Searcharxiv⌕ Search

arXiv subjects

Richard Dazeley

Publications and source records attributed to Richard Dazeley.

At least 37 records · Page 2Linked to original sources

Multi-objective Reinforcement Learning: A Tool for Pluralistic Alignment

Reinforcement learning (RL) is a valuable tool for the creation of AI systems. However it may be problematic to adequately align RL based on scalar rewards if there are multiple conflicting values or stakeholders to be considered. Over the last decade multi-objective reinforcement learning (MORL) using vector rewards has emerged as an alternative to standard, scalar RL. This paper provides an overview of the role which MORL can play in creating pluralistically-aligned AI.

cs.LG↗

Margin-bounded Confidence Scores for Out-of-Distribution Detection

In many critical Machine Learning applications, such as autonomous driving and medical image diagnosis, the detection of out-of-distribution (OOD) samples is as crucial as accurately classifying in-distribution (ID) inputs. Recently Outlier Exposure (OE) based methods have shown promising results in detecting OOD inputs via model fine-tuning with auxiliary outlier data. However, most of the previous OE-based approaches emphasize more on synthesizing extra outlier samples or introducing regularization to diversify OOD sample space, which is rather unquantifiable in practice. In this work, we propose a novel and straightforward method called Margin bounded Confidence Scores (MaCS) to address the nontrivial OOD detection problem by enlarging the disparity between ID and OOD scores, which in turn makes the decision boundary more compact facilitating effective segregation with a simple threshold. Specifically, we augment the learning objective of an OE regularized classifier with a supplementary constraint, which penalizes high confidence scores for OOD inputs compared to that of ID and significantly enhances the OOD detection performance while maintaining the ID classification accuracy. Extensive experiments on various benchmark datasets for image classification tasks demonstrate the effectiveness of the proposed method by significantly outperforming state-of-the-art (S.O.T.A) methods on various benchmarking metrics. The code is publicly available at https://github.com/lakpa-tamang9/margin_ood

cs.CV↗

Utility-Based Reinforcement Learning: Unifying Single-objective and Multi-objective Reinforcement Learning

Research in multi-objective reinforcement learning (MORL) has introduced the utility-based paradigm, which makes use of both environmental rewards and a function that defines the utility derived by the user from those rewards. In this paper we extend this paradigm to the context of single-objective reinforcement learning (RL), and outline multiple potential benefits including the ability to perform multi-policy learning across tasks relating to uncertain objectives, risk-aware RL, discounting, and safe RL. We also examine the algorithmic implications of adopting a utility-based approach.

cs.LG↗

An Empirical Investigation of Value-Based Multi-objective Reinforcement Learning for Stochastic Environments

One common approach to solve multi-objective reinforcement learning (MORL) problems is to extend conventional Q-learning by using vector Q-values in combination with a utility function. However issues can arise with this approach in the context of stochastic environments, particularly when optimising for the Scalarised Expected Reward (SER) criterion. This paper extends prior research, providing a detailed examination of the factors influencing the frequency with which value-based MORL Q-learning algorithms learn the SER-optimal policy for an environment with stochastic state transitions. We empirically examine several variations of the core multi-objective Q-learning algorithm as well as reward engineering approaches, and demonstrate the limitations of these methods. In particular, we highlight the critical impact of the noisy Q-value estimates issue on the stability and convergence of these algorithms.

cs.LG↗

Masked Autoencoders in 3D Point Cloud Representation Learning

Transformer-based Self-supervised Representation Learning methods learn generic features from unlabeled datasets for providing useful network initialization parameters for downstream tasks. Recently, self-supervised learning based upon masking local surface patches for 3D point cloud data has been under-explored. In this paper, we propose masked Autoencoders in 3D point cloud representation learning (abbreviated as MAE3D), a novel autoencoding paradigm for self-supervised learning. We first split the input point cloud into patches and mask a portion of them, then use our Patch Embedding Module to extract the features of unmasked patches. Secondly, we employ patch-wise MAE3D Transformers to learn both local features of point cloud patches and high-level contextual relationships between patches and complete the latent representations of masked patches. We use our Point Cloud Reconstruction Module with multi-task loss to complete the incomplete point cloud as a result. We conduct self-supervised pre-training on ShapeNet55 with the point cloud completion pre-text task and fine-tune the pre-trained model on ModelNet40 and ScanObjectNN (PB\_T50\_RS, the hardest variant). Comprehensive experiments demonstrate that the local features extracted by our MAE3D from point cloud patches are beneficial for downstream classification tasks, soundly outperforming state-of-the-art methods ($93.4\%$ and $86.2\%$ classification accuracy, respectively).

