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J. Andrew Bagnell

Publications and source records attributed to J. Andrew Bagnell.

At least 55 records · Page 3Linked to original sources

Gradient Boosting on Stochastic Data Streams

Boosting is a popular ensemble algorithm that generates more powerful learners by linearly combining base models from a simpler hypothesis class. In this work, we investigate the problem of adapting batch gradient boosting for minimizing convex loss functions to online setting where the loss at each iteration is i.i.d sampled from an unknown distribution. To generalize from batch to online, we first introduce the definition of online weak learning edge with which for strongly convex and smooth loss functions, we present an algorithm, Streaming Gradient Boosting (SGB) with exponential shrinkage guarantees in the number of weak learners. We further present an adaptation of SGB to optimize non-smooth loss functions, for which we derive a O(ln N/N) convergence rate. We also show that our analysis can extend to adversarial online learning setting under a stronger assumption that the online weak learning edge will hold in adversarial setting. We finally demonstrate experimental results showing that in practice our algorithms can achieve competitive results as classic gradient boosting while using less computation.

cs.LG↗

Efficient Feature Group Sequencing for Anytime Linear Prediction

We consider \textit{anytime} linear prediction in the common machine learning setting, where features are in groups that have costs. We achieve anytime (or interruptible) predictions by sequencing the computation of feature groups and reporting results using the computed features at interruption. We extend Orthogonal Matching Pursuit (OMP) and Forward Regression (FR) to learn the sequencing greedily under this group setting with costs. We theoretically guarantee that our algorithms achieve near-optimal linear predictions at each budget when a feature group is chosen. With a novel analysis of OMP, we improve its theoretical bound to the same strength as that of FR. In addition, we develop a novel algorithm that consumes cost $4B$ to approximate the optimal performance of \textit{any} cost $B$, and prove that with cost less than $4B$, such an approximation is impossible. To our knowledge, these are the first anytime bounds at \textit{all} budgets. We test our algorithms on two real-world data-sets and evaluate them in terms of anytime linear prediction performance against cost-weighted Group Lasso and alternative greedy algorithms.

cs.LG↗

A Discriminative Framework for Anomaly Detection in Large Videos

We address an anomaly detection setting in which training sequences are unavailable and anomalies are scored independently of temporal ordering. Current algorithms in anomaly detection are based on the classical density estimation approach of learning high-dimensional models and finding low-probability events. These algorithms are sensitive to the order in which anomalies appear and require either training data or early context assumptions that do not hold for longer, more complex videos. By defining anomalies as examples that can be distinguished from other examples in the same video, our definition inspires a shift in approaches from classical density estimation to simple discriminative learning. Our contributions include a novel framework for anomaly detection that is (1) independent of temporal ordering of anomalies, and (2) unsupervised, requiring no separate training sequences. We show that our algorithm can achieve state-of-the-art results even when we adjust the setting by removing training sequences from standard datasets.

cs.CV↗

Learning Transferable Policies for Monocular Reactive MAV Control

The ability to transfer knowledge gained in previous tasks into new contexts is one of the most important mechanisms of human learning. Despite this, adapting autonomous behavior to be reused in partially similar settings is still an open problem in current robotics research. In this paper, we take a small step in this direction and propose a generic framework for learning transferable motion policies. Our goal is to solve a learning problem in a target domain by utilizing the training data in a different but related source domain. We present this in the context of an autonomous MAV flight using monocular reactive control, and demonstrate the efficacy of our proposed approach through extensive real-world flight experiments in outdoor cluttered environments.

cs.RO↗

Introspective Perception: Learning to Predict Failures in Vision Systems

As robots aspire for long-term autonomous operations in complex dynamic environments, the ability to reliably take mission-critical decisions in ambiguous situations becomes critical. This motivates the need to build systems that have situational awareness to assess how qualified they are at that moment to make a decision. We call this self-evaluating capability as introspection. In this paper, we take a small step in this direction and propose a generic framework for introspective behavior in perception systems. Our goal is to learn a model to reliably predict failures in a given system, with respect to a task, directly from input sensor data. We present this in the context of vision-based autonomous MAV flight in outdoor natural environments, and show that it effectively handles uncertain situations.

cs.RO↗

A Convex Polynomial Force-Motion Model for Planar Sliding: Identification and Application

We propose a polynomial force-motion model for planar sliding. The set of generalized friction loads is the 1-sublevel set of a polynomial whose gradient directions correspond to generalized velocities. Additionally, the polynomial is confined to be convex even-degree homogeneous in order to obey the maximum work inequality, symmetry, shape invariance in scale, and fast invertibility. We present a simple and statistically-efficient model identification procedure using a sum-of-squares convex relaxation. Simulation and robotic experiments validate the accuracy and efficiency of our approach. We also show practical applications of our model including stable pushing of objects and free sliding dynamic simulations.

