在比较多臂匪徒算法的性能时,通常会忽略缺失数据的潜在影响。实际上,这也影响了他们的实现,在克服此问题的最简单方法是继续根据原始的强盗算法进行采样,而忽略了缺失的结果。我们通过广泛的仿真研究研究了对这种方法的性能的影响,以处理几种强盗算法的缺失数据,假设奖励是随机缺失的。我们专注于具有二元结果的两臂匪徒在患者分配的背景下用于样本量相对较小的临床试验的背景下。但是,我们的结果适用于预计丢失数据的Bandit算法的其他应用。我们评估所得的运营特征,包括预期的奖励。考虑到双臂失踪的不同概率。我们工作的关键发现是,当使用忽略丢失数据的最简单策略时,对多军匪徒策略的预期性能的影响会根据这些策略平衡勘探探索折衷权衡的方式而有所不同。旨在探索的算法继续将样本分配给手臂,而响应却更多(被认为是具有较少观察到的信息的手臂,该算法比其他算法更具吸引力)。相比之下,针对剥削的算法将迅速为来自手臂的样品迅速分配高价值,而当前高平均值的算法如何,与每只手臂的水平观测无关。此外,对于算法更多地关注探索,我们说明,可以使用简单的平均插补方法来缓解缺失响应的问题。
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像汤普森采样等多武装强盗算法可用于进行自适应实验,其中最大化奖励意味着数据用于逐步为更多参与者分配更有效的武器。这些转让策略增加了统计假设试验的风险,鉴定武器之间的差异,当没有一个时,并且在真正是一个是一个时,武器的差异存在差异。我们为2臂实验仿真,探讨了两种算法,这些算法结合了统计分析的均匀随机化的益处,具有通过Thompson采样(TS)实现的奖励最大化的益处。首先,前两种汤普森采样增加了固定量的均匀随机分配(UR)随时间均匀传播。二,一种新的启发式算法,称为TS Postdiff(差异后概率)。 Ts Postdiff采用贝叶斯方法来混合TS和UR:使用UR分配分配参与者的概率是后部概率,即两个臂之间的差异是“小”(低于某个阈值),允许在存在时探索更多的探索很少或没有奖励获得。我们发现TS PostDiff方法跨多种效果大小进行良好,因此不需要根据真实效果大小的猜测进行调整。
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Designing experiments often requires balancing between learning about the true treatment effects and earning from allocating more samples to the superior treatment. While optimal algorithms for the Multi-Armed Bandit Problem (MABP) provide allocation policies that optimally balance learning and earning, they tend to be computationally expensive. The Gittins Index (GI) is a solution to the MABP that can simultaneously attain optimality and computationally efficiency goals, and it has been recently used in experiments with Bernoulli and Gaussian rewards. For the first time, we present a modification of the GI rule that can be used in experiments with exponentially-distributed rewards. We report its performance in simulated 2- armed and 3-armed experiments. Compared to traditional non-adaptive designs, our novel GI modified design shows operating characteristics comparable in learning (e.g. statistical power) but substantially better in earning (e.g. direct benefits). This illustrates the potential that designs using a GI approach to allocate participants have to improve participant benefits, increase efficiencies, and reduce experimental costs in adaptive multi-armed experiments with exponential rewards.
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Upcoming astronomical surveys will observe billions of galaxies across cosmic time, providing a unique opportunity to map the many pathways of galaxy assembly to an incredibly high resolution. However, the huge amount of data also poses an immediate computational challenge: current tools for inferring parameters from the light of galaxies take $\gtrsim 10$ hours per fit. This is prohibitively expensive. Simulation-based Inference (SBI) is a promising solution. However, it requires simulated data with identical characteristics to the observed data, whereas real astronomical surveys are often highly heterogeneous, with missing observations and variable uncertainties determined by sky and telescope conditions. Here we present a Monte Carlo technique for treating out-of-distribution measurement errors and missing data using standard SBI tools. We show that out-of-distribution measurement errors can be approximated by using standard SBI evaluations, and that missing data can be marginalized over using SBI evaluations over nearby data realizations in the training set. While these techniques slow the inference process from $\sim 1$ sec to $\sim 1.5$ min per object, this is still significantly faster than standard approaches while also dramatically expanding the applicability of SBI. This expanded regime has broad implications for future applications to astronomical surveys.
