Question: A novel perspective on predictive state techniques for the learning of dynamical systems.

This paper presents a novel spectral algorithm for the learning of Hidden Markov Models (HMMs), which are pivotal statistical tools for modeling discrete time series. Traditionally, HMMs are learned via search heuristics like the Baum-Welch/EM algorithm, which can lead to suboptimal solutions due to local optima. We address this challenge by offering the first provably efficient algorithm for learning HMMs, which significantly reduces the sample and computational complexity under a natural separation condition. This condition is similar to the separation criteria applied in learning mixture distributions, both of which are inherently complex problems in general. A key advantage of our algorithm is that its sample complexity is not explicitly tied to the number of distinct observations, but rather it depends on this number through the spectral properties of the underlying HMM. This makes the algorithm highly suitable for scenarios with a vast number of observations, such as in natural language processing where the observation space can encompass the entire vocabulary of a language. Notably, the proposed algorithm is remarkably straightforward, relying primarily on singular value decomposition and matrix operations, making it accessible and efficient for a wide range of applications.

Exploratory activities seem to be intrinsically rewarding for children and crucial for their cognitive development. Can a machine be endowed with such an intrinsic motivation system? This is the question we study in this paper, presenting a number of computational systems that try to capture this drive towards novel or curious situations. After discussing related research coming from developmental psychology, neuroscience, developmental robotics, and active learning, this paper presents the mechanism of Intelligent Adaptive Curiosity, an intrinsic motivation system which pushes a robot towards situations in which it maximizes its learning progress. This drive makes the robot focus on situations which are neither too predictable nor too unpredictable, thus permitting autonomous mental development. The complexity of the robot's activities autonomously increases and complex developmental sequences self-organize without being constructed in a supervised manner. Two experiments are presented illustrating the stage-like organization emerging with this mechanism. In one of them, a physical robot is placed on a baby play mat with objects that it can learn to manipulate. Experimental results show that the robot first spends time in situations which are easy to learn, then shifts its attention progressively to situations of increasing difficulty, avoiding situations in which nothing can be learned. Finally, these various results are discussed in relation to more complex forms of behavioral organization and data coming from developmental psychology

This paper describes an effort to model students' changing knowledge state during skill acquisition. Students in this research are learning to write short programs with the ACT Programming Tutor (APT). APT is constructed around a production rule cognitive model of programming knowledge, called theideal student model. This model allows the tutor to solve exercises along with the student and provide assistance as necessary. As the student works, the tutor also maintains an estimate of the probability that the student has learned each of the rules in the ideal model, in a process calledknowledge tracing. The tutor presents an individualized sequence of exercises to the student based on these probability estimates until the student has ‘mastered’ each rule. The programming tutor, cognitive model and learning and performance assumptions are described. A series of studies is reviewed that examine the empirical validity of knowledge tracing and has led to modifications in the process. Currently the model is quite successful in predicting test performance. Further modifications in the modeling process are discussed that may improve performance levels.

In this paper we bring techniques from operations research to bear on the problem of choosing optimal actions in partially observable stochastic domains We begin by introducing the theory of Markov decision processes mdps and partially observable mdps pomdps We then outline a novel algorithm for solving pomdps o line and show how in some cases a nite memory controller can be extracted from the solution to a pomdp We conclude with a discussion of how our approach relates to previous work the complexity of nding exact solutions to pomdps and of some possibilities for nding approximate solutions

In recent years, deep generative models have been shown to ‘imagine’ convincing high-dimensional observations such as images, audio, and even video, learning directly from raw data. In this work, we ask how to imagine goal-directed visual plans – a plausible sequence of observations that transition a dynamical system from its current configuration to a desired goal state, which can later be used as a reference trajectory for control. We focus on systems with high-dimensional observations, such as images, and propose an approach that naturally combines representation learning and planning. Our framework learns a generative model of sequential observations, where the generative process is induced by a transition in a low-dimensional planning model, and an additional noise. By maximizing the mutual information between the generated observations and the transition in the planning model, we obtain a low-dimensional representation that best explains the causal nature of the data. We structure the planning model to be compatible with efficient planning algorithms, and we propose several such models based on either discrete or continuous states. Finally, to generate a visual plan, we project the current and goal observations onto their respective states in the planning model, plan a trajectory, and then use the generative model to transform the trajectory to a sequence of observations. We demonstrate our method on imagining plausible visual plans of rope manipulation3.

Online sequence learning from streaming data is one of the most challenging topics in machine learning. Neural network models represent promising candidates for sequence learning due to their ability to learn and recognize complex temporal patterns. In this paper, we present a comparative study of Hierarchical Temporal Memory (HTM), a neurally-inspired model, and other feedforward and recurrent artificial neural network models on both artificial and real-world sequence prediction algorithms. HTM and long-short term memory (LSTM) give the best prediction accuracy. HTM additionally demonstrates many other features that are desirable for real-world sequence learning, such as fast adaptation to changes in the data stream, robustness to sensor noise and fault tolerance. These features make HTM an ideal candidate for online sequence learning problems.

Time underlies many interesting human behaviors. Thus, the question of how to represent time in connectionist models is very important. One approach is to represent time implicitly by its effects on processing rather than explicitly (as in a spatial representation). The current report develops a proposal along these lines first described by Jordan (1986) which involves the use of recurrent links in order to provide networks with a dynamic memory. In this approach, hidden unit patterns are fed back to themselves; the internal representations which develop thus reflect task demands in the context of prior internal states. A set of simulations is reported which range from relatively simple problems (temporal version of XOR) to discovering syntactic/semantic features for words. The networks are able to learn interesting internal representations which incorporate task demands with memory demands; indeed, in this approach the notion of memory is inextricably bound up with task processing. These representations reveal a rich structure, which allows them to be highly context-dependent while also expressing generalizations across classes of items. These representations suggest a method for representing lexical categories and the type/token distinction.