cs.CV↗

Current Status and Trends of Engineering Entrepreneurship Education in Australian Universities

This research sheds light on the present and future landscape of Engineering Entrepreneurship Education (EEE) by exploring varied approaches and models adopted in Australian universities, evaluating program effectiveness, and offering recommendations for curriculum enhancement. While EEE programs have been in existence for over two decades, their efficacy remains underexplored. Using a multi-method approach encompassing self-reflection, scoping review, surveys, and interviews, this study addresses key research questions regarding the state, challenges, trends, and effectiveness of EEE. Findings reveal challenges like resource limitations and propose solutions such as experiential learning and industry partnerships. These insights underscore the importance of tailored EEE and inform teaching strategies and curriculum development, benefiting educators and policymakers worldwide.

cs.CY↗

Weighted Point Cloud Normal Estimation

Existing normal estimation methods for point clouds are often less robust to severe noise and complex geometric structures. Also, they usually ignore the contributions of different neighbouring points during normal estimation, which leads to less accurate results. In this paper, we introduce a weighted normal estimation method for 3D point cloud data. We innovate in two key points: 1) we develop a novel weighted normal regression technique that predicts point-wise weights from local point patches and use them for robust, feature-preserving normal regression; 2) we propose to conduct contrastive learning between point patches and the corresponding ground-truth normals of the patches' central points as a pre-training process to facilitate normal regression. Comprehensive experiments demonstrate that our method can robustly handle noisy and complex point clouds, achieving state-of-the-art performance on both synthetic and real-world datasets.

cs.CV↗

Segmentation-Driven Feature-Preserving Mesh Denoising

Feature-preserving mesh denoising has received noticeable attention in visual media, with the aim of recovering high-fidelity, clean mesh shapes from the ones that are contaminated by noise. Existing denoising methods often design smaller weights for anisotropic surfaces and larger weights for isotropic surfaces in order to preserve sharp features, such as edges or corners, on the mesh shapes. However, they often disregard the fact that such small weights on anisotropic surfaces still pose negative impacts on the denoising outcomes and detail preservation results on the shapes. In this paper, we propose a novel segmentation-driven mesh denoising method which performs region-wise denoising, and thus avoids the disturbance of anisotropic neighbour faces for better feature preservation results. Also, our backbone can be easily embedded into commonly-used mesh denoising frameworks. Extensive experiments have demonstrated that our method can enhance the denoising results on a wide range of synthetic and real mesh models, both quantitatively and visually.

cs.GR↗

Broad-persistent Advice for Interactive Reinforcement Learning Scenarios

The use of interactive advice in reinforcement learning scenarios allows for speeding up the learning process for autonomous agents. Current interactive reinforcement learning research has been limited to real-time interactions that offer relevant user advice to the current state only. Moreover, the information provided by each interaction is not retained and instead discarded by the agent after a single use. In this paper, we present a method for retaining and reusing provided knowledge, allowing trainers to give general advice relevant to more than just the current state. Results obtained show that the use of broad-persistent advice substantially improves the performance of the agent while reducing the number of interactions required for the trainer.

cs.AI↗

Elastic Step DQN: A novel multi-step algorithm to alleviate overestimation in Deep QNetworks

Deep Q-Networks algorithm (DQN) was the first reinforcement learning algorithm using deep neural network to successfully surpass human level performance in a number of Atari learning environments. However, divergent and unstable behaviour have been long standing issues in DQNs. The unstable behaviour is often characterised by overestimation in the $Q$-values, commonly referred to as the overestimation bias. To address the overestimation bias and the divergent behaviour, a number of heuristic extensions have been proposed. Notably, multi-step updates have been shown to drastically reduce unstable behaviour while improving agent's training performance. However, agents are often highly sensitive to the selection of the multi-step update horizon ($n$), and our empirical experiments show that a poorly chosen static value for $n$ can in many cases lead to worse performance than single-step DQN. Inspired by the success of $n$-step DQN and the effects that multi-step updates have on overestimation bias, this paper proposes a new algorithm that we call `Elastic Step DQN' (ES-DQN). It dynamically varies the step size horizon in multi-step updates based on the similarity of states visited. Our empirical evaluation shows that ES-DQN out-performs $n$-step with fixed $n$ updates, Double DQN and Average DQN in several OpenAI Gym environments while at the same time alleviating the overestimation bias.