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The goal of autonomous vehicles is to navigate public roads safely and comfortably. To enforce safety, traditional planning approaches rely on handcrafted rules to generate trajectories. Machine learning-based systems, on the other hand, scale with data and are able to learn more complex behaviors. However, they often ignore that agents and self-driving vehicle trajectory distributions can be leveraged to improve safety. In this paper, we propose modeling a distribution over multiple future trajectories for both the self-driving vehicle and other road agents, using a unified neural network architecture for prediction and planning. During inference, we select the planning trajectory that minimizes a cost taking into account safety and the predicted probabilities. Our approach does not depend on any rule-based planners for trajectory generation or optimization, improves with more training data and is simple to implement. We extensively evaluate our method through a realistic simulator and show that the predicted trajectory distribution corresponds to different driving profiles. We also successfully deploy it on a self-driving vehicle on urban public roads, confirming that it drives safely without compromising comfort. The code for training and testing our model on a public prediction dataset and the video of the road test are available at https://woven.mobi/safepathnet
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Quadruped robots are currently used in industrial robotics as mechanical aid to automate several routine tasks. However, presently, the usage of such a robot in a domestic setting is still very much a part of the research. This paper discusses the understanding and virtual simulation of such a robot capable of detecting and understanding human emotions, generating its gait, and responding via sounds and expression on a screen. To this end, we use a combination of reinforcement learning and software engineering concepts to simulate a quadruped robot that can understand emotions, navigate through various terrains and detect sound sources, and respond to emotions using audio-visual feedback. This paper aims to establish the framework of simulating a quadruped robot that is emotionally intelligent and can primarily respond to audio-visual stimuli using motor or audio response. The emotion detection from the speech was not as performant as ERANNs or Zeta Policy learning, still managing an accuracy of 63.5%. The video emotion detection system produced results that are almost at par with the state of the art, with an accuracy of 99.66%. Due to its "on-policy" learning process, the PPO algorithm was extremely rapid to learn, allowing the simulated dog to demonstrate a remarkably seamless gait across the different cadences and variations. This enabled the quadruped robot to respond to generated stimuli, allowing us to conclude that it functions as predicted and satisfies the aim of this work.
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Real-world robotic grasping can be done robustly if a complete 3D Point Cloud Data (PCD) of an object is available. However, in practice, PCDs are often incomplete when objects are viewed from few and sparse viewpoints before the grasping action, leading to the generation of wrong or inaccurate grasp poses. We propose a novel grasping strategy, named 3DSGrasp, that predicts the missing geometry from the partial PCD to produce reliable grasp poses. Our proposed PCD completion network is a Transformer-based encoder-decoder network with an Offset-Attention layer. Our network is inherently invariant to the object pose and point's permutation, which generates PCDs that are geometrically consistent and completed properly. Experiments on a wide range of partial PCD show that 3DSGrasp outperforms the best state-of-the-art method on PCD completion tasks and largely improves the grasping success rate in real-world scenarios. The code and dataset will be made available upon acceptance.
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When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task -- the task ``features" -- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.
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and widely used information measurement metric, particularly popularized for SSVEP- based Brain-Computer (BCI) interfaces. By combining speed and accuracy into a single-valued parameter, this metric aids in the evaluation and comparison of various target identification algorithms across different BCI communities. To accurately depict performance and inspire an end-to-end design for futuristic BCI designs, a more thorough examination and definition of ITR is therefore required. We model the symbiotic communication medium, hosted by the retinogeniculate visual pathway, as a discrete memoryless channel and use the modified capacity expressions to redefine the ITR. We use graph theory to characterize the relationship between the asymmetry of the transition statistics and the ITR gain with the new definition, leading to potential bounds on data rate performance. On two well-known SSVEP datasets, we compared two cutting-edge target identification methods. Results indicate that the induced DM channel asymmetry has a greater impact on the actual perceived ITR than the change in input distribution. Moreover, it is demonstrated that the ITR gain under the new definition is inversely correlated with the asymmetry in the channel transition statistics. Individual input customizations are further shown to yield perceived ITR performance improvements. An algorithm is proposed to find the capacity of binary classification and further discussions are given to extend such results to ensemble techniques.We anticipate that the results of our study will contribute to the characterization of the highly dynamic BCI channel capacities, performance thresholds, and improved BCI stimulus designs for a tighter symbiosis between the human brain and computer systems while enhancing the efficiency of the underlying communication resources.
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A step-search sequential quadratic programming method is proposed for solving nonlinear equality constrained stochastic optimization problems. It is assumed that constraint function values and derivatives are available, but only stochastic approximations of the objective function and its associated derivatives can be computed via inexact probabilistic zeroth- and first-order oracles. Under reasonable assumptions, a high-probability bound on the iteration complexity of the algorithm to approximate first-order stationarity is derived. Numerical results on standard nonlinear optimization test problems illustrate the advantages and limitations of our proposed method.
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