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Patrick M. Pilarski

Publications and source records attributed to Patrick M. Pilarski.

At least 19 recordsLinked to original sources

Idiobionics: The Unification of Privacy and Intelligent Robotic Prostheses

The human body is at the center of a growing family of technologies designed to tightly and persistently couple biological and digital systems. Robotic prostheses are a representative example of this tight coupling. Also referred to as bionic limbs, robotic prostheses are devices that support people who have lost limbs in pursuing daily life activities such as walking and grasping objects. Bionic limbs are now perceptive and responsive owing to their integration with advanced sensors and artificial intelligence-based control approaches. Consequently, such robotic prostheses can now be viewed as semiautonomous wearable robotic systems that can co-adapt with their users. However, the same sensing and control advancements that increase the capability of robotic prostheses also introduce threat vectors that could be exploited by malicious entities to violate the privacy of users. To fully realize the benefits of next-generation bionic limbs, we maintain it is important to directly understand and address these privacy risks and the barriers they might present to user adoption. This paper therefore introduces a new line of inquiry we term idiobionics to holistically investigate issues at the intersection of privacy and intelligent bionic limbs. As the main contribution of this paper, we define idiobionics, ground it in related literature, and provide preliminary evidence showing and discussing potential adversarial attacks that could exploit intelligent bionic limb designs. We then contribute a curated list of open research questions within idiobionics that are relevant to researchers in wearable robotics and other human-facing autonomous systems. We expect that idiobionics research will help unlock the full potential of robotic prostheses and related bionic devices.

cs.AI

Primate-like perceptual decision making emerges through deep recurrent reinforcement learning

Progress has led to a detailed understanding of the neural mechanisms that underlie decision making in primates. However, less is known about why such mechanisms are present in the first place. Theory suggests that primate decision making mechanisms, and their resultant behavioral abilities, emerged to maximize reward in the face of noisy, temporally evolving information. To test this theory, we trained an end-to-end deep recurrent neural network using reinforcement learning on a noisy perceptual discrimination task. Networks learned several key abilities of primate-like decision making including trading off speed for accuracy, and flexibly changing their mind in the face of new information. Internal dynamics of these networks suggest that these abilities were supported by similar decision mechanisms as those observed in primate neurophysiological studies. These results provide experimental support for key pressures that gave rise to the primate ability to make flexible decisions.

q-bio.NC

Hierarchical Reinforcement Learning Framework for Adaptive Walking Control Using General Value Functions of Lower-Limb Sensor Signals

Rehabilitation technology is a natural setting to study the shared learning and decision-making of human and machine agents. In this work, we explore the use of Hierarchical Reinforcement Learning (HRL) to develop adaptive control strategies for lower-limb exoskeletons, aiming to enhance mobility and autonomy for individuals with motor impairments. Inspired by prominent models of biological sensorimotor processing, our investigated HRL approach breaks down the complex task of exoskeleton control adaptation into a higher-level framework for terrain strategy adaptation and a lower-level framework for providing predictive information; this latter element is implemented via the continual learning of general value functions (GVFs). GVFs generated temporal abstractions of future signal values from multiple wearable lower-limb sensors, including electromyography, pressure insoles, and goniometers. We investigated two methods for incorporating actual and predicted sensor signals into a policy network with the intent to improve the decision-making capacity of the control system of a lower-limb exoskeleton during ambulation across varied terrains. As a key result, we found that the addition of predictions made from GVFs increased overall network accuracy. Terrain-specific performance increases were seen while walking on even ground, uneven ground, up and down ramps, and turns, terrains that are often misclassified without predictive information. This suggests that predictive information can aid decision-making during uncertainty, e.g., on terrains that have a high chance of being misclassified. This work, therefore, contributes new insights into the nuances of HRL and the future development of exoskeletons to facilitate safe transitioning and traversing across different walking environments.

cs.LG

Continually Learned Pavlovian Signalling Without Forgetting for Human-in-the-Loop Robotic Control

