Francisco Cruz

AI
h-index10
11papers
149citations
Novelty38%
AI Score35

11 Papers

5.8LGOct 7, 2022
Elastic Step DQN: A novel multi-step algorithm to alleviate overestimation in Deep QNetworks

Adrian Ly, Richard Dazeley, Peter Vamplew et al.

Deep Q-Networks algorithm (DQN) was the first reinforcement learning algorithm using deep neural network to successfully surpass human level performance in a number of Atari learning environments. However, divergent and unstable behaviour have been long standing issues in DQNs. The unstable behaviour is often characterised by overestimation in the $Q$-values, commonly referred to as the overestimation bias. To address the overestimation bias and the divergent behaviour, a number of heuristic extensions have been proposed. Notably, multi-step updates have been shown to drastically reduce unstable behaviour while improving agent's training performance. However, agents are often highly sensitive to the selection of the multi-step update horizon ($n$), and our empirical experiments show that a poorly chosen static value for $n$ can in many cases lead to worse performance than single-step DQN. Inspired by the success of $n$-step DQN and the effects that multi-step updates have on overestimation bias, this paper proposes a new algorithm that we call `Elastic Step DQN' (ES-DQN). It dynamically varies the step size horizon in multi-step updates based on the similarity of states visited. Our empirical evaluation shows that ES-DQN out-performs $n$-step with fixed $n$ updates, Double DQN and Average DQN in several OpenAI Gym environments while at the same time alleviating the overestimation bias.

9.0AIJul 7, 2022
Evaluating Human-like Explanations for Robot Actions in Reinforcement Learning Scenarios

Francisco Cruz, Charlotte Young, Richard Dazeley et al.

Explainable artificial intelligence is a research field that tries to provide more transparency for autonomous intelligent systems. Explainability has been used, particularly in reinforcement learning and robotic scenarios, to better understand the robot decision-making process. Previous work, however, has been widely focused on providing technical explanations that can be better understood by AI practitioners than non-expert end-users. In this work, we make use of human-like explanations built from the probability of success to complete the goal that an autonomous robot shows after performing an action. These explanations are intended to be understood by people who have no or very little experience with artificial intelligence methods. This paper presents a user trial to study whether these explanations that focus on the probability an action has of succeeding in its goal constitute a suitable explanation for non-expert end-users. The results obtained show that non-expert participants rate robot explanations that focus on the probability of success higher and with less variance than technical explanations generated from Q-values, and also favor counterfactual explanations over standalone explanations.

2.2RONov 23, 2022
Introspection-based Explainable Reinforcement Learning in Episodic and Non-episodic Scenarios

Niclas Schroeter, Francisco Cruz, Stefan Wermter

With the increasing presence of robotic systems and human-robot environments in today's society, understanding the reasoning behind actions taken by a robot is becoming more important. To increase this understanding, users are provided with explanations as to why a specific action was taken. Among other effects, these explanations improve the trust of users in their robotic partners. One option for creating these explanations is an introspection-based approach which can be used in conjunction with reinforcement learning agents to provide probabilities of success. These can in turn be used to reason about the actions taken by the agent in a human-understandable fashion. In this work, this introspection-based approach is developed and evaluated further on the basis of an episodic and a non-episodic robotics simulation task. Furthermore, an additional normalization step to the Q-values is proposed, which enables the usage of the introspection-based approach on negative and comparatively small Q-values. Results obtained show the viability of introspection for episodic robotics tasks and, additionally, that the introspection-based approach can be used to generate explanations for the actions taken in a non-episodic robotics environment as well.

2.5AIOct 11, 2022
Broad-persistent Advice for Interactive Reinforcement Learning Scenarios

Francisco Cruz, Adam Bignold, Hung Son Nguyen et al.