Despite rapid advances in machine learning tools, the majority of neural decoding approaches still use traditional methods. Improving the performance of neural decoding algorithms allows us to better understand the information contained in a neural population, and can help advance engineering applications such as brain machine interfaces. Here, we apply modern machine learning techniques, including neural networks and gradient boosting, to decode from spiking activity in 1) motor cortex, 2) somatosensory cortex, and 3) hippocampus. We compare the predictive ability of these modern methods with traditional decoding methods such as Wiener and Kalman filters. Modern methods, in particular neural networks and ensembles, significantly outperformed the traditional approaches. For instance, for all of the three brain areas, an LSTM decoder explained over 40% of the unexplained variance from a Wiener filter. These results suggest that modern machine learning techniques should become the standard methodology for neural decoding. We provide a tutorial and code to facilitate wider implementation of these methods. Introduction: Neural decoding uses activity recorded from the brain to make predictions about variables in the outside world. For example, researchers predict movements based on activity in motor cortex [1, 2], predict decisions based on activity in prefrontal and parietal cortices [3, 4], and predict locations based on activity in the hippocampus [5, 6]. There are two primary purposes of decoding. First, it is an increasingly critical tool for understanding how neural signals relate to the outside world. It can be used to determine how much information the brain contains about an external variable (e.g., sensation or movement) [7-9], and how this information differs across brain areas [10-12], experimental conditions [13, 14], disease states [15], and more. Second, it is useful in engineering contexts, such as for brain machine interfaces (BMIs), where signals from motor cortex are used to control computer cursors [1], robotic arms [16], and muscles [2]. Decoding is a central tool for neural data analysis. When predicting a continuous variable, decoding is simply a regression problem and when predicting a discrete variable, decoding is simply a classification problem. Thus, there are many methods that can be used for neural decoding. However, despite the recent advances in machine learning techniques, it is still common to use traditional methods such as linear regression. Using modern machine learning tools for neural decoding would likely significantly boost performance, and might allow deeper insights into neural function. Here, we first give a brief tutorial so that readers can get started with using standard machine learning methods for decoding. We provide companion code so that readers can easily use a variety of decoding methods. Next, we compare the performance of many different machine learning methods to decode information from neural spiking activity. We predict movement velocities from macaque motor cortex and sensorimotor cortex, and locations in space from rat hippocampus. In all brain regions, modern methods, in particular neural networks and ensembles, led to the highest accuracy decoding, even for limited amounts of data. Tutorial for getting started with using machine learning for decoding: Code We have made Python code available at https://github.com/KordingLab/Neural_Decoding, which accompanies the tutorial below. This includes code that will correctly format the neural and output data for decoding, a tutorial for hyperparameter optimization, and examples of using many different decoders. We go into more detail on these topics below. General framework for decoding The decoding problem we are considering can be summarized as follows. We have N neurons whose spiking activity is recorded for a period of time, T (Fig. 1a). While we focus here on spiking neurons, the same methods could be used with other forms of neural data, such as the BOLD activity of N voxels, or the power in particular frequency bands of N LFP or EEG signals. We have also recorded outputs that we are trying to predict over that same time period (Fig. 1a). Here, we focus on output variables that are continuous (e.g., velocity, position), rather than discrete (e.g., choice). However, the general framework is very similar for discrete output variables. The first choice we need to make is to decide the temporal resolution, R, for decoding. That is, do we want to make a prediction every 50ms, 100ms, etc? We need to put the input and output into bins of length R (Fig. 1a). It is common (although not necessary) to use the same bin size for the neural data and output data, and we do so here. Thus, we will have approximately T/R total bins of neural activity and outputs. Within each bin, we compute the average activity of all neurons and the average value of the output. Next, we need to choose the time period of neural activity used to predict a given output. In the simplest case, the activity from all neurons in a given time bin would be used to predict the output in that same time bin. However, it is often the case that we want the neural data to precede the output (e.g., in the case of movements) or follow the decoder output (e.g., in the case of sensation). Plus, we often want to use neural data from more than one bin (e.g., using 500 ms of preceding neural data to predict a movement in the current 50 ms bin). In the following, we use the nomenclature that B time bins of neural activity are being used to predict a given output. For example, if we use one bin preceding the output, one concurrent bin, and one following bin, then B=3 (Fig. 1a). Note that when multiple bins of neural data are used to predict an output (B>1), then overlapping neural data will be used to predict different output times (Fig. 1a). When multiple bins of neural data are used to predict an output, then we will need to exclude some output bins. For instance, if we are using one bin of neural data preceding the output, then we cannot predict the first output bin, and if we are using one bin of neural data following the output, then we cannot predict the final output bin (Fig. 1a). Thus, we will be predicting K total output bins, where K is less than the total number of bins (T/R). To summarize, our decoders will be predicting each of these K outputs using B surrounding bins of activity from N neurons. Below, we describe how to format the neural data and output variables for use in different types of decoders. Non-recurrent decoders: For many “non-recurrent” decoders, we are just solving a standard machine learning regression problem. We have N x B features (the firing rates of each neuron in each relevant time bin) that are used to predict each output (Fig. 1b). If there is a single output that is being predicted, it can be put in a vector, Y, of length K. Note that for many decoders, if there are multiple outputs, each is independently decoded. If multiple outputs are being simultaneously predicted, which can occur with neural network decoders, the outputs can be put in a matrix Y, that has K rows and d columns, where d is the number of outputs being predicted. The input covariate matrix, X, has N x B columns (one for each feature) and K rows (corresponding to each output being predicted). This is now the format of a standard regression problem. Linear regression simply finds a linear combination of these features that predicts the output. More sophisticated forms of regression use nonlinear combinations of features for predictions. In general, this format is beneficial because there are many machine learning regression techniques that can easily be substituted for one another. We provide code for a Wiener filter (linear regression), a Wiener cascade (a linear-nonlinear model), support vector regression, XGBoost (gradient boosted trees), and feedforward neural networks (see Methods). We test the performance of these decoders in Results. Recurrent neural network decoders: When using recurrent neural networks (RNNs) for decoding, we need to put the inputs in a different format. Recurrent neural networks explicitly model temporal transitions across time (Fig. 1c). In the non-recurrent decoders, there were N x B features that were equivalently used for prediction, regardless of the time bin they came from. However, with a recurrent decoder, at each time bin, N features (the firing rates of all neurons in that time bin) are used for predicting the hidden state of the system at that time. Along with being a function of the N features, the hidden state at a time bin is also a function of the hidden state at the previous time bin (Fig. 1c). After transitioning through all B bins, the hidden state in this final bin is used to predict the output. This architecture allows the decoder to take advantage of temporal structure in the data, and allowing it (via its hidden state) to integrate the effect of neural inputs over an extended period of time. For use in this type of decoder, the input can be formatted as a 3-dimensional matrix of size K x N x B (Fig. 1c). That is, for each row (corresponding to the output that is predicted), there will be N features (2nd matrix dimension) over B bins (3rd matrix dimension) used for prediction. Within this format, different types of RNNs, including those more sophisticated than the standard RNN shown in Fig. 1c, can be easily switched for one another. We provide code for a standard recurrent network, a gated recurrent unit (GRU) network, and a long short-term memory (LSTM) network. In Results, we test the performance of these decoders. Decoders with additional information: While the focus of this tutorial is on decoders that fit into standard machine learning frameworks, we want to briefly mention two other commonly used decoders. The Kalman filter and its variants have frequently been used in the brain computer interface field fo

A core challenge for an agent learning to interact with the world is to predict how its actions affect objects in its environment. Many existing methods for learning the dynamics of physical interactions require labeled object information. However, to scale real-world interaction learning to a variety of scenes and objects, acquiring labeled data becomes increasingly impractical. To learn about physical object motion without labels, we develop an action-conditioned video prediction model that explicitly models pixel motion, by predicting a distribution over pixel motion from previous frames. Because our model explicitly predicts motion, it is partially invariant to object appearance, enabling it to generalize to previously unseen objects. To explore video prediction for real-world interactive agents, we also introduce a dataset of 50, 000 robot interactions involving pushing motions, including a test set with novel objects. In this dataset, accurate prediction of videos conditioned on the robot’s future actions amounts to learning a “visual imagination” of different futures based on different courses of action. Our experiments show that our proposed method not only produces more accurate video predictions, but also more accurately predicts object motion, when compared to prior methods.

A learner’s modifiable components are called its policy. An algorithm that modifies the policy is a learning algorithm. If the learning algorithm has modifiable components represented as part of the policy, then we speak of a self-modifying policy (SMP). SMPs can modify the way they modify themselves etc. They are of interest in situations where the initial learning algorithm itself can be improved by experience — this is what we call “learning to learn”. How can we force some (stochastic) SMP to trigger better and better self-modifications? The success-story algorithm (SSA) addresses this question in a lifelong reinforcement learning context. During the learner’s life-time, SSA is occasionally called at times computed according to SMP itself. SSA uses backtracking to undo those SMP-generated SMP-modifications that have not been empirically observed to trigger lifelong reward accelerations (measured up until the current SSA call — this evaluates the long-term effects of SMP-modifications setting the stage for later SMP-modifications). SMP-modifications that survive SSA represent a lifelong success history. Until the next SSA call, they build the basis for additional SMP-modifications. Solely by self-modifications our SMP/SSA-based learners solve a complex task in a partially observable environment (POE) whose state space is far bigger than most reported in the POE literature.

The goal of reinforcement learning (RL) is to let an agent learn an optimal control policy in an unknown environment so that future expected rewards are maximized. The model-free RL approach directly learns the policy based on data samples. Although using many samples tends to improve the accuracy of policy learning, collecting a large number of samples is often expensive in practice. On the other hand, the model-based RL approach first estimates the transition model of the environment and then learns the policy based on the estimated transition model. Thus, if the transition model is accurately learned from a small amount of data, the model-based approach is a promising alternative to the model-free approach. In this paper, we propose a novel model-based RL method by combining a recently proposed model-free policy search method called policy gradients with parameter-based exploration and the state-of-the-art transition model estimator called least-squares conditional density estimation. Through experiments, we demonstrate the practical usefulness of the proposed method.


Question: A fresh perspective on predictive state techniques for learning dynamical systems.

This paper advances the Hilbert space embedding methodology to encompass conditional distributions, significantly broadening its applicability. We present a kernel-based estimate for conditional embeddings and elucidate its relationship with standard embeddings. The introduction of conditional embeddings considerably enhances our capability to manipulate distributions within Hilbert spaces. As an illustrative application, we propose a nonparametric technique for modeling dynamical systems, in which the system's belief state is represented as a conditional embedding. This approach is notably versatile, accommodating a wide array of domains and distribution types. We substantiate the efficacy of our method through various dynamical systems examples. The potential impact of conditional embeddings is anticipated to extend beyond dynamical system modeling, suggesting a plethora of additional applications.

In this paper, we introduce pilco, a practical, data-efficient model-based policy search method. Pilco reduces model bias, one of the key problems of model-based reinforcement learning, in a principled way. By learning a probabilistic dynamics model and explicitly incorporating model uncertainty into long-term planning, pilco can cope with very little data and facilitates learning from scratch in only a few trials. Policy evaluation is performed in closed form using state-ofthe-art approximate inference. Furthermore, policy gradients are computed analytically for policy improvement. We report unprecedented learning efficiency on challenging and high-dimensional control tasks.

Model-based dual heuristic dynamic programming (MB-DHP) is a popular approach in approximating optimal solutions in control problems. Yet, it usually requires offline training for the model network, and thus resulting in extra computational cost. In this brief, we propose a model-free DHP (MF-DHP) design based on finite-difference technique. In particular, we adopt multilayer perceptron with one hidden layer for both the action and the critic networks design, and use delayed objective functions to train both the action and the critic networks online over time. We test both the MF-DHP and MB-DHP approaches with a discrete time example and a continuous time example under the same parameter settings. Our simulation results demonstrate that the MF-DHP approach can obtain a control performance competitive with that of the traditional MB-DHP approach while requiring less computational resources.