Artificial limbs are sophisticated devices to assist people with tasks of daily living. Despite advanced robotic prostheses demonstrating similar motion capabilities to biological limbs, users report them difficult and non-intuitive to use. Providing more effective feedback from the device to the user has therefore become a topic of increased interest. In particular, prediction learning methods from the field of reinforcement learning -- specifically, an approach termed Pavlovian signalling -- have been proposed as one approach for better modulating feedback in prostheses since they can adapt during continuous use. One challenge identified in these learning methods is that they can forget previously learned predictions when a user begins to successfully act upon delivered feedback. The present work directly addresses this challenge, contributing new evidence on the impact of algorithmic choices, such as on- or off-policy methods and representation choices, on the Pavlovian signalling from a machine to a user during their control of a robotic arm. Two conditions of algorithmic differences were studied using different scenarios of controlling a robotic arm: an automated motion system and human participant piloting. Contrary to expectations, off-policy learning did not provide the expected solution to the forgetting problem. We instead identified beneficial properties of a look-ahead state representation that made existing approaches able to learn (and not forget) predictions in support of Pavlovian signalling. This work therefore contributes new insight into the challenges of providing learned predictive feedback from a prosthetic device, and demonstrates avenues for more dynamic signalling in future human-machine interactions.

cs.LG

Adaptive patch foraging in deep reinforcement learning agents

Patch foraging is one of the most heavily studied behavioral optimization challenges in biology. However, despite its importance to biological intelligence, this behavioral optimization problem is understudied in artificial intelligence research. Patch foraging is especially amenable to study given that it has a known optimal solution, which may be difficult to discover given current techniques in deep reinforcement learning. Here, we investigate deep reinforcement learning agents in an ecological patch foraging task. For the first time, we show that machine learning agents can learn to patch forage adaptively in patterns similar to biological foragers, and approach optimal patch foraging behavior when accounting for temporal discounting. Finally, we show emergent internal dynamics in these agents that resemble single-cell recordings from foraging non-human primates, which complements experimental and theoretical work on the neural mechanisms of biological foraging. This work suggests that agents interacting in complex environments with ecologically valid pressures arrive at common solutions, suggesting the emergence of foundational computations behind adaptive, intelligent behavior in both biological and artificial agents.

cs.AI

The Alberta Plan for AI Research

Herein we describe our approach to artificial intelligence research, which we call the Alberta Plan. The Alberta Plan is pursued within our research groups in Alberta and by others who are like minded throughout the world. We welcome all who would join us in this pursuit.

cs.AI

Joint Action is a Framework for Understanding Partnerships Between Humans and Upper Limb Prostheses

Recent advances in upper limb prostheses have led to significant improvements in the number of movements provided by the robotic limb. However, the method for controlling multiple degrees of freedom via user-generated signals remains challenging. To address this issue, various machine learning controllers have been developed to better predict movement intent. As these controllers become more intelligent and take on more autonomy in the system, the traditional approach of representing the human-machine interface as a human controlling a tool becomes limiting. One possible approach to improve the understanding of these interfaces is to model them as collaborative, multi-agent systems through the lens of joint action. The field of joint action has been commonly applied to two human partners who are trying to work jointly together to achieve a task, such as singing or moving a table together, by effecting coordinated change in their shared environment. In this work, we compare different prosthesis controllers (proportional electromyography with sequential switching, pattern recognition, and adaptive switching) in terms of how they present the hallmarks of joint action. The results of the comparison lead to a new perspective for understanding how existing myoelectric systems relate to each other, along with recommendations for how to improve these systems by increasing the collaborative communication between each partner.

cs.HC

Five Properties of Specific Curiosity You Didn't Know Curious Machines Should Have

