319 research outputs found

    The Dreaming Variational Autoencoder for Reinforcement Learning Environments

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    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 short- and 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.Comment: Best Student Paper Award, Proceedings of the 38th SGAI International Conference on Artificial Intelligence, Cambridge, UK, 2018, Artificial Intelligence XXXV, 201

    Crawling in Rogue's dungeons with (partitioned) A3C

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    Rogue is a famous dungeon-crawling video-game of the 80ies, the ancestor of its gender. Rogue-like games are known for the necessity to explore partially observable and always different randomly-generated labyrinths, preventing any form of level replay. As such, they serve as a very natural and challenging task for reinforcement learning, requiring the acquisition of complex, non-reactive behaviors involving memory and planning. In this article we show how, exploiting a version of A3C partitioned on different situations, the agent is able to reach the stairs and descend to the next level in 98% of cases.Comment: Accepted at the Fourth International Conference on Machine Learning, Optimization, and Data Science (LOD 2018

    Unsupervised, Efficient and Semantic Expertise Retrieval

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    We introduce an unsupervised discriminative model for the task of retrieving experts in online document collections. We exclusively employ textual evidence and avoid explicit feature engineering by learning distributed word representations in an unsupervised way. We compare our model to state-of-the-art unsupervised statistical vector space and probabilistic generative approaches. Our proposed log-linear model achieves the retrieval performance levels of state-of-the-art document-centric methods with the low inference cost of so-called profile-centric approaches. It yields a statistically significant improved ranking over vector space and generative models in most cases, matching the performance of supervised methods on various benchmarks. That is, by using solely text we can do as well as methods that work with external evidence and/or relevance feedback. A contrastive analysis of rankings produced by discriminative and generative approaches shows that they have complementary strengths due to the ability of the unsupervised discriminative model to perform semantic matching.Comment: WWW2016, Proceedings of the 25th International Conference on World Wide Web. 201

    Local Communication Protocols for Learning Complex Swarm Behaviors with Deep Reinforcement Learning

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    Swarm systems constitute a challenging problem for reinforcement learning (RL) as the algorithm needs to learn decentralized control policies that can cope with limited local sensing and communication abilities of the agents. While it is often difficult to directly define the behavior of the agents, simple communication protocols can be defined more easily using prior knowledge about the given task. In this paper, we propose a number of simple communication protocols that can be exploited by deep reinforcement learning to find decentralized control policies in a multi-robot swarm environment. The protocols are based on histograms that encode the local neighborhood relations of the agents and can also transmit task-specific information, such as the shortest distance and direction to a desired target. In our framework, we use an adaptation of Trust Region Policy Optimization to learn complex collaborative tasks, such as formation building and building a communication link. We evaluate our findings in a simulated 2D-physics environment, and compare the implications of different communication protocols.Comment: 13 pages, 4 figures, version 2, accepted at ANTS 201

    Reinforced Axial Refinement Network for Monocular 3D Object Detection

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    Monocular 3D object detection aims to extract the 3D position and properties of objects from a 2D input image. This is an ill-posed problem with a major difficulty lying in the information loss by depth-agnostic cameras. Conventional approaches sample 3D bounding boxes from the space and infer the relationship between the target object and each of them, however, the probability of effective samples is relatively small in the 3D space. To improve the efficiency of sampling, we propose to start with an initial prediction and refine it gradually towards the ground truth, with only one 3d parameter changed in each step. This requires designing a policy which gets a reward after several steps, and thus we adopt reinforcement learning to optimize it. The proposed framework, Reinforced Axial Refinement Network (RAR-Net), serves as a post-processing stage which can be freely integrated into existing monocular 3D detection methods, and improve the performance on the KITTI dataset with small extra computational costs.Comment: Accepted by ECCV 202

    Large-Scale Distributed Bayesian Matrix Factorization using Stochastic Gradient MCMC

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    Despite having various attractive qualities such as high prediction accuracy and the ability to quantify uncertainty and avoid over-fitting, Bayesian Matrix Factorization has not been widely adopted because of the prohibitive cost of inference. In this paper, we propose a scalable distributed Bayesian matrix factorization algorithm using stochastic gradient MCMC. Our algorithm, based on Distributed Stochastic Gradient Langevin Dynamics, can not only match the prediction accuracy of standard MCMC methods like Gibbs sampling, but at the same time is as fast and simple as stochastic gradient descent. In our experiments, we show that our algorithm can achieve the same level of prediction accuracy as Gibbs sampling an order of magnitude faster. We also show that our method reduces the prediction error as fast as distributed stochastic gradient descent, achieving a 4.1% improvement in RMSE for the Netflix dataset and an 1.8% for the Yahoo music dataset

    Skin Lesion Analyser: An Efficient Seven-Way Multi-Class Skin Cancer Classification Using MobileNet

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    Skin cancer, a major form of cancer, is a critical public health problem with 123,000 newly diagnosed melanoma cases and between 2 and 3 million non-melanoma cases worldwide each year. The leading cause of skin cancer is high exposure of skin cells to UV radiation, which can damage the DNA inside skin cells leading to uncontrolled growth of skin cells. Skin cancer is primarily diagnosed visually employing clinical screening, a biopsy, dermoscopic analysis, and histopathological examination. It has been demonstrated that the dermoscopic analysis in the hands of inexperienced dermatologists may cause a reduction in diagnostic accuracy. Early detection and screening of skin cancer have the potential to reduce mortality and morbidity. Previous studies have shown Deep Learning ability to perform better than human experts in several visual recognition tasks. In this paper, we propose an efficient seven-way automated multi-class skin cancer classification system having performance comparable with expert dermatologists. We used a pretrained MobileNet model to train over HAM10000 dataset using transfer learning. The model classifies skin lesion image with a categorical accuracy of 83.1 percent, top2 accuracy of 91.36 percent and top3 accuracy of 95.34 percent. The weighted average of precision, recall, and f1-score were found to be 0.89, 0.83, and 0.83 respectively. The model has been deployed as a web application for public use at (https://saketchaturvedi.github.io). This fast, expansible method holds the potential for substantial clinical impact, including broadening the scope of primary care practice and augmenting clinical decision-making for dermatology specialists.Comment: This is a pre-copyedited version of a contribution published in Advances in Intelligent Systems and Computing, Hassanien A., Bhatnagar R., Darwish A. (eds) published by Chaturvedi S.S., Gupta K., Prasad P.S. The definitive authentication version is available online via https://doi.org/10.1007/978-981-15-3383-9_1

    AI Researchers, Video Games Are Your Friends!

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    If you are an artificial intelligence researcher, you should look to video games as ideal testbeds for the work you do. If you are a video game developer, you should look to AI for the technology that makes completely new types of games possible. This chapter lays out the case for both of these propositions. It asks the question "what can video games do for AI", and discusses how in particular general video game playing is the ideal testbed for artificial general intelligence research. It then asks the question "what can AI do for video games", and lays out a vision for what video games might look like if we had significantly more advanced AI at our disposal. The chapter is based on my keynote at IJCCI 2015, and is written in an attempt to be accessible to a broad audience.Comment: in Studies in Computational Intelligence Studies in Computational Intelligence, Volume 669 2017. Springe
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