scholarly journals Pre-Training Acquisition Functions by Deep Reinforcement Learning for Fixed Budget Active Learning

Author(s):  
Yusuke Taguchi ◽  
Hideitsu Hino ◽  
Keisuke Kameyama

AbstractThere are many situations in supervised learning where the acquisition of data is very expensive and sometimes determined by a user’s budget. One way to address this limitation is active learning. In this study, we focus on a fixed budget regime and propose a novel active learning algorithm for the pool-based active learning problem. The proposed method performs active learning with a pre-trained acquisition function so that the maximum performance can be achieved when the number of data that can be acquired is fixed. To implement this active learning algorithm, the proposed method uses reinforcement learning based on deep neural networks as as a pre-trained acquisition function tailored for the fixed budget situation. By using the pre-trained deep Q-learning-based acquisition function, we can realize the active learner which selects a sample for annotation from the pool of unlabeled samples taking the fixed-budget situation into account. The proposed method is experimentally shown to be comparable with or superior to existing active learning methods, suggesting the effectiveness of the proposed approach for the fixed-budget active learning.

2021 ◽  
Vol 14 ◽  
Author(s):  
Sergey A. Shuvaev ◽  
Ngoc B. Tran ◽  
Marcus Stephenson-Jones ◽  
Bo Li ◽  
Alexei A. Koulakov

Animals rely on internal motivational states to make decisions. The role of motivational salience in decision making is in early stages of mathematical understanding. Here, we propose a reinforcement learning framework that relies on neural networks to learn optimal ongoing behavior for dynamically changing motivation values. First, we show that neural networks implementing Q-learning with motivational salience can navigate in environment with dynamic rewards without adjustments in synaptic strengths when the needs of an agent shift. In this setting, our networks may display elements of addictive behaviors. Second, we use a similar framework in hierarchical manager-agent system to implement a reinforcement learning algorithm with motivation that both infers motivational states and behaves. Finally, we show that, when trained in the Pavlovian conditioning setting, the responses of the neurons in our model resemble previously published neuronal recordings in the ventral pallidum, a basal ganglia structure involved in motivated behaviors. We conclude that motivation allows Q-learning networks to quickly adapt their behavior to conditions when expected reward is modulated by agent’s dynamic needs. Our approach addresses the algorithmic rationale of motivation and makes a step toward better interpretability of behavioral data via inference of motivational dynamics in the brain.


2021 ◽  
Vol 2 (1) ◽  
pp. 1-25
Author(s):  
Yongsen Ma ◽  
Sheheryar Arshad ◽  
Swetha Muniraju ◽  
Eric Torkildson ◽  
Enrico Rantala ◽  
...  

In recent years, Channel State Information (CSI) measured by WiFi is widely used for human activity recognition. In this article, we propose a deep learning design for location- and person-independent activity recognition with WiFi. The proposed design consists of three Deep Neural Networks (DNNs): a 2D Convolutional Neural Network (CNN) as the recognition algorithm, a 1D CNN as the state machine, and a reinforcement learning agent for neural architecture search. The recognition algorithm learns location- and person-independent features from different perspectives of CSI data. The state machine learns temporal dependency information from history classification results. The reinforcement learning agent optimizes the neural architecture of the recognition algorithm using a Recurrent Neural Network (RNN) with Long Short-Term Memory (LSTM). The proposed design is evaluated in a lab environment with different WiFi device locations, antenna orientations, sitting/standing/walking locations/orientations, and multiple persons. The proposed design has 97% average accuracy when testing devices and persons are not seen during training. The proposed design is also evaluated by two public datasets with accuracy of 80% and 83%. The proposed design needs very little human efforts for ground truth labeling, feature engineering, signal processing, and tuning of learning parameters and hyperparameters.


Aerospace ◽  
2021 ◽  
Vol 8 (4) ◽  
pp. 113
Author(s):  
Pedro Andrade ◽  
Catarina Silva ◽  
Bernardete Ribeiro ◽  
Bruno F. Santos

This paper presents a Reinforcement Learning (RL) approach to optimize the long-term scheduling of maintenance for an aircraft fleet. The problem considers fleet status, maintenance capacity, and other maintenance constraints to schedule hangar checks for a specified time horizon. The checks are scheduled within an interval, and the goal is to, schedule them as close as possible to their due date. In doing so, the number of checks is reduced, and the fleet availability increases. A Deep Q-learning algorithm is used to optimize the scheduling policy. The model is validated in a real scenario using maintenance data from 45 aircraft. The maintenance plan that is generated with our approach is compared with a previous study, which presented a Dynamic Programming (DP) based approach and airline estimations for the same period. The results show a reduction in the number of checks scheduled, which indicates the potential of RL in solving this problem. The adaptability of RL is also tested by introducing small disturbances in the initial conditions. After training the model with these simulated scenarios, the results show the robustness of the RL approach and its ability to generate efficient maintenance plans in only a few seconds.


