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Shalabh Bhatnagar

Publications and source records attributed to Shalabh Bhatnagar.

At least 37 records · Page 2Linked to original sources

Accelerating SfM-based Pose Estimation with Dominating Set

This paper introduces a preprocessing technique to speed up Structure-from-Motion (SfM) based pose estimation, which is critical for real-time applications like augmented reality (AR), virtual reality (VR), and robotics. Our method leverages the concept of a dominating set from graph theory to preprocess SfM models, significantly enhancing the speed of the pose estimation process without losing significant accuracy. Using the OnePose dataset, we evaluated our method across various SfM-based pose estimation techniques. The results demonstrate substantial improvements in processing speed, ranging from 1.5 to 14.48 times, and a reduction in reference images and point cloud size by factors of 17-23 and 2.27-4, respectively. This work offers a promising solution for efficient and accurate 3D pose estimation, balancing speed and accuracy in real-time applications.

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A policy gradient approach for Finite Horizon Constrained Markov Decision Processes

The infinite horizon setting is widely adopted for problems of reinforcement learning (RL). These invariably result in stationary policies that are optimal. In many situations, finite horizon control problems are of interest and for such problems, the optimal policies are time-varying in general. Another setting that has become popular in recent times is of Constrained Reinforcement Learning, where the agent maximizes its rewards while it also aims to satisfy some given constraint criteria. However, this setting has only been studied in the context of infinite horizon MDPs where stationary policies are optimal. We present an algorithm for constrained RL in the Finite Horizon Setting where the horizon terminates after a fixed (finite) time. We use function approximation in our algorithm which is essential when the state and action spaces are large or continuous and use the policy gradient method to find the optimal policy. The optimal policy that we obtain depends on the stage and so is non-stationary in general. To the best of our knowledge, our paper presents the first policy gradient algorithm for the finite horizon setting with constraints. We show the convergence of our algorithm to a constrained optimal policy. We also compare and analyze the performance of our algorithm through experiments and show that our algorithm performs better than some other well known algorithms.

cs.LG↗

Gradient-Weighted Feature Back-Projection: A Fast Alternative to Feature Distillation in 3D Gaussian Splatting

We introduce a training-free method for feature field rendering in Gaussian splatting. Our approach back-projects 2D features into pre-trained 3D Gaussians, using a weighted sum based on each Gaussian's influence in the final rendering. While most training-based feature field rendering methods excel at 2D segmentation but perform poorly at 3D segmentation without post-processing, our method achieves high-quality results in both 2D and 3D segmentation. Experimental results demonstrate that our approach is fast, scalable, and offers performance comparable to training-based methods.

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Gradient-Driven 3D Segmentation and Affordance Transfer in Gaussian Splatting Using 2D Masks

3D Gaussian Splatting has emerged as a powerful 3D scene representation technique, capturing fine details with high efficiency. In this paper, we introduce a novel voting-based method that extends 2D segmentation models to 3D Gaussian splats. Our approach leverages masked gradients, where gradients are filtered by input 2D masks, and these gradients are used as votes to achieve accurate segmentation. As a byproduct, we discovered that inference-time gradients can also be used to prune Gaussians, resulting in up to 21% compression. Additionally, we explore few-shot affordance transfer, allowing annotations from 2D images to be effectively transferred onto 3D Gaussian splats. The robust yet straightforward mathematical formulation underlying this approach makes it a highly effective tool for numerous downstream applications, such as augmented reality (AR), object editing, and robotics. The project code and additional resources are available at https://jojijoseph.github.io/3dgs-segmentation.

cs.CV↗

n-Step Temporal Difference Learning with Optimal n

We consider the problem of finding the optimal value of n in the n-step temporal difference (TD) learning algorithm. Our objective function for the optimization problem is the average root mean squared error (RMSE). We find the optimal n by resorting to a model-free optimization technique involving a one-simulation simultaneous perturbation stochastic approximation (SPSA) based procedure. Whereas SPSA is a zeroth-order continuous optimization procedure, we adapt it to the discrete optimization setting by using a random projection operator. We prove the asymptotic convergence of the recursion by showing that the sequence of n-updates obtained using zeroth-order stochastic gradient search converges almost surely to an internally chain transitive invariant set of an associated differential inclusion. This results in convergence of the discrete parameter sequence to the optimal n in n-step TD. Through experiments, we show that the optimal value of n is achieved with our SDPSA algorithm for arbitrary initial values. We further show using numerical evaluations that SDPSA outperforms the state-of-the-art discrete parameter stochastic optimization algorithm Optimal Computing Budget Allocation (OCBA) on benchmark RL tasks.