Modeling and predicting player behavior is of the utmost importance in developing games. Experience has proven that, while theory-driven approaches are able to comprehend and justify a model's choices, such models frequently fail to encompass necessary features because of a lack of insight of the model builders. In contrast, data-driven approaches rely much less on expertise, and thus offer certain potential advantages. Hence, this study conducts a systematic review of the extant research on data-driven approaches to game player modeling. To this end, we have assessed experimental studies of such approaches over a nine-year period, from 2008 to 2016; this survey yielded 46 research studies of significance. We found that these studies pertained to three main areas of focus concerning the uses of data-driven approaches in game player modeling. One research area involved the objectives of data-driven approaches in game player modeling: behavior modeling and goal recognition. Another concerned methods: classification, clustering, regression, and evolutionary algorithm. The third was comprised of the current challenges and promising research directions for data-driven approaches in game player modeling.

Reinforcement Learning is divided in two main paradigms: model-free and model-based. Each of these two paradigms has strengths and limitations, and has been successfully applied to real world domains that are appropriate to its corresponding strengths. In this paper, we present a new approach aimed at bridging the gap between these two paradigms. We aim to take the best of the two paradigms and combine them in an approach that is at the same time dataefficient and cost-savvy. We do so by learning a probabilistic dynamics model and leveraging it as a prior for the intertwined model-free optimization. As a result, our approach can exploit the generality and structure of the dynamics model, but is also capable of ignoring its inevitable inaccuracies, by directly incorporating the evidence provided by the direct observation of the cost. As a proof-of-concept, we demonstrate on simulated tasks that our approach outperforms purely model-based and model-free approaches, as well as the approach of simply switching from a model-based to a model-free setting.

It is shown how a system consisting of two neuronlike adaptive elements can solve a difficult learning control problem. The task is to balance a pole that is hinged to a movable cart by applying forces to the cart's base. It is argued that the learning problems faced by adaptive elements that are components of adaptive networks are at least as difficult as this version of the pole-balancing problem. The learning system consists of a single associative search element (ASE) and a single adaptive critic element (ACE). In the course of learning to balance the pole, the ASE constructs associations between input and output by searching under the influence of reinforcement feedback, and the ACE constructs a more informative evaluation function than reinforcement feedback alone can provide. The differences between this approach and other attempts to solve problems using neurolike elements are discussed, as is the relation of this work to classical and instrumental conditioning in animal learning studies and its possible implications for research in the neurosciences.

An evolutionary recurrent network which automates the design of recurrent neural/fuzzy networks using a new evolutionary learning algorithm is proposed in this paper. This new evolutionary learning algorithm is based on a hybrid of genetic algorithm (GA) and particle swarm optimization (PSO), and is thus called HGAPSO. In HGAPSO, individuals in a new generation are created, not only by crossover and mutation operation as in GA, but also by PSO. The concept of elite strategy is adopted in HGAPSO, where the upper-half of the best-performing individuals in a population are regarded as elites. However, instead of being reproduced directly to the next generation, these elites are first enhanced. The group constituted by the elites is regarded as a swarm, and each elite corresponds to a particle within it. In this regard, the elites are enhanced by PSO, an operation which mimics the maturing phenomenon in nature. These enhanced elites constitute half of the population in the new generation, whereas the other half is generated by performing crossover and mutation operation on these enhanced elites. HGAPSO is applied to recurrent neural/fuzzy network design as follows. For recurrent neural network, a fully connected recurrent neural network is designed and applied to a temporal sequence production problem. For recurrent fuzzy network design, a Takagi-Sugeno-Kang-type recurrent fuzzy network is designed and applied to dynamic plant control. The performance of HGAPSO is compared to both GA and PSO in these recurrent networks design problems, demonstrating its superiority.

Inverse problems correspond to a certain type of optimization problems formulated over appropriate input distributions. Recently, there has been a growing interest in understanding the computational hardness of these optimization problems, not only in the worst case, but in an average-complexity sense under this same input distribution.In this revised note, we are interested in studying another aspect of hardness, related to the ability to learn how to solve a problem by simply observing a collection of previously solved instances. These ‘planted solutions’ are used to supervise the training of an appropriate predictive model that parametrizes a broad class of algorithms, with the hope that the resulting model will provide good accuracy-complexity tradeoffs in the average sense.We illustrate this setup on the Quadratic Assignment Problem, a fundamental problem in Network Science. We observe that data-driven models based on Graph Neural Networks offer intriguingly good performance, even in regimes where standard relaxation based techniques appear to suffer.

We study the problem of predicting the results of computations that are too expensive to run, via the observation of the results of smaller computations. We model this as an online learning problem with delayed feedback, where the length of the delay is unbounded, which we study mainly in a stochastic setting. We show that in this setting, consistency is not possible in general, and that optimal forecasters might not have average regret going to zero. However, it is still possible to give algorithms that converge asymptotically to Bayesoptimal predictions, by evaluating forecasters on specific sparse independent subsequences of their predictions. We give an algorithm that does this, which converges asymptotically on good behavior, and give very weak bounds on how long it takes to converge. We then relate our results back to the problem of predicting large computations in a deterministic setting.

We investigate the problem of learning an evolution equation directly from some given data. This work develops a learning algorithm to identify the terms in the underlying partial differential equations and to approximate the coefficients of the terms only using data. The algorithm uses sparse optimization in order to perform feature selection and parameter estimation. The features are data driven in the sense that they are constructed using nonlinear algebraic equations on the spatial derivatives of the data. Several numerical experiments show the proposed method's robustness to data noise and size, its ability to capture the true features of the data, and its capability of performing additional analytics. Examples include shock equations, pattern formation, fluid flow and turbulence, and oscillatory convection.

This paper introduces gradient descent methods applied to meta-leaming (leaming how to leam) in Neural Networks. Meta-leaning has been of interest in the machine leaming field for decades because of its appealing applications to intelligent agents, non-stationary time series, autonomous robots, and improved leaming algorithms. Many previous neural network-based approaches toward meta-leaming have been based on evolutionary methods. We show how to use gradient descent for meta-leaming in recurrent neural networks. Based on previous work on FixedWeight Leaming Neural Networks, we hypothesize that any recurrent network topology and its corresponding leaming algorithm(s) is a potential meta-leaming system. We tested several recurrent neural network topologies and their corresponding forms of Backpropagation for their ability to meta-leam. One of our systems, based on the Long Short-Term Memory neural network developed a leaming algorithm that could leam any two-dimensional quadratic function (from a set of such functions} after only 30 training examples.


Question: A fresh perspective on predictive state techniques for learning dynamical systems.

This study explores the evolution of students' procedural knowledge acquisition through a computational model. The context is a learning environment where students are engaged in writing short programs using the ACT Programming Tutor (APT). APT is grounded in a production rule-based cognitive model, referred to as the ideal student model, which mirrors the cognitive processes involved in programming. This model enables the tutor to solve programming exercises in tandem with the student and offer guidance when required. Concurrently, the tutor employs a technique known as knowledge tracing to estimate the probability that the student has assimilated each rule from the ideal model. Based on these estimates, the tutor curates a personalized sequence of exercises for the student until mastery of each rule is achieved. The programming tutor, cognitive model, and the assumptions underpinning learning and performance are detailed. A series of investigations into the empirical accuracy of knowledge tracing have been conducted, leading to iterative refinements in the model. Presently, the model exhibits considerable success in forecasting students' test performance. The paper also contemplates potential enhancements to the modeling technique that could further elevate performance outcomes.

A nonlinear model predictive control (NMPC) scheme is developed in this paper based on a self-organizing recurrent radial basis function (SR-RBF) neural network, whose structure and parameters are adjusted concurrently in the training process. The proposed SR-RBF neural network is represented in a general nonlinear form for predicting the future dynamic behaviors of nonlinear systems. To improve the modeling accuracy, a spiking-based growing and pruning algorithm and an adaptive learning algorithm are developed to tune the structure and parameters of the SR-RBF neural network, respectively. Meanwhile, for the control problem, an improved gradient method is utilized for the solution of the optimization problem in NMPC. The stability of the resulting control system is proved based on the Lyapunov stability theory. Finally, the proposed SR-RBF neural network-based NMPC (SR-RBF-NMPC) is used to control the dissolved oxygen (DO) concentration in a wastewater treatment process (WWTP). Comparisons with other existing methods demonstrate that the SR-RBF-NMPC can achieve a considerably better model fitting for WWTP and a better control performance for DO concentration.

Artificial neural networks (ANN) have received a great deal of attention in many fields of engineering and science. Inspired by the study of brain architecture, ANN represent a class of non-linear models capable of learning from data. ANN have been applied in many areas where statistical methods are traditionally employed. They have been used in pattern recognition, classification, prediction and process control. The purpose of this paper is to discuss ANN and compare them to non-linear time series models. We begin exploring recent developments in time series forecasting with particular emphasis on the use of non-linear models. Thereafter we include a review of recent results on the topic of ANN. The relevance of ANN models for the statistical methods is considered using time series prediction problems. Finally we construct asymptotic prediction intervals for ANN and show how to use prediction intervals to choose the number of nodes in the ANN.

