49,209 research outputs found
Combining Subgoal Graphs with Reinforcement Learning to Build a Rational Pathfinder
In this paper, we present a hierarchical path planning framework called SG-RL
(subgoal graphs-reinforcement learning), to plan rational paths for agents
maneuvering in continuous and uncertain environments. By "rational", we mean
(1) efficient path planning to eliminate first-move lags; (2) collision-free
and smooth for agents with kinematic constraints satisfied. SG-RL works in a
two-level manner. At the first level, SG-RL uses a geometric path-planning
method, i.e., Simple Subgoal Graphs (SSG), to efficiently find optimal abstract
paths, also called subgoal sequences. At the second level, SG-RL uses an RL
method, i.e., Least-Squares Policy Iteration (LSPI), to learn near-optimal
motion-planning policies which can generate kinematically feasible and
collision-free trajectories between adjacent subgoals. The first advantage of
the proposed method is that SSG can solve the limitations of sparse reward and
local minima trap for RL agents; thus, LSPI can be used to generate paths in
complex environments. The second advantage is that, when the environment
changes slightly (i.e., unexpected obstacles appearing), SG-RL does not need to
reconstruct subgoal graphs and replan subgoal sequences using SSG, since LSPI
can deal with uncertainties by exploiting its generalization ability to handle
changes in environments. Simulation experiments in representative scenarios
demonstrate that, compared with existing methods, SG-RL can work well on
large-scale maps with relatively low action-switching frequencies and shorter
path lengths, and SG-RL can deal with small changes in environments. We further
demonstrate that the design of reward functions and the types of training
environments are important factors for learning feasible policies.Comment: 20 page
Fibers and global geometry of functions
Since the seminal work of Ambrosetti and Prodi, the study of global folds was
enriched by geometric concepts and extensions accomodating new examples. We
present the advantages of considering fibers, a construction dating to Berger
and Podolak's view of the original theorem. A description of folds in terms of
properties of fibers gives new perspective to the usual hypotheses in the
subject. The text is intended as a guide, outlining arguments and stating
results which will be detailed elsewhere
Experimentation in machine discovery
KEKADA, a system that is capable of carrying out a complex series of experiments on problems from the history of science, is described. The system incorporates a set of experimentation strategies that were extracted from the traces of the scientists' behavior. It focuses on surprises to constrain its search, and uses its strategies to generate hypotheses and to carry out experiments. Some strategies are domain independent, whereas others incorporate knowledge of a specific domain. The domain independent strategies include magnification, determining scope, divide and conquer, factor analysis, and relating different anomalous phenomena. KEKADA represents an experiment as a set of independent and dependent entities, with apparatus variables and a goal. It represents a theory either as a sequence of processes or as abstract hypotheses. KEKADA's response is described to a particular problem in biochemistry. On this and other problems, the system is capable of carrying out a complex series of experiments to refine domain theories. Analysis of the system and its behavior on a number of different problems has established its generality, but it has also revealed the reasons why the system would not be a good experimental scientist
Feature-Guided Black-Box Safety Testing of Deep Neural Networks
Despite the improved accuracy of deep neural networks, the discovery of
adversarial examples has raised serious safety concerns. Most existing
approaches for crafting adversarial examples necessitate some knowledge
(architecture, parameters, etc.) of the network at hand. In this paper, we
focus on image classifiers and propose a feature-guided black-box approach to
test the safety of deep neural networks that requires no such knowledge. Our
algorithm employs object detection techniques such as SIFT (Scale Invariant
Feature Transform) to extract features from an image. These features are
converted into a mutable saliency distribution, where high probability is
assigned to pixels that affect the composition of the image with respect to the
human visual system. We formulate the crafting of adversarial examples as a
two-player turn-based stochastic game, where the first player's objective is to
minimise the distance to an adversarial example by manipulating the features,
and the second player can be cooperative, adversarial, or random. We show that,
theoretically, the two-player game can con- verge to the optimal strategy, and
that the optimal strategy represents a globally minimal adversarial image. For
Lipschitz networks, we also identify conditions that provide safety guarantees
that no adversarial examples exist. Using Monte Carlo tree search we gradually
explore the game state space to search for adversarial examples. Our
experiments show that, despite the black-box setting, manipulations guided by a
perception-based saliency distribution are competitive with state-of-the-art
methods that rely on white-box saliency matrices or sophisticated optimization
procedures. Finally, we show how our method can be used to evaluate robustness
of neural networks in safety-critical applications such as traffic sign
recognition in self-driving cars.Comment: 35 pages, 5 tables, 23 figure
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