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Stephen McAleer

Publications and source records attributed to Stephen McAleer.

41 records · Page 3Linked to original sources

Deep machine learning-assisted multiphoton microscopy to reduce light exposure and expedite imaging

Two-photon excitation fluorescence (2PEF) allows imaging of tissue up to about one millimeter in thickness. Typically, reducing fluorescence excitation exposure reduces the quality of the image. However, using deep learning super resolution techniques, these low-resolution images can be converted to high-resolution images. This work explores improving human tissue imaging by applying deep learning to maximize image quality while reducing fluorescence excitation exposure. We analyze two methods: a method based on U-Net, and a patch-based regression method. Both methods are evaluated on a skin dataset and an eye dataset. The eye dataset includes 1200 paired high power and low power images of retinal organoids. The skin dataset contains multiple frames of each sample of human skin. High-resolution images were formed by averaging 70 frames for each sample and low-resolution images were formed by averaging the first 7 and 15 frames for each sample. The skin dataset includes 550 images for each of the resolution levels. We track two measures of performance for the two methods: mean squared error (MSE) and structural similarity index measure (SSIM). For the eye dataset, the patches method achieves an average MSE of 27,611 compared to 146,855 for the U-Net method, and an average SSIM of 0.636 compared to 0.607 for the U-Net method. For the skin dataset, the patches method achieves an average MSE of 3.768 compared to 4.032 for the U-Net method, and an average SSIM of 0.824 compared to 0.783 for the U-Net method. Despite better performance on image quality, the patches method is worse than the U-Net method when comparing the speed of prediction, taking 303 seconds to predict one image compared to less than one second for the U-Net method.

eess.IV↗

Evolutionary Reinforcement Learning for Sample-Efficient Multiagent Coordination

Many cooperative multiagent reinforcement learning environments provide agents with a sparse team-based reward, as well as a dense agent-specific reward that incentivizes learning basic skills. Training policies solely on the team-based reward is often difficult due to its sparsity. Furthermore, relying solely on the agent-specific reward is sub-optimal because it usually does not capture the team coordination objective. A common approach is to use reward shaping to construct a proxy reward by combining the individual rewards. However, this requires manual tuning for each environment. We introduce Multiagent Evolutionary Reinforcement Learning (MERL), a split-level training platform that handles the two objectives separately through two optimization processes. An evolutionary algorithm maximizes the sparse team-based objective through neuroevolution on a population of teams. Concurrently, a gradient-based optimizer trains policies to only maximize the dense agent-specific rewards. The gradient-based policies are periodically added to the evolutionary population as a way of information transfer between the two optimization processes. This enables the evolutionary algorithm to use skills learned via the agent-specific rewards toward optimizing the global objective. Results demonstrate that MERL significantly outperforms state-of-the-art methods, such as MADDPG, on a number of difficult coordination benchmarks.

cs.LG↗

ColosseumRL: A Framework for Multiagent Reinforcement Learning in $N$-Player Games

Much of recent success in multiagent reinforcement learning has been in two-player zero-sum games. In these games, algorithms such as fictitious self-play and minimax tree search can converge to an approximate Nash equilibrium. While playing a Nash equilibrium strategy in a two-player zero-sum game is optimal, in an $n$-player general sum game, it becomes a much less informative solution concept. Despite the lack of a satisfying solution concept, $n$-player games form the vast majority of real-world multiagent situations. In this paper we present a new framework for research in reinforcement learning in $n$-player games. We hope that by analyzing behavior learned by agents in these environments the community can better understand this important research area and move toward meaningful solution concepts and research directions. The implementation and additional information about this framework can be found at https://colosseumrl.igb.uci.edu/.

cs.MA↗

Curiosity-Driven Multi-Criteria Hindsight Experience Replay

Dealing with sparse rewards is a longstanding challenge in reinforcement learning. The recent use of hindsight methods have achieved success on a variety of sparse-reward tasks, but they fail on complex tasks such as stacking multiple blocks with a robot arm in simulation. Curiosity-driven exploration using the prediction error of a learned dynamics model as an intrinsic reward has been shown to be effective for exploring a number of sparse-reward environments. We present a method that combines hindsight with curiosity-driven exploration and curriculum learning in order to solve the challenging sparse-reward block stacking task. We are the first to stack more than two blocks using only sparse reward without human demonstrations.

cs.LG↗

Solving the Rubik's Cube Without Human Knowledge

A generally intelligent agent must be able to teach itself how to solve problems in complex domains with minimal human supervision. Recently, deep reinforcement learning algorithms combined with self-play have achieved superhuman proficiency in Go, Chess, and Shogi without human data or domain knowledge. In these environments, a reward is always received at the end of the game, however, for many combinatorial optimization environments, rewards are sparse and episodes are not guaranteed to terminate. We introduce Autodidactic Iteration: a novel reinforcement learning algorithm that is able to teach itself how to solve the Rubik's Cube with no human assistance. Our algorithm is able to solve 100% of randomly scrambled cubes while achieving a median solve length of 30 moves -- less than or equal to solvers that employ human domain knowledge.

cs.AI↗