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Actor-Critic or Critic-Actor? A Tale of Two Time Scales

We revisit the standard formulation of tabular actor-critic algorithm as a two time-scale stochastic approximation with value function computed on a faster time-scale and policy computed on a slower time-scale. This emulates policy iteration. We observe that reversal of the time scales will in fact emulate value iteration and is a legitimate algorithm. We provide a proof of convergence and compare the two empirically with and without function approximation (with both linear and nonlinear function approximators) and observe that our proposed critic-actor algorithm performs on par with actor-critic in terms of both accuracy and computational effort.

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Approximate Linear Programming for Decentralized Policy Iteration in Cooperative Multi-agent Markov Decision Processes

In this work, we consider a cooperative multi-agent Markov decision process (MDP) involving m agents. At each decision epoch, all the m agents independently select actions in order to maximize a common long-term objective. In the policy iteration process of multi-agent setup, the number of actions grows exponentially with the number of agents, incurring huge computational costs. Thus, recent works consider decentralized policy improvement, where each agent improves its decisions unilaterally, assuming that the decisions of the other agents are fixed. However, exact value functions are considered in the literature, which is computationally expensive for a large number of agents with high dimensional state-action space. Thus, we propose approximate decentralized policy iteration algorithms, using approximate linear programming with function approximation to compute the approximate value function for decentralized policy improvement. Further, we consider (both) cooperative multi-agent finite and infinite horizon discounted MDPs and propose suitable algorithms in each case. Moreover, we provide theoretical guarantees for our algorithms and also demonstrate their advantages over existing state-of-the-art algorithms in the literature.

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Generalized Simultaneous Perturbation-based Gradient Search with Reduced Estimator Bias

We present in this paper a family of generalized simultaneous perturbation-based gradient search (GSPGS) estimators that use noisy function measurements. The number of function measurements required by each estimator is guided by the desired level of accuracy. We first present in detail unbalanced generalized simultaneous perturbation stochastic approximation (GSPSA) estimators and later present the balanced versions (B-GSPSA) of these. We extend this idea further and present the generalized smoothed functional (GSF) and generalized random directions stochastic approximation (GRDSA) estimators, respectively, as well as their balanced variants. We show that estimators within any specified class requiring more number of function measurements result in lower estimator bias. We present a detailed analysis of both the asymptotic and non-asymptotic convergence of the resulting stochastic approximation schemes. We further present a series of experimental results with the various GSPGS estimators on the Rastrigin and quadratic function objectives. Our experiments are seen to validate our theoretical findings.

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Energy Management in a Cooperative Energy Harvesting Wireless Sensor Network

In this paper, we consider the problem of finding an optimal energy management policy for a network of sensor nodes capable of harvesting their own energy and sharing it with other nodes in the network. We formulate this problem in the discounted cost Markov decision process framework and obtain good energy-sharing policies using the Deep Deterministic Policy Gradient (DDPG) algorithm. Earlier works have attempted to obtain the optimal energy allocation policy for a single sensor and for multiple sensors arranged on a mote with a single centralized energy buffer. Our algorithms, on the other hand, provide optimal policies for a distributed network of sensors individually harvesting energy and capable of sharing energy amongst themselves. Through simulations, we illustrate that the policies obtained by our DDPG algorithm using this enhanced network model outperform algorithms that do not share energy or use a centralized energy buffer in the distributed multi-nodal case.

eess.SY↗

The Reinforce Policy Gradient Algorithm Revisited

We revisit the Reinforce policy gradient algorithm from the literature. Note that this algorithm typically works with cost returns obtained over random length episodes obtained from either termination upon reaching a goal state (as with episodic tasks) or from instants of visit to a prescribed recurrent state (in the case of continuing tasks). We propose a major enhancement to the basic algorithm. We estimate the policy gradient using a function measurement over a perturbed parameter by appealing to a class of random search approaches. This has advantages in the case of systems with infinite state and action spaces as it relax some of the regularity requirements that would otherwise be needed for proving convergence of the Reinforce algorithm. Nonetheless, we observe that even though we estimate the gradient of the performance objective using the performance objective itself (and not via the sample gradient), the algorithm converges to a neighborhood of a local minimum. We also provide a proof of convergence for this new algorithm.