Many traditional reinforcement-learning algorithms have been designed for problems with small finite state and action spaces. Learn ing in such discrete problems can been difficult, due to noise and delayed reinfor cements. However, many real-world problems have continuous state or action sp aces, which can make learning a good decision policy even more involved. In this c apter we discuss how to automatically find good decision policies in continuous d omains. Because analytically computing a good policy from a continuous model c an be infeasible, in this chapter we mainly focus on methods that explicitly up date a representation of a value function, a policy or both. We discuss conside rations in choosing an appropriate representation for these functions and disc uss gradient-based and gradient-free ways to update the parameters. We show how to a pply these methods to reinforcement-learning problems and discuss many speci fic algorithms. Amongst others, we cover gradient-based temporal-difference lear ning, evolutionary strategies, policy-gradient algorithms and (natural) actor-cri ti methods. We discuss the advantages of different approaches and compare the perform ance of a state-of-theart actor-critic method and a state-of-the-art evolutiona ry strategy empirically.

This paper shows how the recent breakthroughs in reinforcement learning (RL) that have enabled robots to learn to play arcade video games, walk, or assemble colored bricks, can be used to perform other tasks that are currently at the core of engineering cyberphysical systems. We present the first use of RL for the control of systems modeled by discretized non-linear partial differential equations (PDEs) and devise a novel algorithm to use non-parametric control techniques for large multi-agent systems. Cyberphysical systems (e.g., hydraulic channels, transportation systems, the energy grid, and electromagnetic systems) are commonly modeled by PDEs, which historically have been a reliable way to enable engineering applications in these domains. However, it is known that the control of these PDE models is notoriously difficult. We show how neural network-based RL enables the control of discretized PDEs whose parameters are unknown, random, and time-varying. We introduce an algorithm of mutual weight regularization (MWR), which alleviates the curse of dimensionality of multi-agent control schemes by sharing experience between agents while giving each agent the opportunity to specialize its action policy so as to tailor it to the local parameters of the part of the system it is located in. A discretized PDE, such as the scalar Lighthill–Whitham–Richards PDE can indeed be considered as a macroscopic freeway traffic simulator and which presents the most salient challenges for learning to control large cyberphysical system with multiple agents. We consider two different discretization procedures and show the opportunities offered by applying deep reinforcement for continuous control on both. Using a neural RL PDE controller on a traffic flow simulation based on a Godunov discretization of the San Francisco Bay Bridge, we are able to achieve precise adaptive metering without model calibration thereby beating the state of the art in traffic metering. Furthermore, with the more accurate BeATS simulator, we manage to achieve a control performance on par with ALINEA, a state-of-the-art parametric control scheme, and show how using MWR improves the learning procedure.

We investigate the problem of learning an evolution equation directly from some given data. This work develops a learning algorithm to identify the terms in the underlying partial differential equations and to approximate the coefficients of the terms only using data. The algorithm uses sparse optimization in order to perform feature selection and parameter estimation. The features are data driven in the sense that they are constructed using nonlinear algebraic equations on the spatial derivatives of the data. Several numerical experiments show the proposed method's robustness to data noise and size, its ability to capture the true features of the data, and its capability of performing additional analytics. Examples include shock equations, pattern formation, fluid flow and turbulence, and oscillatory convection.

Intelligent monitoring and control of critical infrastructure such as electric power grids, public water utilities and transportation systems produces massive volumes of time series data from heterogeneous sensor networks. Time Series Forecasting (TSF) is essential for system safety and security, and also for improving the efficiency and quality of service delivery. Being highly dependent on various external factors, the observed system behavior is usually stochastic, which makes the next value prediction a tricky and challenging task that usually needs customized methods. In this paper we propose a novel deep learning based framework for time series analysis and prediction by ensembling parametric and nonparametric methods. Our approach takes advantage of extracting features at different time scales, which improves accuracy without compromising reliability in comparison with the state-of-the-art methods. Our experimental evaluation using real-world SCADA data from a municipal water management system shows that our proposed method outperforms the baseline methods evaluated here.

This paper shows how Long Short-term Memory recurrent neural networks can be used to generate complex sequences with long-range structure, simply by predicting one data point at a time. The approach is demonstrated for text (where the data are discrete) and online handwriting (where the data are real-valued). It is then extended to handwriting synthesis by allowing the network to condition its predictions on a text sequence. The resulting system is able to generate highly realistic cursive handwriting in a wide variety of styles.

Learning graph representations is a fundamental task aimed at capturing various properties of graphs in vector space. The most recent methods learn such representations for static networks. However, real world networks evolve over time and have varying dynamics. Capturing such evolution is key to predicting the properties of unseen networks. To understand how the network dynamics affect the prediction performance, we propose an embedding approach which learns the structure of evolution in dynamic graphs and can predict unseen links with higher precision. Our model, dyngraph2vec, learns the temporal transitions in the network using a deep architecture composed of dense and recurrent layers. We motivate the need of capturing dynamics for prediction on a toy data set created using stochastic block models. We then demonstrate the efficacy of dyngraph2vec over existing state-of-the-art methods on two real world data sets. We observe that learning dynamics can improve the quality of embedding and yield better performance in link prediction.

Programming robot behavior remains a challenging task. While it is often easy to abstractly define or even demonstrate a desired behavior, designing a controller that embodies the same behavior is difficult, time consuming, and ultimately expensive. The machine learning paradigm offers the promise of enabling “programming by demonstration” for developing high-performance robotic systems. Unfortunately, many “behavioral cloning” (Bain & Sammut, 1995; Pomerleau, 1989; LeCun et al., 2006) approaches that utilize classical tools of supervised learning (e.g. decision trees, neural networks, or support vector machines) do not fit the needs of modern robotic systems. These systems are often built atop sophisticated planning algorithms that efficiently reason far into the future; consequently, ignoring these planning algorithms in lieu of a supervised learning approach often leads to myopic and poor-quality robot performance. While planning algorithms have shown success in many real-world applications ranging from legged locomotion (Chestnutt et al., 2003) to outdoor unstructured navigation (Kelly et al., 2004; Stentz, 2009), such algorithms rely on fully specified cost functions that map sensor readings and environment models to quantifiable costs. Such cost functions are usually manually designed and programmed. Recently, a set of techniques has been developed that explore learning these functions from expert human demonstration. These algorithms apply an inverse optimal control approach to find a cost function for which planned behavior mimics an expert’s demonstration. The work we present extends the Maximum Margin Planning (MMP) (Ratliff et al., 2006a) framework to admit learning of more powerful, non-linear cost functions. These algorithms, known collectively as LEARCH (LEArning to seaRCH ), are simpler to implement than most existing methods, more efficient than previous attempts at non-linearization (Ratliff et al., 2006b), more naturally satisfy common constraints on the cost function, and better represent our prior beliefs about the function’s form. We derive and discuss the framework both mathematically and intuitively, and demonstrate practical realworld performance with three applied case-studies including legged locomotion, grasp planning, and autonomous outdoor unstructured navigation. The latter study includes hundreds of kilometers of autonomous traversal through complex natural environments. These case-studies address key challenges in applying the algorithm in practical settings that utilize state-of-the-art planners, and which may be constrained by efficiency requirements and imperfect expert demonstration.

We present a framework for autonomous driving which can learn from human demonstrations, and we apply it to the longitudinal control of an autonomous car. Offline, we model car-following strategies from a set of example driving sequences. Online, the model is used to compute accelerations which replicate what a human driver would do in the same situation. This reference acceleration is tracked by a predictive controller which enforces a set of comfort and safety constraints before applying the final acceleration. The controller is designed to be robust to the uncertainty in the predicted motion of the preceding vehicle. In addition, we estimate the confidence of the driver model predictions and use it in the cost function of the predictive controller. As a result, we can handle cases where the training data used to learn the driver model does not provide sufficient information about how a human driver would handle the current driving situation. The approach is validated using a combination of simulations and experiments on our autonomous vehicle.


Question: Deep reinforcement learning applied to conversational artificial intelligence.

Deep Reinforcement Learning: Advancing Conversational AI

Reinforcement learning (RL) has emerged as a pivotal technique in the realm of artificial intelligence, particularly in scenarios where an agent must learn to make decisions in complex environments. Deep learning, with its ability to process vast amounts of data and learn intricate representations, has significantly boosted the capabilities of RL. This synergy, known as deep reinforcement learning (DRL), is revolutionizing the field of conversational AI.

Conversational AI, encompassing chatbots and virtual assistants, has seen a surge in demand as businesses strive to enhance customer engagement and streamline operations. However, traditional conversational AI systems have faced limitations in understanding context, handling ambiguity, and adapting to user behavior. DRL offers a solution by enabling agents to learn from interactions, adapt to new scenarios, and make decisions that maximize long-term rewards.

At the heart of DRL is the use of deep neural networks to approximate the value functions or policies that guide decision-making. These networks can process high-dimensional input, such as natural language, and learn to predict optimal actions in real-time. In conversational AI, DRL agents can be trained on large datasets of human conversations to learn the nuances of language and context. They can then use this knowledge to generate responses that are not only grammatically correct but also contextually appropriate and engaging.