Curiosity for machine agents has been a focus of lively research activity. The study of human and animal curiosity, particularly specific curiosity, has unearthed several properties that would offer important benefits for machine learners, but that have not yet been well-explored in machine intelligence. In this work, we conduct a comprehensive, multidisciplinary survey of the field of animal and machine curiosity. As a principal contribution of this work, we use this survey as a foundation to introduce and define what we consider to be five of the most important properties of specific curiosity: 1) directedness towards inostensible referents, 2) cessation when satisfied, 3) voluntary exposure, 4) transience, and 5) coherent long-term learning. As a second main contribution of this work, we show how these properties may be implemented together in a proof-of-concept reinforcement learning agent: we demonstrate how the properties manifest in the behaviour of this agent in a simple non-episodic grid-world environment that includes curiosity-inducing locations and induced targets of curiosity. As we would hope, our example of a computational specific curiosity agent exhibits short-term directed behaviour while updating long-term preferences to adaptively seek out curiosity-inducing situations. This work, therefore, presents a landmark synthesis and translation of specific curiosity to the domain of machine learning and reinforcement learning and provides a novel view into how specific curiosity operates and in the future might be integrated into the behaviour of goal-seeking, decision-making computational agents in complex environments.

cs.AI

What Should I Know? Using Meta-gradient Descent for Predictive Feature Discovery in a Single Stream of Experience

In computational reinforcement learning, a growing body of work seeks to construct an agent's perception of the world through predictions of future sensations; predictions about environment observations are used as additional input features to enable better goal-directed decision-making. An open challenge in this line of work is determining from the infinitely many predictions that the agent could possibly make which predictions might best support decision-making. This challenge is especially apparent in continual learning problems where a single stream of experience is available to a singular agent. As a primary contribution, we introduce a meta-gradient descent process by which an agent learns 1) what predictions to make, 2) the estimates for its chosen predictions, and 3) how to use those estimates to generate policies that maximize future reward -- all during a single ongoing process of continual learning. In this manuscript we consider predictions expressed as General Value Functions: temporally extended estimates of the accumulation of a future signal. We demonstrate that through interaction with the environment an agent can independently select predictions that resolve partial-observability, resulting in performance similar to expertly specified GVFs. By learning, rather than manually specifying these predictions, we enable the agent to identify useful predictions in a self-supervised manner, taking a step towards truly autonomous systems.

cs.LG

Prototyping three key properties of specific curiosity in computational reinforcement learning

Curiosity for machine agents has been a focus of intense research. The study of human and animal curiosity, particularly specific curiosity, has unearthed several properties that would offer important benefits for machine learners, but that have not yet been well-explored in machine intelligence. In this work, we introduce three of the most immediate of these properties -- directedness, cessation when satisfied, and voluntary exposure -- and show how they may be implemented together in a proof-of-concept reinforcement learning agent; further, we demonstrate how the properties manifest in the behaviour of this agent in a simple non-episodic grid-world environment that includes curiosity-inducing locations and induced targets of curiosity. As we would hope, the agent exhibits short-term directed behaviour while updating long-term preferences to adaptively seek out curiosity-inducing situations. This work therefore presents a novel view into how specific curiosity operates and in the future might be integrated into the behaviour of goal-seeking, decision-making agents in complex environments.

cs.LG

Assessing Human Interaction in Virtual Reality With Continually Learning Prediction Agents Based on Reinforcement Learning Algorithms: A Pilot Study

Artificial intelligence systems increasingly involve continual learning to enable flexibility in general situations that are not encountered during system training. Human interaction with autonomous systems is broadly studied, but research has hitherto under-explored interactions that occur while the system is actively learning, and can noticeably change its behaviour in minutes. In this pilot study, we investigate how the interaction between a human and a continually learning prediction agent develops as the agent develops competency. Additionally, we compare two different agent architectures to assess how representational choices in agent design affect the human-agent interaction. We develop a virtual reality environment and a time-based prediction task wherein learned predictions from a reinforcement learning (RL) algorithm augment human predictions. We assess how a participant's performance and behaviour in this task differs across agent types, using both quantitative and qualitative analyses. Our findings suggest that human trust of the system may be influenced by early interactions with the agent, and that trust in turn affects strategic behaviour, but limitations of the pilot study rule out any conclusive statement. We identify trust as a key feature of interaction to focus on when considering RL-based technologies, and make several recommendations for modification to this study in preparation for a larger-scale investigation. A video summary of this paper can be found at https://youtu.be/oVYJdnBqTwQ .

cs.AI

A Brief Guide to Designing and Evaluating Human-Centered Interactive Machine Learning