Entropy ◽  
2021 ◽  
Vol 23 (6) ◽  
pp. 737
Author(s):  
Fengjie Sun ◽  
Xianchang Wang ◽  
Rui Zhang

An Unmanned Aerial Vehicle (UAV) can greatly reduce manpower in the agricultural plant protection such as watering, sowing, and pesticide spraying. It is essential to develop a Decision-making Support System (DSS) for UAVs to help them choose the correct action in states according to the policy. In an unknown environment, the method of formulating rules for UAVs to help them choose actions is not applicable, and it is a feasible solution to obtain the optimal policy through reinforcement learning. However, experiments show that the existing reinforcement learning algorithms cannot get the optimal policy for a UAV in the agricultural plant protection environment. In this work we propose an improved Q-learning algorithm based on similar state matching, and we prove theoretically that there has a greater probability for UAV choosing the optimal action according to the policy learned by the algorithm we proposed than the classic Q-learning algorithm in the agricultural plant protection environment. This proposed algorithm is implemented and tested on datasets that are evenly distributed based on real UAV parameters and real farm information. The performance evaluation of the algorithm is discussed in detail. Experimental results show that the algorithm we proposed can efficiently learn the optimal policy for UAVs in the agricultural plant protection environment.


2021 ◽  
Vol 13 (1) ◽  
Author(s):  
Tiago Pereira ◽  
Maryam Abbasi ◽  
Bernardete Ribeiro ◽  
Joel P. Arrais

AbstractIn this work, we explore the potential of deep learning to streamline the process of identifying new potential drugs through the computational generation of molecules with interesting biological properties. Two deep neural networks compose our targeted generation framework: the Generator, which is trained to learn the building rules of valid molecules employing SMILES strings notation, and the Predictor which evaluates the newly generated compounds by predicting their affinity for the desired target. Then, the Generator is optimized through Reinforcement Learning to produce molecules with bespoken properties. The innovation of this approach is the exploratory strategy applied during the reinforcement training process that seeks to add novelty to the generated compounds. This training strategy employs two Generators interchangeably to sample new SMILES: the initially trained model that will remain fixed and a copy of the previous one that will be updated during the training to uncover the most promising molecules. The evolution of the reward assigned by the Predictor determines how often each one is employed to select the next token of the molecule. This strategy establishes a compromise between the need to acquire more information about the chemical space and the need to sample new molecules, with the experience gained so far. To demonstrate the effectiveness of the method, the Generator is trained to design molecules with an optimized coefficient of partition and also high inhibitory power against the Adenosine $$A_{2A}$$ A 2 A and $$\kappa$$ κ opioid receptors. The results reveal that the model can effectively adjust the newly generated molecules towards the wanted direction. More importantly, it was possible to find promising sets of unique and diverse molecules, which was the main purpose of the newly implemented strategy.


2012 ◽  
Vol 566 ◽  
pp. 572-579
Author(s):  
Abdolkarim Niazi ◽  
Norizah Redzuan ◽  
Raja Ishak Raja Hamzah ◽  
Sara Esfandiari

In this paper, a new algorithm based on case base reasoning and reinforcement learning (RL) is proposed to increase the convergence rate of the reinforcement learning algorithms. RL algorithms are very useful for solving wide variety decision problems when their models are not available and they must make decision correctly in every state of system, such as multi agent systems, artificial control systems, robotic, tool condition monitoring and etc. In the propose method, we investigate how making improved action selection in reinforcement learning (RL) algorithm. In the proposed method, the new combined model using case base reasoning systems and a new optimized function is proposed to select the action, which led to an increase in algorithms based on Q-learning. The algorithm mentioned was used for solving the problem of cooperative Markov’s games as one of the models of Markov based multi-agent systems. The results of experiments Indicated that the proposed algorithms perform better than the existing algorithms in terms of speed and accuracy of reaching the optimal policy.


Author(s):  
Buvanesh Pandian V

Reinforcement learning is a mathematical framework for agents to interact intelligently with their environment. Unlike supervised learning, where a system learns with the help of labeled data, reinforcement learning agents learn how to act by trial and error only receiving a reward signal from their environments. A field where reinforcement learning has been prominently successful is robotics [3]. However, real-world control problems are also particularly challenging because of the noise and high- dimensionality of input data (e.g., visual input). In recent years, in the field of supervised learning, deep neural networks have been successfully used to extract meaning from this kind of data. Building on these advances, deep reinforcement learning was used to solve complex problems like Atari games and Go. Mnih et al. [1] built a system with fixed hyper parameters able to learn to play 49 different Atari games only from raw pixel inputs. However, in order to apply the same methods to real-world control problems, deep reinforcement learning has to be able to deal with continuous action spaces. Discretizing continuous action spaces would scale poorly, since the number of discrete actions grows exponentially with the dimensionality of the action. Furthermore, having a parametrized policy can be advantageous because it can generalize in the action space. Therefore with this thesis we study state-of-the-art deep reinforcement learning algorithm, Deep Deterministic Policy Gradients. We provide a theoretical comparison to other popular methods, an evaluation of its performance, identify its limitations and investigate future directions of research. The remainder of the thesis is organized as follows. We start by introducing the field of interest, machine learning, focusing our attention of deep learning and reinforcement learning. We continue by describing in details the two main algorithms, core of this study, namely Deep Q-Network (DQN) and Deep Deterministic Policy Gradients (DDPG). We then provide implementatory details of DDPG and our test environment, followed by a description of benchmark test cases. Finally, we discuss the results of our evaluation, identifying limitations of the current approach and proposing future avenues of research.


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