cs.LG↗

Evaluating Human-like Explanations for Robot Actions in Reinforcement Learning Scenarios

Explainable artificial intelligence is a research field that tries to provide more transparency for autonomous intelligent systems. Explainability has been used, particularly in reinforcement learning and robotic scenarios, to better understand the robot decision-making process. Previous work, however, has been widely focused on providing technical explanations that can be better understood by AI practitioners than non-expert end-users. In this work, we make use of human-like explanations built from the probability of success to complete the goal that an autonomous robot shows after performing an action. These explanations are intended to be understood by people who have no or very little experience with artificial intelligence methods. This paper presents a user trial to study whether these explanations that focus on the probability an action has of succeeding in its goal constitute a suitable explanation for non-expert end-users. The results obtained show that non-expert participants rate robot explanations that focus on the probability of success higher and with less variance than technical explanations generated from Q-values, and also favor counterfactual explanations over standalone explanations.

cs.AI↗

Human Engagement Providing Evaluative and Informative Advice for Interactive Reinforcement Learning

Interactive reinforcement learning proposes the use of externally-sourced information in order to speed up the learning process. When interacting with a learner agent, humans may provide either evaluative or informative advice. Prior research has focused on the effect of human-sourced advice by including real-time feedback on the interactive reinforcement learning process, specifically aiming to improve the learning speed of the agent, while minimising the time demands on the human. This work focuses on answering which of two approaches, evaluative or informative, is the preferred instructional approach for humans. Moreover, this work presents an experimental setup for a human-trial designed to compare the methods people use to deliver advice in terms of human engagement. The results obtained show that users giving informative advice to the learner agents provide more accurate advice, are willing to assist the learner agent for a longer time, and provide more advice per episode. Additionally, self-evaluation from participants using the informative approach has indicated that the agent's ability to follow the advice is higher, and therefore, they feel their own advice to be of higher accuracy when compared to people providing evaluative advice.

cs.AI↗

Scalar reward is not enough: A response to Silver, Singh, Precup and Sutton (2021)

The recent paper `"Reward is Enough" by Silver, Singh, Precup and Sutton posits that the concept of reward maximisation is sufficient to underpin all intelligence, both natural and artificial. We contest the underlying assumption of Silver et al. that such reward can be scalar-valued. In this paper we explain why scalar rewards are insufficient to account for some aspects of both biological and computational intelligence, and argue in favour of explicitly multi-objective models of reward maximisation. Furthermore, we contend that even if scalar reward functions can trigger intelligent behaviour in specific cases, it is still undesirable to use this approach for the development of artificial general intelligence due to unacceptable risks of unsafe or unethical behaviour.

cs.AI↗

A Broad-persistent Advising Approach for Deep Interactive Reinforcement Learning in Robotic Environments

Deep Reinforcement Learning (DeepRL) methods have been widely used in robotics to learn about the environment and acquire behaviors autonomously. Deep Interactive Reinforcement Learning (DeepIRL) includes interactive feedback from an external trainer or expert giving advice to help learners choosing actions to speed up the learning process. However, current research has been limited to interactions that offer actionable advice to only the current state of the agent. Additionally, the information is discarded by the agent after a single use that causes a duplicate process at the same state for a revisit. In this paper, we present Broad-persistent Advising (BPA), a broad-persistent advising approach that retains and reuses the processed information. It not only helps trainers to give more general advice relevant to similar states instead of only the current state but also allows the agent to speed up the learning process. We test the proposed approach in two continuous robotic scenarios, namely, a cart pole balancing task and a simulated robot navigation task. The obtained results show that the performance of the agent using BPA improves while keeping the number of interactions required for the trainer in comparison to the DeepIRL approach.

cs.RO↗

A Conceptual Framework for Externally-influenced Agents: An Assisted Reinforcement Learning Review