Interactive machine learning (IML) is a field of research that explores how to leverage both human and computational abilities in decision making systems. IML represents a collaboration between multiple complementary human and machine intelligent systems working as a team, each with their own unique abilities and limitations. This teamwork might mean that both systems take actions at the same time, or in sequence. Two major open research questions in the field of IML are: "How should we design systems that can learn to make better decisions over time with human interaction?" and "How should we evaluate the design and deployment of such systems?" A lack of appropriate consideration for the humans involved can lead to problematic system behaviour, and issues of fairness, accountability, and transparency. Thus, our goal with this work is to present a human-centred guide to designing and evaluating IML systems while mitigating risks. This guide is intended to be used by machine learning practitioners who are responsible for the health, safety, and well-being of interacting humans. An obligation of responsibility for public interaction means acting with integrity, honesty, fairness, and abiding by applicable legal statutes. With these values and principles in mind, we as a machine learning research community can better achieve goals of augmenting human skills and abilities. This practical guide therefore aims to support many of the responsible decisions necessary throughout the iterative design, development, and dissemination of IML systems.

cs.HC

The Frost Hollow Experiments: Pavlovian Signalling as a Path to Coordination and Communication Between Agents

Learned communication between agents is a powerful tool when approaching decision-making problems that are hard to overcome by any single agent in isolation. However, continual coordination and communication learning between machine agents or human-machine partnerships remains a challenging open problem. As a stepping stone toward solving the continual communication learning problem, in this paper we contribute a multi-faceted study into what we term Pavlovian signalling -- a process by which learned, temporally extended predictions made by one agent inform decision-making by another agent with different perceptual access to their shared environment. We seek to establish how different temporal processes and representational choices impact Pavlovian signalling between learning agents. To do so, we introduce a partially observable decision-making domain we call the Frost Hollow. In this domain a prediction learning agent and a reinforcement learning agent are coupled into a two-part decision-making system that seeks to acquire sparse reward while avoiding time-conditional hazards. We evaluate two domain variations: 1) machine prediction and control learning in a linear walk, and 2) a prediction learning machine interacting with a human participant in a virtual reality environment. Our results showcase the speed of learning for Pavlovian signalling, the impact that different temporal representations do (and do not) have on agent-agent coordination, and how temporal aliasing impacts agent-agent and human-agent interactions differently. As a main contribution, we establish Pavlovian signalling as a natural bridge between fixed signalling paradigms and fully adaptive communication learning. Our results therefore point to an actionable, constructivist path towards continual communication learning between reinforcement learning agents, with potential impact in a range of real-world settings.

cs.AI

Pavlovian Signalling with General Value Functions in Agent-Agent Temporal Decision Making

In this paper, we contribute a multi-faceted study into Pavlovian signalling -- a process by which learned, temporally extended predictions made by one agent inform decision-making by another agent. Signalling is intimately connected to time and timing. In service of generating and receiving signals, humans and other animals are known to represent time, determine time since past events, predict the time until a future stimulus, and both recognize and generate patterns that unfold in time. We investigate how different temporal processes impact coordination and signalling between learning agents by introducing a partially observable decision-making domain we call the Frost Hollow. In this domain, a prediction learning agent and a reinforcement learning agent are coupled into a two-part decision-making system that works to acquire sparse reward while avoiding time-conditional hazards. We evaluate two domain variations: machine agents interacting in a seven-state linear walk, and human-machine interaction in a virtual-reality environment. Our results showcase the speed of learning for Pavlovian signalling, the impact that different temporal representations do (and do not) have on agent-agent coordination, and how temporal aliasing impacts agent-agent and human-agent interactions differently. As a main contribution, we establish Pavlovian signalling as a natural bridge between fixed signalling paradigms and fully adaptive communication learning between two agents. We further show how to computationally build this adaptive signalling process out of a fixed signalling process, characterized by fast continual prediction learning and minimal constraints on the nature of the agent receiving signals. Our results therefore suggest an actionable, constructivist path towards communication learning between reinforcement learning agents.