cs.RO↗

Learning to Filter with Predictive State Inference Machines

Latent state space models are a fundamental and widely used tool for modeling dynamical systems. However, they are difficult to learn from data and learned models often lack performance guarantees on inference tasks such as filtering and prediction. In this work, we present the PREDICTIVE STATE INFERENCE MACHINE (PSIM), a data-driven method that considers the inference procedure on a dynamical system as a composition of predictors. The key idea is that rather than first learning a latent state space model, and then using the learned model for inference, PSIM directly learns predictors for inference in predictive state space. We provide theoretical guarantees for inference, in both realizable and agnostic settings, and showcase practical performance on a variety of simulated and real world robotics benchmarks.

cs.LG↗

Robust Monocular Flight in Cluttered Outdoor Environments

Recently, there have been numerous advances in the development of biologically inspired lightweight Micro Aerial Vehicles (MAVs). While autonomous navigation is fairly straight-forward for large UAVs as expensive sensors and monitoring devices can be employed, robust methods for obstacle avoidance remains a challenging task for MAVs which operate at low altitude in cluttered unstructured environments. Due to payload and power constraints, it is necessary for such systems to have autonomous navigation and flight capabilities using mostly passive sensors such as cameras. In this paper, we describe a robust system that enables autonomous navigation of small agile quad-rotors at low altitude through natural forest environments. We present a direct depth estimation approach that is capable of producing accurate, semi-dense depth-maps in real time. Furthermore, a novel wind-resistant control scheme is presented that enables stable way-point tracking even in the presence of strong winds. We demonstrate the performance of our system through extensive experiments on real images and field tests in a cluttered outdoor environment.

cs.RO↗

Autonomy Infused Teleoperation with Application to BCI Manipulation

Robot teleoperation systems face a common set of challenges including latency, low-dimensional user commands, and asymmetric control inputs. User control with Brain-Computer Interfaces (BCIs) exacerbates these problems through especially noisy and erratic low-dimensional motion commands due to the difficulty in decoding neural activity. We introduce a general framework to address these challenges through a combination of computer vision, user intent inference, and arbitration between the human input and autonomous control schemes. Adjustable levels of assistance allow the system to balance the operator's capabilities and feelings of comfort and control while compensating for a task's difficulty. We present experimental results demonstrating significant performance improvement using the shared-control assistance framework on adapted rehabilitation benchmarks with two subjects implanted with intracortical brain-computer interfaces controlling a seven degree-of-freedom robotic manipulator as a prosthetic. Our results further indicate that shared assistance mitigates perceived user difficulty and even enables successful performance on previously infeasible tasks. We showcase the extensibility of our architecture with applications to quality-of-life tasks such as opening a door, pouring liquids from containers, and manipulation with novel objects in densely cluttered environments.

cs.RO↗

Shared Autonomy via Hindsight Optimization

In shared autonomy, user input and robot autonomy are combined to control a robot to achieve a goal. Often, the robot does not know a priori which goal the user wants to achieve, and must both predict the user's intended goal, and assist in achieving that goal. We formulate the problem of shared autonomy as a Partially Observable Markov Decision Process with uncertainty over the user's goal. We utilize maximum entropy inverse optimal control to estimate a distribution over the user's goal based on the history of inputs. Ideally, the robot assists the user by solving for an action which minimizes the expected cost-to-go for the (unknown) goal. As solving the POMDP to select the optimal action is intractable, we use hindsight optimization to approximate the solution. In a user study, we compare our method to a standard predict-then-blend approach. We find that our method enables users to accomplish tasks more quickly while utilizing less input. However, when asked to rate each system, users were mixed in their assessment, citing a tradeoff between maintaining control authority and accomplishing tasks quickly.

cs.RO↗

Visual Chunking: A List Prediction Framework for Region-Based Object Detection

We consider detecting objects in an image by iteratively selecting from a set of arbitrarily shaped candidate regions. Our generic approach, which we term visual chunking, reasons about the locations of multiple object instances in an image while expressively describing object boundaries. We design an optimization criterion for measuring the performance of a list of such detections as a natural extension to a common per-instance metric. We present an efficient algorithm with provable performance for building a high-quality list of detections from any candidate set of region-based proposals. We also develop a simple class-specific algorithm to generate a candidate region instance in near-linear time in the number of low-level superpixels that outperforms other region generating methods. In order to make predictions on novel images at testing time without access to ground truth, we develop learning approaches to emulate these algorithms' behaviors. We demonstrate that our new approach outperforms sophisticated baselines on benchmark datasets.