The use of interactive advice in reinforcement learning scenarios allows for speeding up the learning process for autonomous agents. Current interactive reinforcement learning research has been limited to real-time interactions that offer relevant user advice to the current state only. Moreover, the information provided by each interaction is not retained and instead discarded by the agent after a single use. In this paper, we present a method for retaining and reusing provided knowledge, allowing trainers to give general advice relevant to more than just the current state. Results obtained show that the use of broad-persistent advice substantially improves the performance of the agent while reducing the number of interactions required for the trainer.

2.5AIDec 6, 2022
Reinforcement Learning for UAV control with Policy and Reward Shaping

Cristian Millán-Arias, Ruben Contreras, Francisco Cruz et al.

In recent years, unmanned aerial vehicle (UAV) related technology has expanded knowledge in the area, bringing to light new problems and challenges that require solutions. Furthermore, because the technology allows processes usually carried out by people to be automated, it is in great demand in industrial sectors. The automation of these vehicles has been addressed in the literature, applying different machine learning strategies. Reinforcement learning (RL) is an automation framework that is frequently used to train autonomous agents. RL is a machine learning paradigm wherein an agent interacts with an environment to solve a given task. However, learning autonomously can be time consuming, computationally expensive, and may not be practical in highly-complex scenarios. Interactive reinforcement learning allows an external trainer to provide advice to an agent while it is learning a task. In this study, we set out to teach an RL agent to control a drone using reward-shaping and policy-shaping techniques simultaneously. Two simulated scenarios were proposed for the training; one without obstacles and one with obstacles. We also studied the influence of each technique. The results show that an agent trained simultaneously with both techniques obtains a lower reward than an agent trained using only a policy-based approach. Nevertheless, the agent achieves lower execution times and less dispersion during training.

2.5AIDec 14, 2022
Explaining Agent's Decision-making in a Hierarchical Reinforcement Learning Scenario

Hugo Muñoz, Ernesto Portugal, Angel Ayala et al.

Reinforcement learning is a machine learning approach based on behavioral psychology. It is focused on learning agents that can acquire knowledge and learn to carry out new tasks by interacting with the environment. However, a problem occurs when reinforcement learning is used in critical contexts where the users of the system need to have more information and reliability for the actions executed by an agent. In this regard, explainable reinforcement learning seeks to provide to an agent in training with methods in order to explain its behavior in such a way that users with no experience in machine learning could understand the agent's behavior. One of these is the memory-based explainable reinforcement learning method that is used to compute probabilities of success for each state-action pair using an episodic memory. In this work, we propose to make use of the memory-based explainable reinforcement learning method in a hierarchical environment composed of sub-tasks that need to be first addressed to solve a more complex task. The end goal is to verify if it is possible to provide to the agent the ability to explain its actions in the global task as well as in the sub-tasks. The results obtained showed that it is possible to use the memory-based method in hierarchical environments with high-level tasks and compute the probabilities of success to be used as a basis for explaining the agent's behavior.

3.6CVDec 18, 2025
LAPX: Lightweight Hourglass Network with Global Context

Haopeng Zhao, Marsha Mariya Kappan, Mahdi Bamdad et al.

Human pose estimation is a crucial task in computer vision. Methods that have SOTA (State-of-the-Art) accuracy, often involve a large number of parameters and incur substantial computational cost. Many lightweight variants have been proposed to reduce the model size and computational cost of them. However, several of these methods still contain components that are not well suited for efficient deployment on edge devices. Moreover, models that primarily emphasize inference speed on edge devices often suffer from limited accuracy due to their overly simplified designs. To address these limitations, we propose LAPX, an Hourglass network with self-attention that captures global contextual information, based on previous work, LAP. In addition to adopting the self-attention module, LAPX advances the stage design and refine the lightweight attention modules. It achieves competitive results on two benchmark datasets, MPII and COCO, with only 2.3M parameters, and demonstrates real-time performance, confirming its edge-device suitability.

3.7CVDec 9, 2024
Attention-Enhanced Lightweight Hourglass Network for Human Pose Estimation

Marsha Mariya Kappan, Eduardo Benitez Sandoval, Erik Meijering et al.

