for deep network adaptation to-date. Finally, we validate our findings in a set of experiments from portfolio optimisation and meta-learning. Our results manifest significant sample complexity reductions compared to both standard and compositional solvers.

cs.LG↗

Balancing Two-Player Stochastic Games with Soft Q-Learning

Within the context of video games the notion of perfectly rational agents can be undesirable as it leads to uninteresting situations, where humans face tough adversarial decision makers. Current frameworks for stochastic games and reinforcement learning prohibit tuneable strategies as they seek optimal performance. In this paper, we enable such tuneable behaviour by generalising soft Q-learning to stochastic games, where more than one agent interact strategically. We contribute both theoretically and empirically. On the theory side, we show that games with soft Q-learning exhibit a unique value and generalise team games and zero-sum games far beyond these two extremes to cover a continuous spectrum of gaming behaviour. Experimentally, we show how tuning agents' constraints affect performance and demonstrate, through a neural network architecture, how to reliably balance games with high-dimensional representations.

cs.AI↗

An Information-Theoretic Optimality Principle for Deep Reinforcement Learning

We methodologically address the problem of Q-value overestimation in deep reinforcement learning to handle high-dimensional state spaces efficiently. By adapting concepts from information theory, we introduce an intrinsic penalty signal encouraging reduced Q-value estimates. The resultant algorithm encompasses a wide range of learning outcomes containing deep Q-networks as a special case. Different learning outcomes can be demonstrated by tuning a Lagrange multiplier accordingly. We furthermore propose a novel scheduling scheme for this Lagrange multiplier to ensure efficient and robust learning. In experiments on Atari, our algorithm outperforms other algorithms (e.g. deep and double deep Q-networks) in terms of both game-play performance and sample complexity. These results remain valid under the recently proposed dueling architecture.

cs.AI↗

Learning High-level Representations from Demonstrations

Hierarchical learning (HL) is key to solving complex sequential decision problems with long horizons and sparse rewards. It allows learning agents to break-up large problems into smaller, more manageable subtasks. A common approach to HL, is to provide the agent with a number of high-level skills that solve small parts of the overall problem. A major open question, however, is how to identify a suitable set of reusable skills. We propose a principled approach that uses human demonstrations to infer a set of subgoals based on changes in the demonstration dynamics. Using these subgoals, we decompose the learning problem into an abstract high-level representation and a set of low-level subtasks. The abstract description captures the overall problem structure, while subtasks capture desired skills. We demonstrate that we can jointly optimize over both levels of learning. We show that the resulting method significantly outperforms previous baselines on two challenging problems: the Atari 2600 game Montezuma's Revenge, and a simulated robotics problem moving the ant robot through a maze.

cs.AI↗

An Exact Distributed Newton Method for Reinforcement Learning

In this paper, we propose a distributed second- order method for reinforcement learning. Our approach is the fastest in literature so-far as it outperforms state-of-the-art methods, including ADMM, by significant margins. We achieve this by exploiting the sparsity pattern of the dual Hessian and transforming the problem of computing the Newton direction to one of solving a sequence of symmetric diagonally dominant system of equations. We validate the above claim both theoretically and empirically. On the theoretical side, we prove that similar to exact Newton, our algorithm exhibits super-linear convergence within a neighborhood of the optimal solution. Empirically, we demonstrate the superiority of this new method on a set of benchmark reinforcement learning tasks.

math.OC↗

Distributed SDDM Solvers: Theory & Applications

In this paper, we propose distributed solvers for systems of linear equations given by symmetric diagonally dominant M-matrices based on the parallel solver of Spielman and Peng. We propose two versions of the solvers, where in the first, full communication in the network is required, while in the second communication is restricted to the R-Hop neighborhood between nodes for some $R \geq 1$. We rigorously analyze the convergence and convergence rates of our solvers, showing that our methods are capable of outperforming state-of-the-art techniques. Having developed such solvers, we then contribute by proposing an accurate distributed Newton method for network flow optimization. Exploiting the sparsity pattern of the dual Hessian, we propose a Newton method for network flow optimization that is both faster and more accurate than state-of-the-art techniques. Our method utilizes the distributed SDDM solvers for determining the Newton direction up to any arbitrary precision $ε>0$. We analyze the properties of our algorithm and show superlinear convergence within a neighborhood of the optimal. Finally, in a set of experiments conducted on randomly generated and barbell networks, we demonstrate that our approach is capable of significantly outperforming state-of-the-art techniques.

math.OC↗