cs.CV↗

Solving Games with Functional Regret Estimation

We propose a novel online learning method for minimizing regret in large extensive-form games. The approach learns a function approximator online to estimate the regret for choosing a particular action. A no-regret algorithm uses these estimates in place of the true regrets to define a sequence of policies. We prove the approach sound by providing a bound relating the quality of the function approximation and regret of the algorithm. A corollary being that the method is guaranteed to converge to a Nash equilibrium in self-play so long as the regrets are ultimately realizable by the function approximator. Our technique can be understood as a principled generalization of existing work on abstraction in large games; in our work, both the abstraction as well as the equilibrium are learned during self-play. We demonstrate empirically the method achieves higher quality strategies than state-of-the-art abstraction techniques given the same resources.

cs.AI↗

Vision and Learning for Deliberative Monocular Cluttered Flight

Cameras provide a rich source of information while being passive, cheap and lightweight for small and medium Unmanned Aerial Vehicles (UAVs). In this work we present the first implementation of receding horizon control, which is widely used in ground vehicles, with monocular vision as the only sensing mode for autonomous UAV flight in dense clutter. We make it feasible on UAVs via a number of contributions: novel coupling of perception and control via relevant and diverse, multiple interpretations of the scene around the robot, leveraging recent advances in machine learning to showcase anytime budgeted cost-sensitive feature selection, and fast non-linear regression for monocular depth prediction. We empirically demonstrate the efficacy of our novel pipeline via real world experiments of more than 2 kms through dense trees with a quadrotor built from off-the-shelf parts. Moreover our pipeline is designed to combine information from other modalities like stereo and lidar as well if available.

cs.RO↗

A Unified View of Large-scale Zero-sum Equilibrium Computation

The task of computing approximate Nash equilibria in large zero-sum extensive-form games has received a tremendous amount of attention due mainly to the Annual Computer Poker Competition. Immediately after its inception, two competing and seemingly different approaches emerged---one an application of no-regret online learning, the other a sophisticated gradient method applied to a convex-concave saddle-point formulation. Since then, both approaches have grown in relative isolation with advancements on one side not effecting the other. In this paper, we rectify this by dissecting and, in a sense, unify the two views.

cs.AI↗

Reinforcement and Imitation Learning via Interactive No-Regret Learning

Recent work has demonstrated that problems-- particularly imitation learning and structured prediction-- where a learner's predictions influence the input-distribution it is tested on can be naturally addressed by an interactive approach and analyzed using no-regret online learning. These approaches to imitation learning, however, neither require nor benefit from information about the cost of actions. We extend existing results in two directions: first, we develop an interactive imitation learning approach that leverages cost information; second, we extend the technique to address reinforcement learning. The results provide theoretical support to the commonly observed successes of online approximate policy iteration. Our approach suggests a broad new family of algorithms and provides a unifying view of existing techniques for imitation and reinforcement learning.

cs.LG↗

Knapsack Constrained Contextual Submodular List Prediction with Application to Multi-document Summarization

We study the problem of predicting a set or list of options under knapsack constraint. The quality of such lists are evaluated by a submodular reward function that measures both quality and diversity. Similar to DAgger (Ross et al., 2010), by a reduction to online learning, we show how to adapt two sequence prediction models to imitate greedy maximization under knapsack constraint problems: CONSEQOPT (Dey et al., 2012) and SCP (Ross et al., 2013). Experiments on extractive multi-document summarization show that our approach outperforms existing state-of-the-art methods.

cs.LG↗

Near Optimal Bayesian Active Learning for Decision Making

How should we gather information to make effective decisions? We address Bayesian active learning and experimental design problems, where we sequentially select tests to reduce uncertainty about a set of hypotheses. Instead of minimizing uncertainty per se, we consider a set of overlapping decision regions of these hypotheses. Our goal is to drive uncertainty into a single decision region as quickly as possible. We identify necessary and sufficient conditions for correctly identifying a decision region that contains all hypotheses consistent with observations. We develop a novel Hyperedge Cutting (HEC) algorithm for this problem, and prove that is competitive with the intractable optimal policy. Our efficient implementation of the algorithm relies on computing subsets of the complete homogeneous symmetric polynomials. Finally, we demonstrate its effectiveness on two practical applications: approximate comparison-based learning and active localization using a robot manipulator.

cs.LG↗

SpeedMachines: Anytime Structured Prediction

Structured prediction plays a central role in machine learning applications from computational biology to computer vision. These models require significantly more computation than unstructured models, and, in many applications, algorithms may need to make predictions within a computational budget or in an anytime fashion. In this work we propose an anytime technique for learning structured prediction that, at training time, incorporates both structural elements and feature computation trade-offs that affect test-time inference. We apply our technique to the challenging problem of scene understanding in computer vision and demonstrate efficient and anytime predictions that gradually improve towards state-of-the-art classification performance as the allotted time increases.

cs.LG↗