Pose estimation is a critical task in computer vision with a wide range of applications from activity monitoring to human-robot interaction. However,most of the existing methods are computationally expensive or have complex architecture. Here we propose a lightweight attention based pose estimation network that utilizes depthwise separable convolution and Convolutional Block Attention Module on an hourglass backbone. The network significantly reduces the computational complexity (floating point operations) and the model size (number of parameters) containing only about 10% of parameters of original eight stack Hourglass network. Experiments were conducted on COCO and MPII datasets using a two stack hourglass backbone. The results showed that our model performs well in comparison to six other lightweight pose estimation models with an average precision of 72.07. The model achieves this performance with only 2.3M parameters and 3.7G FLOPs.

3.0ROOct 15, 2021
A Broad-persistent Advising Approach for Deep Interactive Reinforcement Learning in Robotic Environments

Hung Son Nguyen, Francisco Cruz, Richard Dazeley

Deep Reinforcement Learning (DeepRL) methods have been widely used in robotics to learn about the environment and acquire behaviors autonomously. Deep Interactive Reinforcement Learning (DeepIRL) includes interactive feedback from an external trainer or expert giving advice to help learners choosing actions to speed up the learning process. However, current research has been limited to interactions that offer actionable advice to only the current state of the agent. Additionally, the information is discarded by the agent after a single use that causes a duplicate process at the same state for a revisit. In this paper, we present Broad-persistent Advising (BPA), a broad-persistent advising approach that retains and reuses the processed information. It not only helps trainers to give more general advice relevant to similar states instead of only the current state but also allows the agent to speed up the learning process. We test the proposed approach in two continuous robotic scenarios, namely, a cart pole balancing task and a simulated robot navigation task. The obtained results show that the performance of the agent using BPA improves while keeping the number of interactions required for the trainer in comparison to the DeepIRL approach.

21.5AIAug 20, 2021
Explainable Reinforcement Learning for Broad-XAI: A Conceptual Framework and Survey

Richard Dazeley, Peter Vamplew, Francisco Cruz

Broad Explainable Artificial Intelligence moves away from interpreting individual decisions based on a single datum and aims to provide integrated explanations from multiple machine learning algorithms into a coherent explanation of an agent's behaviour that is aligned to the communication needs of the explainee. Reinforcement Learning (RL) methods, we propose, provide a potential backbone for the cognitive model required for the development of Broad-XAI. RL represents a suite of approaches that have had increasing success in solving a range of sequential decision-making problems. However, these algorithms all operate as black-box problem solvers, where they obfuscate their decision-making policy through a complex array of values and functions. EXplainable RL (XRL) is relatively recent field of research that aims to develop techniques to extract concepts from the agent's: perception of the environment; intrinsic/extrinsic motivations/beliefs; Q-values, goals and objectives. This paper aims to introduce a conceptual framework, called the Causal XRL Framework (CXF), that unifies the current XRL research and uses RL as a backbone to the development of Broad-XAI. Additionally, we recognise that RL methods have the ability to incorporate a range of technologies to allow agents to adapt to their environment. CXF is designed for the incorporation of many standard RL extensions and integrated with external ontologies and communication facilities so that the agent can answer questions that explain outcomes and justify its decisions.

6.5LGJul 30, 2020
Moody Learners -- Explaining Competitive Behaviour of Reinforcement Learning Agents

Pablo Barros, Ana Tanevska, Francisco Cruz et al.

Designing the decision-making processes of artificial agents that are involved in competitive interactions is a challenging task. In a competitive scenario, the agent does not only have a dynamic environment but also is directly affected by the opponents' actions. Observing the Q-values of the agent is usually a way of explaining its behavior, however, do not show the temporal-relation between the selected actions. We address this problem by proposing the \emph{Moody framework}. We evaluate our model by performing a series of experiments using the competitive multiplayer Chef's Hat card game and discuss how our model allows the agents' to obtain a holistic representation of the competitive dynamics within the game.