Moreover, DRL agents can continuously improve their performance through experience. By interacting with users and receiving feedback, whether explicit or implicit, the agents can update their policies to better handle diverse conversation patterns and user preferences. This adaptability is crucial for conversational AI to evolve alongside the changing needs and expectations of users.

DRL's impact on conversational AI is not limited to improving the quality of interactions. It also opens up new possibilities for personalization and scalability. By learning individual user preferences, DRL agents can tailor their responses to create more personalized and meaningful conversations. This level of personalization is key to building trust and rapport with users, which is essential for the success of conversational AI applications.

Furthermore, DRL's ability to scale is a significant advantage in the context of conversational AI. As the number of users and the complexity of conversations increase, traditional rule-based systems can become cumbersome and inflexible. DRL, on the other hand, can handle this scale by learning generalized strategies that apply across a wide range of scenarios. This scalability ensures that conversational AI can be deployed in various settings, from customer service to education and healthcare, without losing effectiveness.

In summary, deep reinforcement learning is

The reinforcement learning community has made great strides in designing algorithms capable of exceeding human performance on specific tasks. These algorithms are mostly trained one task at the time, each new task requiring to train a brand new agent instance. This means the learning algorithm is general, but each solution is not; each agent can only solve the one task it was trained on. In this work, we study the problem of learning to master not one but multiple sequentialdecision tasks at once. A general issue in multi-task learning is that a balance must be found between the needs of multiple tasks competing for the limited resources of a single learning system. Many learning algorithms can get distracted by certain tasks in the set of tasks to solve. Such tasks appear more salient to the learning process, for instance because of the density or magnitude of the in-task rewards. This causes the algorithm to focus on those salient tasks at the expense of generality. We propose to automatically adapt the contribution of each task to the agent’s updates, so that all tasks have a similar impact on the learning dynamics. This resulted in state of the art performance on learning to play all games in a set of 57 diverse Atari games. Excitingly, our method learned a single trained policy with a single set of weights that exceeds median human performance. To our knowledge, this was the first time a single agent surpassed human-level performance on this multi-task domain. The same approach also demonstrated state of the art performance on a set of 30 tasks in the 3D reinforcement learning platform DeepMind Lab.

Deep learning algorithms have recently appeared that pretrain hidden layers of neural networks in unsupervised ways, leading to state-of-the-art performance on large classification problems. These methods can also pretrain networks used for reinforcement learning. However, this ignores the additional information that exists in a reinforcement learning paradigm via the ongoing sequence of state, action, new state tuples. This paper demonstrates that learning a predictive model of state dynamics can result in a pretrained hidden layer structure that reduces the time needed to solve reinforcement learning problems.

In natural language generation (NLG), the task is to generate utterances from a more abstract input, such as structured data. An added challenge is to generate utterances that contain an accurate representation of the input, while reflecting the fluency and variety of human-generated text. In this paper, we report experiments with NLG models that can be used in task oriented dialogue systems. We explore the use of additional input to the model to encourage diversity and control of outputs. While our submission does not rank highly using automated metrics, qualitative investigation of generated utterances suggests the use of additional information in neural network NLG systems to be a promising research direction.

As the Web evolves towards a service-oriented architecture, application program interfaces (APIs) are becoming an increasingly important way to provide access to data, services, and devices. We study the problem of natural language interface to APIs (NL2APIs), with a focus on web APIs for web services. Such NL2APIs have many potential benefits, for example, facilitating the integration of web services into virtual assistants.
 We propose the first end-to-end framework to build an NL2API for a given web API. A key challenge is to collect training data, i.e., NL command-API call pairs, from which an NL2API can learn the semantic mapping from ambiguous, informal NL commands to formal API calls. We propose a novel approach to collect training data for NL2API via crowdsourcing, where crowd workers are employed to generate diversified NL commands. We optimize the crowdsourcing process to further reduce the cost. More specifically, we propose a novel hierarchical probabilistic model for the crowdsourcing process, which guides us to allocate budget to those API calls that have a high value for training NL2APIs. We apply our framework to real-world APIs, and show that it can collect high-quality training data at a low cost, and build NL2APIs with good performance from scratch. We also show that our modeling of the crowdsourcing process can improve its effectiveness, such that the training data collected via our approach leads to better performance of NL2APIs than a strong baseline.

We show that an end-to-end deep learning approach can be used to recognize either English or Mandarin Chinese speech—two vastly different languages. Because it replaces entire pipelines of hand-engineered components with neural networks, end-to-end learning allows us to handle a diverse variety of speech including noisy environments, accents and different languages. Key to our approach is our application of HPC techniques, resulting in a 7x speedup over our previous system [26]. Because of this efficiency, experiments that previously took weeks now run in days. This enables us to iterate more quickly to identify superior architectures and algorithms. As a result, in several cases, our system is competitive with the transcription of human workers when benchmarked on standard datasets. Finally, using a technique called Batch Dispatch with GPUs in the data center, we show that our system can be inexpensively deployed in an online setting, delivering low latency when serving users at scale.

One long-term goal of machine learning research is to produce methods that are applicable to reasoning and natural language, in particular building an intelligent dialogue agent. To measure progress towards that goal, we argue for the usefulness of a set of proxy tasks that evaluate reading comprehension via question answering. Our tasks measure understanding in several ways: whether a system is able to answer questions via chaining facts, simple induction, deduction and many more. The tasks are designed to be prerequisites for any system that aims to be capable of conversing with a human. We believe many existing learning systems can currently not solve them, and hence our aim is to classify these tasks into skill sets, so that researchers can identify (and then rectify) the failings of their systems. We also extend and improve the recently introduced Memory Networks model, and show it is able to solve some, but not all, of the tasks.

Common approaches to control a data-center cooling system rely on approximated system/environment models that are built upon the knowledge of mechanical cooling and electrical and thermal management. These models are difficult to design and often lead to suboptimal or unstable performance. In this paper, we show how deep reinforcement learning techniques can be used to control the cooling system of a simulated data center. In contrast to common control algorithms, those based on reinforcement learning techniques can optimize a system’s performance automatically without the need of explicit model knowledge. Instead, only a reward signal needs to be designed. We evaluated the proposed algorithm on the open source simulation platform EnergyPlus. The experimental results indicate that we can achieve 22% improvement compared to a model-based control algorithm built into the EnergyPlus. To encourage the reproduction of our work as well as future research, we have also publicly released an open-source EnergyPlus wrapper interface 1 directly compatible with existing reinforcement learning frameworks.

Deep neural networks (DNNs) are widely used in machine translation (MT). This article gives an overview of DNN applications in various aspects of MT.

The study on human-computer conversation systems is a hot research topic nowadays. One of the prevailing methods to build the system is using the generative Sequence-to-Sequence (Seq2Seq) model through neural networks. However, the standard Seq2Seq model is prone to generate trivial responses. In this paper, we aim to generate a more meaningful and informative reply when answering a given question. We propose an implicit content-introducing method which incorporates additional information into the Seq2Seq model in a flexible way. Specifically, we fuse the general decoding and the auxiliary cue word information through our proposed hierarchical gated fusion unit. Experiments on real-life data demonstrate that our model consistently outperforms a set of competitive baselines in terms of BLEU scores and human evaluation.

In a spoken dialog system, determining which action a machine should take in a given situation is a difficult problem because automatic speech recognition is unreliable and hence the state of the conversation can never be known with certainty. Much of the research in spoken dialog systems centres on mitigating this uncertainty and recent work has focussed on three largely disparate techniques: parallel dialog state hypotheses, local use of confidence scores, and automated planning. While in isolation each of these approaches can improve action selection, taken together they currently lack a unified statistical framework that admits global optimization. In this paper we cast a spoken dialog system as a partially observable Markov decision process (POMDP). We show how this formulation unifies and extends existing techniques to form a single principled framework. A number of illustrations are used to show qualitatively the potential benefits of POMDPs compared to existing techniques, and empirical results from dialog simulations are presented which demonstrate significant quantitative gains. Finally, some of the key challenges to advancing this method – in particular scalability – are briefly outlined. 2006 Elsevier Ltd. All rights reserved.


Question: Deep reinforcement learning for developing conversational artificial intelligence.

This paper introduces persona-driven neural models to address the challenge of maintaining speaker consistency in automated response generation for conversational AI systems. The proposed models utilize distributed embeddings to encode personas, effectively capturing unique traits like personal background and speaking style. Additionally, a dyadic speaker-addressee model is developed to understand and emulate the dynamics between two conversing individuals. These models outperform standard sequence-to-sequence models in quantitative measures such as perplexity and BLEU scores, while also receiving higher ratings for speaker consistency from human evaluators. The enhanced consistency ensures that generated responses are more in line with the persona of the speaker, making conversations more natural and coherent.