cs.AI

Finding Useful Predictions by Meta-gradient Descent to Improve Decision-making

In computational reinforcement learning, a growing body of work seeks to express an agent's model of the world through predictions about future sensations. In this manuscript we focus on predictions expressed as General Value Functions: temporally extended estimates of the accumulation of a future signal. One challenge is determining from the infinitely many predictions that the agent could possibly make which might support decision-making. In this work, we contribute a meta-gradient descent method by which an agent can directly specify what predictions it learns, independent of designer instruction. To that end, we introduce a partially observable domain suited to this investigation. We then demonstrate that through interaction with the environment an agent can independently select predictions that resolve the partial-observability, resulting in performance similar to expertly chosen value functions. By learning, rather than manually specifying these predictions, we enable the agent to identify useful predictions in a self-supervised manner, taking a step towards truly autonomous systems.

cs.LG

What's a Good Prediction? Challenges in evaluating an agent's knowledge

Constructing general knowledge by learning task-independent models of the world can help agents solve challenging problems. However, both constructing and evaluating such models remains an open challenge. The most common approaches to evaluating models is to assess their accuracy with respect to observable values. However, the prevailing reliance on estimator accuracy as a proxy for the usefulness of the knowledge has the potential to lead us astray. We demonstrate the conflict between accuracy and usefulness through a series of illustrative examples including both a thought experiment and empirical example in MineCraft, using the General Value Function framework (GVF). Having identified challenges in assessing an agent's knowledge, we propose an alternate evaluation approach that arises continually in the online continual learning setting we recommend evaluation by examining internal learning processes, specifically the relevance of a GVF's features to the prediction task at hand. This paper contributes a first look into evaluation of predictions through their use, an integral component of predictive knowledge which is as of yet unexplored.

cs.AI

Interpretable PID Parameter Tuning for Control Engineering using General Dynamic Neural Networks: An Extensive Comparison

Modern automation systems rely on closed loop control, wherein a controller interacts with a controlled process, based on observations. These systems are increasingly complex, yet most controllers are linear Proportional-Integral-Derivative (PID) controllers. PID controllers perform well on linear and near-linear systems but their simplicity is at odds with the robustness required to reliably control complex processes. Modern machine learning offers a way to extend PID controllers beyond their linear capabilities by using neural networks. However, such an extension comes at the cost of losing stability guarantees and controller interpretability. In this paper, we examine the utility of extending PID controllers with recurrent neural networks-namely, General Dynamic Neural Networks (GDNN); we show that GDNN (neural) PID controllers perform well on a range of control systems and highlight how they can be a scalable and interpretable option for control systems. To do so, we provide an extensive study using four benchmark systems that represent the most common control engineering benchmarks. All control benchmarks are evaluated with and without noise as well as with and without disturbances. The neural PID controller performs better than standard PID control in 15 of 16 tasks and better than model-based control in 13 of 16 tasks. As a second contribution, we address the lack of interpretability that prevents neural networks from being used in real-world control processes. We use bounded-input bounded-output stability analysis to evaluate the parameters suggested by the neural network, thus making them understandable. This combination of rigorous evaluation paired with better interpretability is an important step towards the acceptance of neural-network-based control approaches. It is furthermore an important step towards interpretable and safely applied artificial intelligence.

cs.LG

Gamma-Nets: Generalizing Value Estimation over Timescale

We present $Γ$-nets, a method for generalizing value function estimation over timescale. By using the timescale as one of the estimator's inputs we can estimate value for arbitrary timescales. As a result, the prediction target for any timescale is available and we are free to train on multiple timescales at each timestep. Here we empirically evaluate $Γ$-nets in the policy evaluation setting. We first demonstrate the approach on a square wave and then on a robot arm using linear function approximation. Next, we consider the deep reinforcement learning setting using several Atari video games. Our results show that $Γ$-nets can be effective for predicting arbitrary timescales, with only a small cost in accuracy as compared to learning estimators for fixed timescales. $Γ$-nets provide a method for compactly making predictions at many timescales without requiring a priori knowledge of the task, making it a valuable contribution to ongoing work on model-based planning, representation learning, and lifelong learning algorithms.

cs.LG