A long-term goal of reinforcement learning agents is to be able to perform tasks in complex real-world scenarios. The use of external information is one way of scaling agents to more complex problems. However, there is a general lack of collaboration or interoperability between different approaches using external information. In this work, while reviewing externally-influenced methods, we propose a conceptual framework and taxonomy for assisted reinforcement learning, aimed at fostering collaboration by classifying and comparing various methods that use external information in the learning process. The proposed taxonomy details the relationship between the external information source and the learner agent, highlighting the process of information decomposition, structure, retention, and how it can be used to influence agent learning. As well as reviewing state-of-the-art methods, we identify current streams of reinforcement learning that use external information in order to improve the agent's performance and its decision-making process. These include heuristic reinforcement learning, interactive reinforcement learning, learning from demonstration, transfer learning, and learning from multiple sources, among others. These streams of reinforcement learning operate with the shared objective of scaffolding the learner agent. Lastly, we discuss further possibilities for future work in the field of assisted reinforcement learning systems.

cs.AI↗

Persistent Rule-based Interactive Reinforcement Learning

Interactive reinforcement learning has allowed speeding up the learning process in autonomous agents by including a human trainer providing extra information to the agent in real-time. Current interactive reinforcement learning research has been limited to real-time interactions that offer relevant user advice to the current state only. Additionally, the information provided by each interaction is not retained and instead discarded by the agent after a single-use. In this work, we propose a persistent rule-based interactive reinforcement learning approach, i.e., a method for retaining and reusing provided knowledge, allowing trainers to give general advice relevant to more than just the current state. Our experimental results show persistent advice substantially improves the performance of the agent while reducing the number of interactions required for the trainer. Moreover, rule-based advice shows similar performance impact as state-based advice, but with a substantially reduced interaction count.

cs.AI↗

Explainable robotic systems: Understanding goal-driven actions in a reinforcement learning scenario

Robotic systems are more present in our society everyday. In human-robot environments, it is crucial that end-users may correctly understand their robotic team-partners, in order to collaboratively complete a task. To increase action understanding, users demand more explainability about the decisions by the robot in particular situations. Recently, explainable robotic systems have emerged as an alternative focused not only on completing a task satisfactorily, but also on justifying, in a human-like manner, the reasons that lead to making a decision. In reinforcement learning scenarios, a great effort has been focused on providing explanations using data-driven approaches, particularly from the visual input modality in deep learning-based systems. In this work, we focus rather on the decision-making process of reinforcement learning agents performing a task in a robotic scenario. Experimental results are obtained using 3 different set-ups, namely, a deterministic navigation task, a stochastic navigation task, and a continuous visual-based sorting object task. As a way to explain the goal-driven robot's actions, we use the probability of success computed by three different proposed approaches: memory-based, learning-based, and introspection-based. The difference between these approaches is the amount of memory required to compute or estimate the probability of success as well as the kind of reinforcement learning representation where they could be used. In this regard, we use the memory-based approach as a baseline since it is obtained directly from the agent's observations. When comparing the learning-based and the introspection-based approaches to this baseline, both are found to be suitable alternatives to compute the probability of success, obtaining high levels of similarity when compared using both the Pearson's correlation and the mean squared error.

cs.AI↗

Explainable Reinforcement Learning for Broad-XAI: A Conceptual Framework and Survey

Broad Explainable Artificial Intelligence moves away from interpreting individual decisions based on a single datum and aims to provide integrated explanations from multiple machine learning algorithms into a coherent explanation of an agent's behaviour that is aligned to the communication needs of the explainee. Reinforcement Learning (RL) methods, we propose, provide a potential backbone for the cognitive model required for the development of Broad-XAI. RL represents a suite of approaches that have had increasing success in solving a range of sequential decision-making problems. However, these algorithms all operate as black-box problem solvers, where they obfuscate their decision-making policy through a complex array of values and functions. EXplainable RL (XRL) is relatively recent field of research that aims to develop techniques to extract concepts from the agent's: perception of the environment; intrinsic/extrinsic motivations/beliefs; Q-values, goals and objectives. This paper aims to introduce a conceptual framework, called the Causal XRL Framework (CXF), that unifies the current XRL research and uses RL as a backbone to the development of Broad-XAI. Additionally, we recognise that RL methods have the ability to incorporate a range of technologies to allow agents to adapt to their environment. CXF is designed for the incorporation of many standard RL extensions and integrated with external ontologies and communication facilities so that the agent can answer questions that explain outcomes and justify its decisions.

cs.AI↗