Recently, researchers have made significant progress combining the advances in deep learning for learning feature representations with reinforcement learning. Some notable examples include training agents to play Atari games based on raw pixel data and to acquire advanced manipulation skills using raw sensory inputs. However, it has been difficult to quantify progress in the domain of continuous control due to the lack of a commonly adopted benchmark. In this work, we present a benchmark suite of continuous control tasks, including classic tasks like cart-pole swing-up, tasks with very high state and action dimensionality such as 3D humanoid locomotion, tasks with partial observations, and tasks with hierarchical structure. We report novel findings based on the systematic evaluation of a range of implemented reinforcement learning algorithms. Both the benchmark and reference implementations are released open-source in order to facilitate experimental reproducibility and to encourage adoption by other researchers.

Recent advances in deep learning have allowed artificial agents to rival human-level performance on a wide range of complex tasks; however, the ability of these networks to learn generalizable strategies remains a pressing challenge. This critical limitation is due in part to two factors: the opaque information representation in deep neural networks and the complexity of the task environments in which they are typically deployed. Here we propose a novel Hierarchical Q-Network (HQN), motivated by theories of the hierarchical organization of the human prefrontal cortex, that attempts to identify lower dimensional patterns in the value landscape that can be exploited to construct an internal model of rules in simple environments. We draw on combinatorial games, where there exists a single optimal strategy for winning that generalizes across other features of the game, to probe the strategy generalization of the HQN and other reinforcement learning (RL) agents using variations of Wythoff’s game. Traditional RL approaches failed to reach satisfactory performance on variants of Wythoff’s Game; however, the HQN learned heuristic-like strategies that generalized across changes in board configuration. More importantly, the HQN allowed for transparent inspection of the agent’s internal model of the game following training. Our results show how a biologically inspired hierarchical learner can facilitate learning abstract rules to promote robust and flexible action policies in simplified training environments with clearly delineated optimal strategies. 1 ar X iv :1 80 1. 06 68 9v 1 [ cs .A I] 2 0 Ja n 20 18

This article describes My Science Tutor (MyST), an intelligent tutoring system designed to improve science learning by students in 3rd, 4th, and 5th grades (7 to 11 years old) through conversational dialogs with a virtual science tutor. In our study, individual students engage in spoken dialogs with the virtual tutor Marni during 15 to 20 minute sessions following classroom science investigations to discuss and extend concepts embedded in the investigations. The spoken dialogs in MyST are designed to scaffold learning by presenting open-ended questions accompanied by illustrations or animations related to the classroom investigations and the science concepts being learned. The focus of the interactions is to elicit self-expression from students. To this end, Marni applies some of the principles of Questioning the Author, a proven approach to classroom conversations, to challenge students to think about and integrate new concepts with prior knowledge to construct enriched mental models that can be used to explain and predict scientific phenomena. In this article, we describe how spoken dialogs using Automatic Speech Recognition (ASR) and natural language processing were developed to stimulate students' thinking, reasoning and self explanations. We describe the MyST system architecture and Wizard of Oz procedure that was used to collect data from tutorial sessions with elementary school students. Using data collected with the procedure, we present evaluations of the ASR and semantic parsing components. A formal evaluation of learning gains resulting from system use is currently being conducted. This paper presents survey results of teachers' and children's impressions of MyST.

In this paper, we propose a deep reinforcement learning(DRL) algorithm which combines Deep Deterministic Policy Gradient (DDPG) with expert demonstrations and supervised loss for decision making for autonomous driving. Training DRL agent with supervised learning is adopted to accelerate the exploration process and increase the stability. A supervised loss function is introduced in the algorithm to update the actor networks. In addition, reward construction is combined to make the training process more stable and efficient. The proposed algorithm is applied to a popular autonomous driving simulator called TORCS. The experimental results show that the training efficiency and stability are improved by utilizing our algorithm in autonomous driving.

Dialogue systems are often regarded as being tedious and inflexible. We believe that one reason is rigid and inadaptable system utterances. A good dialogue system should automatically choose a formulation that reflects the user’s expectations. However, current dialogue system development environments only allow the definition of questions with unchangeable formulations. In this paper we present a new approach to the generation of system questions by only defining basic concepts. This is the basis for realising adaptive, user-tailored, and human-like system questions in dialogue systems.

We propose a novel hierarchical Recurrent Neural Network (RNN) for learning sequences of Dialogue Acts (DAs). The input in this task is a sequence of utterances (i.e., conversational contributions) comprising a sequence of tokens, and the output is a sequence of DA labels (one label per utterance). Our model leverages the hierarchical nature of dialogue data by using two nested RNNs that capture long-range dependencies at the dialogue level and the utterance level. This model is combined with an attention mechanism that focuses on salient tokens in utterances. Our experimental results show that our model outperforms strong baselines on two popular datasets, Switchboard and MapTask; and our detailed empirical analysis highlights the impact of each aspect of our model.

Sequence-to-sequence models have shown promising improvements on the temporal task of video captioning, but they optimize word-level cross-entropy loss during training. First, using policy gradient and mixed-loss methods for reinforcement learning, we directly optimize sentence-level task-based metrics (as rewards), achieving significant improvements over the baseline, based on both automatic metrics and human evaluation on multiple datasets. Next, we propose a novel entailment-enhanced reward (CIDEnt) that corrects phrase-matching based metrics (such as CIDEr) to only allow for logically-implied partial matches and avoid contradictions, achieving further significant improvements over the CIDEr-reward model. Overall, our CIDEnt-reward model achieves the new state-of-the-art on the MSR-VTT dataset.

How will naive users program domestic robots? This paper describes the design of a practical system that uses natural language to teach a vision-based robot how to navigate in a miniature town. To enable unconstrained speech the robot is provided with a set of primitive procedures derived from a corpus of route instructions. When the user refers to a route that is not known to the robot, the system will learn it by combining primitives as instructed by the user. This paper describes the components of the Instruction Based Learning architecture and discusses issues of knowledge representation, the selection of primitives and the conversion of natural language into robot-understandable procedures.

Creating animation of a character putting on clothing is challenging due to the complex interactions between the character and the simulated garment. We take a model-free deep reinforcement learning (deepRL) approach to automatically discovering robust dressing control policies represented by neural networks. While deepRL has demonstrated several successes in learning complex motor skills, the data-demanding nature of the learning algorithms is at odds with the computationally costly cloth simulation required by the dressing task. This paper is the first to demonstrate that, with an appropriately designed input state space and a reward function, it is possible to incorporate cloth simulation in the deepRL framework to learn a robust dressing control policy. We introduce a salient representation of haptic information to guide the dressing process and utilize it in the reward function to provide learning signals during training. In order to learn a prolonged sequence of motion involving a diverse set of manipulation skills, such as grasping the edge of the shirt or pulling on a sleeve, we find it necessary to separate the dressing task into several subtasks and learn a control policy for each subtask. We introduce a policy sequencing algorithm that matches the distribution of output states from one task to the input distribution for the next task in the sequence. We have used this approach to produce character controllers for several dressing tasks: putting on a t-shirt, putting on a jacket, and robot-assisted dressing of a sleeve.

72 AI MAGAZINE The Tactical Language and Culture Training System (TLCTS) helps people quickly acquire functional skills in foreign languages and cultures. It includes interactive lessons that focus on particular communicative skills and interactive games that apply those skills. Heavy emphasis is placed on spoken communication: learners must learn to speak the foreign language to complete the lessons and play the games. It focuses on the language and cultural skills needed to accomplish particular types of tasks and gives learners rich, realistic opportunities to practice achieving those tasks. Several TLCTS courses have been developed so far. Tactical Iraqi, Tactical Pashto, and Tactical French are in widespread use by U.S. marines and soldiers, and increasingly by military service members in other countries. Additional courses are being developed for use by business executives, workers for nongovernmental organizations, and high school and college students. While precise numbers are impossible to obtain (we do not control copies made by the U.S. government), over 40,000 and as many as 60,000 people have trained so far with TLCTS courses. More than 1000 people download copies of TLCTS courses each month, either for their own use or to set up computer language labs and redistribute copies to students. Just one training site, the military advisor training center at Fort Riley, Kansas, trains approximately 10,000 people annually. Artificial intelligence technologies play multiple essential functions in TLCTS. Speech is the primary input modality, so automated speech recognition tailored to foreign language learners is essential. TLCTS courses are populated with “virtual humans” that engage in dialogue with learners. AI techniques are used to model the decision processes of the virtual humans and to support the generation of their behavior. This makes it possible to give learners extensive conversational practice. Learner modeling software continually monitors each learner’s application of communication skills to estimate the learner’s


Question: Applying deep reinforcement learning to enhance conversational artificial intelligence.