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Off-Policy Average Reward Actor-Critic with Deterministic Policy Search

The average reward criterion is relatively less studied as most existing works in the Reinforcement Learning literature consider the discounted reward criterion. There are few recent works that present on-policy average reward actor-critic algorithms, but average reward off-policy actor-critic is relatively less explored. In this work, we present both on-policy and off-policy deterministic policy gradient theorems for the average reward performance criterion. Using these theorems, we also present an Average Reward Off-Policy Deep Deterministic Policy Gradient (ARO-DDPG) Algorithm. We first show asymptotic convergence analysis using the ODE-based method. Subsequently, we provide a finite time analysis of the resulting stochastic approximation scheme with linear function approximator and obtain an $ε$-optimal stationary policy with a sample complexity of $Ω(ε^{-2.5})$. We compare the average reward performance of our proposed ARO-DDPG algorithm and observe better empirical performance compared to state-of-the-art on-policy average reward actor-critic algorithms over MuJoCo-based environments.

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A Gradient Smoothed Functional Algorithm with Truncated Cauchy Random Perturbations for Stochastic Optimization

In this paper, we present a stochastic gradient algorithm for minimizing a smooth objective function that is an expectation over noisy cost samples, and only the latter are observed for any given parameter. Our algorithm employs a gradient estimation scheme with random perturbations, which are formed using the truncated Cauchy distribution from the delta sphere. We analyze the bias and variance of the proposed gradient estimator. Our algorithm is found to be particularly useful in the case when the objective function is non-convex, and the parameter dimension is high. From an asymptotic convergence analysis, we establish that our algorithm converges almost surely to the set of stationary points of the objective function and obtains the asymptotic convergence rate. We also show that our algorithm avoids unstable equilibria, implying convergence to local minima. Further, we perform a non-asymptotic convergence analysis of our algorithm. In particular, we establish here a non-asymptotic bound for finding an epsilon-stationary point of the non-convex objective function. Finally, we demonstrate numerically through simulations that the performance of our algorithm outperforms GSF, SPSA, and RDSA by a significant margin over a few non-convex settings and further validate its performance over convex (noisy) objectives.

math.OC↗

A Framework for Provably Stable and Consistent Training of Deep Feedforward Networks

We present a novel algorithm for training deep neural networks in supervised (classification and regression) and unsupervised (reinforcement learning) scenarios. This algorithm combines the standard stochastic gradient descent and the gradient clipping method. The output layer is updated using clipped gradients, the rest of the neural network is updated using standard gradients. Updating the output layer using clipped gradient stabilizes it. We show that the remaining layers are automatically stabilized provided the neural network is only composed of squashing (compact range) activations. We also present a novel squashing activation function - it is obtained by modifying a Gaussian Error Linear Unit (GELU) to have compact range - we call it Truncated GELU (tGELU). Unlike other squashing activations, such as sigmoid, the range of tGELU can be explicitly specified. As a consequence, the problem of vanishing gradients that arise due to a small range, e.g., in the case of a sigmoid activation, is eliminated. We prove that a NN composed of squashing activations (tGELU, sigmoid, etc.), when updated using the algorithm presented herein, is numerically stable and has consistent performance (low variance). The theory is supported by extensive experiments. Within reinforcement learning, as a consequence of our study, we show that target networks in Deep Q-Learning can be omitted, greatly speeding up learning and alleviating memory requirements. Cross-entropy based classification algorithms that suffer from high variance issues are more consistent when trained using our framework. One symptom of numerical instability in training is the high variance of the neural network update values. We show, in theory and through experiments, that our algorithm updates have low variance, and the training loss reduces in a smooth manner.

cs.LG↗

A Cubic-regularized Policy Newton Algorithm for Reinforcement Learning

We consider the problem of control in the setting of reinforcement learning (RL), where model information is not available. Policy gradient algorithms are a popular solution approach for this problem and are usually shown to converge to a stationary point of the value function. In this paper, we propose two policy Newton algorithms that incorporate cubic regularization. Both algorithms employ the likelihood ratio method to form estimates of the gradient and Hessian of the value function using sample trajectories. The first algorithm requires an exact solution of the cubic regularized problem in each iteration, while the second algorithm employs an efficient gradient descent-based approximation to the cubic regularized problem. We establish convergence of our proposed algorithms to a second-order stationary point (SOSP) of the value function, which results in the avoidance of traps in the form of saddle points. In particular, the sample complexity of our algorithms to find an $ε$-SOSP is $O(ε^{-3.5})$, which is an improvement over the state-of-the-art sample complexity of $O(ε^{-4.5})$.