Over the past two decades, the development of advanced Intelligent Tutoring Systems (ITS) has significantly impacted education, particularly in the fields of mathematics, science, and technology. These systems have not only demonstrated remarkable success in enhancing learning outcomes beyond conventional classroom settings but also in captivating students' attention and interest for extended periods. Our research focuses on the next phase of ITS evolution, integrating mixed-initiative conversational dialogue to enrich the learning experience. In this innovative approach, the tutoring system actively engages the learner by posing complex problems and questions, prompting the student to respond in natural language. What ensues is a dynamic, multi-turn dialogue that facilitates the development of comprehensive solutions and answers. We present a series of tutoring systems that embody this conversational approach. AUTOTUTOR, a conversational AI equipped with a talking head, is designed to assist college students in acquiring computer literacy. Similarly, ANDES, ATLAS, and WHY2 are systems aimed at facilitating physics learning for adult learners. Contrary to the role of mere information distributors, our systems are designed to actively engage students in knowledge construction through meaningful conversations, thereby revolutionizing the landscape of educational technology.

This paper explores the use of deep reinforcement learning agents to transfer knowledge from one environment to another. More specifically, the method takes advantage of asynchronous advantage actor critic (A3C) architecture to generalize a target game using an agent trained on a source game in Atari. Instead of fine-tuning a pre-trained model for the target game, we propose a learning approach to update the model using multiple agents trained in parallel with different representations of the target game. Visual mapping between video sequences of transfer pairs is used to derive new representations of the target game; training on these visual representations of the target game improves model updates in terms of performance, data efficiency and stability. In order to demonstrate the functionality of the architecture, Atari games Pong-v0 and Breakout-v0 are being used from the OpenAI gym environment; as the source and target environment.

We introduce a general strategy for improving neural sequence generation by incorporating knowledge about the future. Our decoder combines a standard sequence decoder with a ‘soothsayer’ prediction function Q that estimates the outcome in the future of generating a word in the present. Our model draws on the same intuitions as reinforcement learning, but is both simpler and higher performing, avoiding known problems with the use of reinforcement learning in tasks with enormous search spaces like sequence generation. We demonstrate our model by incorporating Q functions that incrementally predict what the future BLEU or ROUGE score of the completed sequence will be, its future length, and the backwards probability of the source given the future target sequence. Experimental results show that future prediction yields improved performance in abstractive summarization and conversational response generation and the state-of-the-art in machine translation, while also enabling the decoder to generate outputs that have specific properties.

Conversational agents (CA) use dialogues to interact with users so as to offer an experience of naturalistic interaction. However, due to the low transparency and poor explanability of mechanism inside CA, individual's understanding of CA's capabilities may affect how the individual interacts with CA and the sustainability of CA use. To examine how users' understanding affect perceptions and experiences of using CA, we conducted a laboratory study asking 41 participants performed a set of tasks using Apple Siri. We independently manipulated two factors: (1) personal experience of using CA, and (2) technical knowledge about CA's system model. We conducted mixed-method analyses of post-task usability measures and interviews, and confirmed that use experience and technical knowledge affects perceived usability and mental models differently.

This talk proposes a very simple “baseline architecture” for a learning agent that can handle stochastic, partially observable environments. The architecture uses reinforcement learning together with a method for representing temporal processes as graphical models. I will discuss methods for leaming the parameters and structure of such representations from sensory inputs, and for computing posterior probabilities. Some open problems remain before we can try out the complete agent; more arise when we consider scaling up. A second theme of the talk will be whether reinforcement learning can provide a good model of animal and human learning. To answer this question, we must do inverse reinforcement learning: given the observed behaviour, what reward signal, if any, is being optimized? This seems to be a very interesting problem for the COLT, UAI, and ML communities, and has been addressed in econometrics under the heading of structural estimation of Markov decision processes. 1 Learning in uncertain environments AI is about the construction of intelligent agents, i.e., systems that perceive and act effectively (according to some performance measure) in an environment. I have argued elsewhere Russell and Norvig (1995) that most AI research has focused on environments that are static, deterministic, discrete, and fully observable. What is to be done when, as in the real world, the environment is dynamic, stochastic, continuous, and partially observable? ‘This paper draws on a variety of research efforts supported by NSF @I-9634215), ONR (N00014-97-l-0941), and AR0 (DAAH04-96-1-0341). Permission to make digital or hard copies of all or p.art of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for prolit or commercial adwantage and that copies bear this notice and the full citation on the first page. To copy otherwise. to republish, to post on servers or to redistribute to lists, requires prior specific pemlission and/or a fee. COLT 98 Madison WI IJSA Copyright ACM 1998 1-5X1 13-057--0/9X/ 7...$5.00 In recent years, reinforcement learning (also called neurodynamic programming) has made rapid progress as an approachfor building agents automatically (Sutton, 1988; Kaelbling et al., 1996; Bertsekas & Tsitsiklis, 1996). The basic idea is that the performance measure is made available to the agent in the form of a rewardfunction specifying the reward for each state that the agent passes through. The performance measure is then the sum of the rewards obtained. For example, when a bumble bee forages, the reward function at each time step might be some combination of the distance flown (weighted negatively) and the nectar ingested. Reinforcement learning (RL) methods are essentially online algorithmd for solving Markovdecisionprocesses (MDPs). An MDP is defined by the reward function and a model, that is, the state transition probabilities conditioned on each possible action. RL algorithms can be model-based, where the agent learns a model, or model-free-e.g., Q-learning citeWatkins: 1989, which learns just a function Q(s, a) specifying the long-term value of taking action a in state s and acting optimally thereafter. Despite their successes, RL methods have been restricted largely tofully observable MDPs, in which the sensory input at each state is sufficient to identify the state. Obviously, in the real world, we must often deal with partially observable MDPs (POMDPs). Astrom (1965) proved that optimal decisions in POMDPs depend on the belief state b at each point in time, i.e., the posterior probability distribution over all possible actual states, given all evidence to date. The functions V and Q then become functions of b instead of s. Parr and Russell (1995) describes a very simple POMDP RL algorithm using an explicit representation of b as a vector of probabilities, and McCallum (1993) shows a way to approximate the belief state using recent percept sequences. Neither approach is likely to scale up to situations with large numbers of state variables and long-term temporal dependencies. What is needed is a way of representing the model compactly and updating the belief state efficiently given the model and each new observation. Dynamic Bayesian networks (Dean & Kanazawa, 1989) seem to have some of the required properties; in particular, they have significant advantages over other approaches such as Kalman filters and hidden Markov models. Our baseline architecture, shown in Figure 1, uses DBNs to represent and update the belief state as new sensor information arrives. Given a representation for b, the reward signal is used to learn a Q-function represented by some “black-box” function approximator such as a neural network. Provided we can handle hybrid (dis-

Decision-making is challenging in continuous settings where complex sequences of events determine rewards, even when these event sequences are largely observable. In particular, traditional trial-and-error learning strategies may have a hard time associating continuous actions with their reward because of the size of the state space and the complexity of the reward function. Given a model of the world, a different strategy is to use imagination to exploit the knowledge embedded in that model. In this regime, the system directly optimizes the decision for each episode based on predictions from the model. We extend deep learning methods that have been previously used for model-free learning and apply them towards a model-based approach in which an expert is consulted multiple times in the agents’ imagination before it takes an action in the world. We show preliminary results on a difficult physical reasoning task where our model-based approach outperforms a model-free baseline, even when using an inaccurate expert.

Perception and expression of emotion are key factors to the success of dialogue systems or conversational agents. However, this problem has not been studied in large-scale conversation generation so far. In this paper, we propose Emotional Chatting Machine (ECM) that can generate appropriate responses not only in content (relevant and grammatical) but also in emotion (emotionally consistent). To the best of our knowledge, this is the first work that addresses the emotion factor in large-scale conversation generation. ECM addresses the factor using three new mechanisms that respectively (1) models the high-level abstraction of emotion expressions by embedding emotion categories, (2) captures the change of implicit internal emotion states, and (3) uses explicit emotion expressions with an external emotion vocabulary. Experiments show that the proposed model can generate responses appropriate not only in content but also in emotion.

Reinforcement learning has shown great potential in generalizing over raw sensory data using only a single neural network for value optimization. There are several challenges in the current state-of-the-art reinforcement learning algorithms that prevent them from converging towards the global optima. It is likely that the solution to these problems lies in shortand long-term planning, exploration and memory management for reinforcement learning algorithms. Games are often used to benchmark reinforcement learning algorithms as they provide a flexible, reproducible, and easy to control environment. Regardless, few games feature a state-space where results in exploration, memory, and planning are easily perceived. This paper presents The Dreaming Variational Autoencoder (DVAE), a neural network based generative modeling architecture for exploration in environments with sparse feedback. We further present Deep Maze, a novel and flexible maze engine that challenges DVAE in partial and fully-observable state-spaces, long-horizon tasks, and deterministic and stochastic problems. We show initial findings and encourage further work in reinforcement learning driven by generative exploration.

A natural conversation involves rapid exchanges of turns while talking. Taking turns at appropriate timing or intervals is a requisite feature for a dialog system as a conversation partner. This paper proposes a model that estimates the timing of turn-taking during verbal interactions. Unlike previous studies, our proposed model does not rely on a silence region between sentences since a dialog system must respond without large gaps or overlaps. We propose a Recurrent Neural Network (RNN) based model that takes the joint embedding of lexical and prosodic contents as its input to classify utterances into turn-taking related classes and estimates the turn-taking timing. To this end, we trained a neural network to embed the lexical contents, the fundamental frequencies, and the speech power into a joint embedding space. To learn meaningful embedding spaces, the prosodic features from each single utterance are pretrained using RNN and combined with utterance lexical embedding as the input of our proposed model. We tested this model on a spontaneous conversation dataset and confirmed that it outperformed the use of word embedding-based features.

Endowing a dialogue system with particular personality traits is essential to deliver more human-like conversations. However, due to the challenge of embodying personality via language expression and the lack of large-scale persona-labeled dialogue data, this research problem is still far from well-studied. In this paper, we investigate the problem of incorporating explicit personality traits in dialogue generation to deliver personalized dialogues. To this end, firstly, we construct PersonalDialog, a large-scale multi-turn dialogue dataset containing various traits from a large number of speakers. The dataset consists of 20.83M sessions and 56.25M utterances from 8.47M speakers. Each utterance is associated with a speaker who is marked with traits like Age, Gender, Location, Interest Tags, etc. Several anonymization schemes are designed to protect the privacy of each speaker. This large-scale dataset will facilitate not only the study of personalized dialogue generation, but also other researches on sociolinguistics or social science. Secondly, to study how personality traits can be captured and addressed in dialogue generation, we propose persona-aware dialogue generation models within the sequence to sequence learning framework. Explicit personality traits (structured by key-value pairs) are embedded using a trait fusion module. During the decoding process, two techniques, namely persona-aware attention and persona-aware bias, are devised to capture and address trait-related information. Experiments demonstrate that our model is able to address proper traits in different contexts. Case studies also show interesting results for this challenging research problem.

In the modern Era of technology, Chatbots is the next big thing in the era of conversational services. Chatbots is a virtual person who can effectively talk to any human being using interactive textual skills. Currently, there are many cloud base Chatbots services which are available for the development and improvement of the chatbot sector such as IBM Watson, Microsoft bot, AWS Lambda, Heroku and many others. A virtual person is based on machine learning and Artificial Intelligence (AI) concepts and due to dynamic nature, there is a drawback in the design and development of these chatbots as they have built-in AI, NLP, programming and conversion services. This paper gives an overview of cloud-based chatbots technologies along with programming of chatbots and challenges of programming in current and future Era of chatbot.


Question: Deep reinforcement learning applied to conversational artificial intelligence.

This paper explores the implications of action value overestimations in deep reinforcement learning, particularly in the context of the Deep Q-Network (DQN) algorithm, which has gained popularity for its ability to combine Q-learning with deep neural networks. DQN has been successfully applied to a variety of Atari 2600 games, achieving human-level performance in many instances. However, the algorithm's susceptibility to overestimation has remained a point of concern. We confirm that under certain conditions, DQN does indeed overestimate action values in some Atari games, a phenomenon that was previously not well-understood in terms of its prevalence and impact. To address this issue, we draw inspiration from the Double Q-learning algorithm, originally developed for tabular settings, and adapt it to function with large-scale function approximation. Our adaptation, which we term Double DQN, significantly mitigates overestimation by introducing a mechanism to separate action selection from action evaluation. This separation ensures that the action values are more accurately estimated, as the algorithm avoids the bias introduced by the maximization step over estimated action values, which can lead to overestimations. Our empirical results demonstrate that not only does Double DQN reduce the observed overestimations, but it also leads to markedly improved performance on several Atari games. This finding underscores the detrimental effect of overestimations on policy quality and the importance of addressing this issue to enhance learning outcomes. By refining DQN through the incorporation of Double Q-learning principles, we achieve state-of-the-art results in the Atari domain, showcasing the effectiveness of our approach in mitigating overestimations and thereby improving the overall performance of deep reinforcement learning algorithms.

Perception and expression of emotion are key factors to the success of dialogue systems or conversational agents. However, this problem has not been studied in large-scale conversation generation so far. In this paper, we propose Emotional Chatting Machine (ECM) that can generate appropriate responses not only in content (relevant and grammatical) but also in emotion (emotionally consistent). To the best of our knowledge, this is the first work that addresses the emotion factor in large-scale conversation generation. ECM addresses the factor using three new mechanisms that respectively (1) models the high-level abstraction of emotion expressions by embedding emotion categories, (2) captures the change of implicit internal emotion states, and (3) uses explicit emotion expressions with an external emotion vocabulary. Experiments show that the proposed model can generate responses appropriate not only in content but also in emotion.

An informative and comprehensive overview of the state-of-the-art in natural language generation (NLG) for interactive systems, this guide introduces graduate students and new researchers to the field of natural language processing and artificial intelligence, while inspiring them with ideas for future research. Detailing the techniques and challenges of NLG for interactive applications, it focuses on research into systems that model collaborativity and uncertainty, are capable of being scaled incrementally, and can engage with the user effectively. A range of real-world case studies is also included. The book and the accompanying website feature a comprehensive bibliography, and refer the reader to corpora, data, software, and other resources for pursuing research on natural language generation and interactive systems, including dialogue systems, multimodal interfaces, and assistive technologies. It is an ideal resource for students and researchers in computational linguistics, natural language processing, and related fields.

The interpretation of spatial references is highly contextual, requiring joint inference over both language and the environment. We consider the task of spatial reasoning in a simulated environment, where an agent can act and receive rewards. The proposed model learns a representation of the world steered by instruction text. This design allows for precise alignment of local neighborhoods with corresponding verbalizations, while also handling global references in the instructions. We train our model with reinforcement learning using a variant of generalized value iteration. The model outperforms state-of-the-art approaches on several metrics, yielding a 45% reduction in goal localization error.

Classical methods to control heating systems are often marred by suboptimal performance, inability to adapt to dynamic conditions and unreasonable assumptions e.g. existence of building models. This paper presents a novel deep reinforcement learning algorithm which can control space heating in buildings in a computationally efficient manner, and benchmarks it against other known techniques. The proposed algorithm outperforms rule based control by between 5-10% in a simulation environment for a number of price signals. We conclude that, while not optimal, the proposed algorithm offers additional practical advantages such as faster computation times and increased robustness to non-stationarities in building dynamics.

The natural language generation (NLG) component of a spoken dialogue system (SDS) usually needs a substantial amount of handcrafting or a well-labeled dataset to be trained on. These limitations add significantly to development costs and make cross-domain, multi-lingual dialogue systems intractable. Moreover, human languages are context-aware. The most natural response should be directly learned from data rather than depending on predefined syntaxes or rules. This paper presents a statistical language generator based on a joint recurrent and convolutional neural network structure which can be trained on dialogue act-utterance pairs without any semantic alignments or predefined grammar trees. Objective metrics suggest that this new model outperforms previous methods under the same experimental conditions. Results of an evaluation by human judges indicate that it produces not only high quality but linguistically varied utterances which are preferred compared to n-gram and rule-based systems.

In this paper we explore deep learning models with memory component or attention mechanism for question answering task. We combine and compare three models, Neural Machine Translation [1], Neural Turing Machine [5], and Memory Networks [15] for a simulated QA data set [14]. This paper is the first one that uses Neural Machine Translation and Neural Turing Machines for solving QA tasks. Our results suggest that the combination of attention and memory have potential to solve certain QA problem.

Deep learning classifiers are known to be inherently vulnerable to manipulation by intentionally perturbed inputs, named adversarial examples. In this work, we establish that reinforcement learning techniques based on Deep Q-Networks (DQNs) are also vulnerable to adversarial input perturbations, and verify the transferability of adversarial examples across different DQN models. Furthermore, we present a novel class of attacks based on this vulnerability that enable policy manipulation and induction in the learning process of DQNs. We propose an attack mechanism that exploits the transferability of adversarial examples to implement policy induction attacks on DQNs, and demonstrate its efficacy and impact through experimental study of a game-learning scenario.

In this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by developing and benchmarking domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. All of the software, including the benchmark agents, is publicly available.

While the need for hierarchies within control systems is apparent, it is also clear to many researchers that such hierarchies should be learned. Learning both the structure and the component behaviors is a di cult task. The bene t of learning the hierarchical structures of behaviors is that the decomposition of the control structure into smaller transportable chunks allows previously learned knowledge to be applied to new but related tasks. Presented in this paper are improvements to Nested Q-learning (NQL) that allow more realistic learning of control hierarchies in reinforcement environments. Also presented is a simulation of a simple robot performing a series of related tasks that is used to compare both hierarchical and non-hierarchal learning techniques.

In recent years, deep artificial neural networks (including recurrent ones) have won numerous contests in pattern recognition and machine learning. This historical survey compactly summarizes relevant work, much of it from the previous millennium. Shallow and Deep Learners are distinguished by the depth of their credit assignment paths, which are chains of possibly learnable, causal links between actions and effects. I review deep supervised learning (also recapitulating the history of backpropagation), unsupervised learning, reinforcement learning & evolutionary computation, and indirect search for short programs encoding deep and large networks.