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Model-based Safe Deep Reinforcement Learning via a Constrained Proximal Policy Optimization Algorithm

During initial iterations of training in most Reinforcement Learning (RL) algorithms, agents perform a significant number of random exploratory steps. In the real world, this can limit the practicality of these algorithms as it can lead to potentially dangerous behavior. Hence safe exploration is a critical issue in applying RL algorithms in the real world. This problem has been recently well studied under the Constrained Markov Decision Process (CMDP) Framework, where in addition to single-stage rewards, an agent receives single-stage costs or penalties as well depending on the state transitions. The prescribed cost functions are responsible for mapping undesirable behavior at any given time-step to a scalar value. The goal then is to find a feasible policy that maximizes reward returns while constraining the cost returns to be below a prescribed threshold during training as well as deployment. We propose an On-policy Model-based Safe Deep RL algorithm in which we learn the transition dynamics of the environment in an online manner as well as find a feasible optimal policy using the Lagrangian Relaxation-based Proximal Policy Optimization. We use an ensemble of neural networks with different initializations to tackle epistemic and aleatoric uncertainty issues faced during environment model learning. We compare our approach with relevant model-free and model-based approaches in Constrained RL using the challenging Safe Reinforcement Learning benchmark - the Open AI Safety Gym. We demonstrate that our algorithm is more sample efficient and results in lower cumulative hazard violations as compared to constrained model-free approaches. Further, our approach shows better reward performance than other constrained model-based approaches in the literature.

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Neural Network Compatible Off-Policy Natural Actor-Critic Algorithm

Learning optimal behavior from existing data is one of the most important problems in Reinforcement Learning (RL). This is known as "off-policy control" in RL where an agent's objective is to compute an optimal policy based on the data obtained from the given policy (known as the behavior policy). As the optimal policy can be very different from the behavior policy, learning optimal behavior is very hard in the "off-policy" setting compared to the "on-policy" setting where new data from the policy updates will be utilized in learning. This work proposes an off-policy natural actor-critic algorithm that utilizes state-action distribution correction for handling the off-policy behavior and the natural policy gradient for sample efficiency. The existing natural gradient-based actor-critic algorithms with convergence guarantees require fixed features for approximating both policy and value functions. This often leads to sub-optimal learning in many RL applications. On the other hand, our proposed algorithm utilizes compatible features that enable one to use arbitrary neural networks to approximate the policy and the value function and guarantee convergence to a locally optimal policy. We illustrate the benefit of the proposed off-policy natural gradient algorithm by comparing it with the vanilla gradient actor-critic algorithm on benchmark RL tasks.

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A Generalized Minimax Q-learning Algorithm for Two-Player Zero-Sum Stochastic Games

We consider the problem of two-player zero-sum games. This problem is formulated as a min-max Markov game in the literature. The solution of this game, which is the min-max payoff, starting from a given state is called the min-max value of the state. In this work, we compute the solution of the two-player zero-sum game utilizing the technique of successive relaxation that has been successfully applied in the literature to compute a faster value iteration algorithm in the context of Markov Decision Processes. We extend the concept of successive relaxation to the setting of two-player zero-sum games. We show that, under a special structure on the game, this technique facilitates faster computation of the min-max value of the states. We then derive a generalized minimax Q-learning algorithm that computes the optimal policy when the model information is not known. Finally, we prove the convergence of the proposed generalized minimax Q-learning algorithm utilizing stochastic approximation techniques, under an assumption on the boundedness of iterates. Through experiments, we demonstrate the effectiveness of our proposed algorithm.

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Reinforcement Learning for Task Specifications with Action-Constraints

In this paper, we use concepts from supervisory control theory of discrete event systems to propose a method to learn optimal control policies for a finite-state Markov Decision Process (MDP) in which (only) certain sequences of actions are deemed unsafe (respectively safe). We assume that the set of action sequences that are deemed unsafe and/or safe are given in terms of a finite-state automaton; and propose a supervisor that disables a subset of actions at every state of the MDP so that the constraints on action sequence are satisfied. Then we present a version of the Q-learning algorithm for learning optimal policies in the presence of non-Markovian action-sequence and state constraints, where we use the development of reward machines to handle the state constraints. We illustrate the method using an example that captures the utility of automata-based methods for non-Markovian state and action specifications for reinforcement learning and show the results of simulations in this setting.

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