Financial inclusion ensures that individuals have access to financial products and services that meet their needs. As a key contributing factor to economic growth and investment opportunity, financial inclusion increases consumer spending and consequently business development. It has been shown that institutions are more profitable when they provide marginalised social groups access to financial services. Customer segmentation based on consumer transaction data is a well-known strategy used to promote financial inclusion. While the required data is available to modern institutions, the challenge remains that segment annotations are usually difficult and/or expensive to obtain. This prevents the usage of time series classification models for customer segmentation based on domain expert knowledge. As a result, clustering is an attractive alternative to partition customers into homogeneous groups based on the spending behaviour encoded within their transaction data. In this paper, we present a solution to one of the key challenges preventing modern financial institutions from providing financially inclusive credit, savings and insurance products: the inability to understand consumer financial behaviour, and hence risk, without the introduction of restrictive conventional credit scoring techniques. We present a novel time series clustering algorithm that allows institutions to understand the financial behaviour of their customers. This enables unique product offerings to be provided based on the needs of the customer, without reliance on restrictive credit practices.
We present counting reward automata-a finite state machine variant capable of modelling any reward function expressible as a formal language. Unlike previous approaches, which are limited to the expression of tasks as regular languages, our framework allows for tasks described by unrestricted grammars. We prove that an agent equipped with such an abstract machine is able to solve a larger set of tasks than those utilising current approaches. We show that this increase in expressive power does not come at the cost of increased automaton complexity. A selection of learning algorithms are presented which exploit automaton structure to improve sample efficiency. We show that the state machines required in our formulation can be specified from natural language task descriptions using large language models. Empirical results demonstrate that our method outperforms competing approaches in terms of sample efficiency, automaton complexity, and task completion.
Optimising deep neural networks is a challenging task due to complex training dynamics, high computational requirements, and long training times. To address this difficulty, we propose the framework of Generalisable Agents for Neural Network Optimisation (GANNO) -- a multi-agent reinforcement learning (MARL) approach that learns to improve neural network optimisation by dynamically and responsively scheduling hyperparameters during training. GANNO utilises an agent per layer that observes localised network dynamics and accordingly takes actions to adjust these dynamics at a layerwise level to collectively improve global performance. In this paper, we use GANNO to control the layerwise learning rate and show that the framework can yield useful and responsive schedules that are competitive with handcrafted heuristics. Furthermore, GANNO is shown to perform robustly across a wide variety of unseen initial conditions, and can successfully generalise to harder problems than it was trained on. Our work presents an overview of the opportunities that this paradigm offers for training neural networks, along with key challenges that remain to be overcome.
While reinforcement learning has achieved remarkable successes in several domains, its real-world application is limited due to many methods failing to generalise to unfamiliar conditions. In this work, we consider the problem of generalising to new transition dynamics, corresponding to cases in which the environment's response to the agent's actions differs. For example, the gravitational force exerted on a robot depends on its mass and changes the robot's mobility. Consequently, in such cases, it is necessary to condition an agent's actions on extrinsic state information and pertinent contextual information reflecting how the environment responds. While the need for context-sensitive policies has been established, the manner in which context is incorporated architecturally has received less attention. Thus, in this work, we present an investigation into how context information should be incorporated into behaviour learning to improve generalisation. To this end, we introduce a neural network architecture, the Decision Adapter, which generates the weights of an adapter module and conditions the behaviour of an agent on the context information. We show that the Decision Adapter is a useful generalisation of a previously proposed architecture and empirically demonstrate that it results in superior generalisation performance compared to previous approaches in several environments. Beyond this, the Decision Adapter is more robust to irrelevant distractor variables than several alternative methods.
Active Inference is a recent framework for modeling planning under uncertainty. Empirical and theoretical work have now begun to evaluate the strengths and weaknesses of this approach and how it might be improved. A recent extension - the sophisticated inference (SI) algorithm - improves performance on multi-step planning problems through recursive decision tree search. However, little work to date has been done to compare SI to other established planning algorithms. SI was also developed with a focus on inference as opposed to learning. The present paper has two aims. First, we compare performance of SI to Bayesian reinforcement learning (RL) schemes designed to solve similar problems. Second, we present an extension of SI - sophisticated learning (SL) - that more fully incorporates active learning during planning. SL maintains beliefs about how model parameters would change under the future observations expected under each policy. This allows a form of counterfactual retrospective inference in which the agent considers what could be learned from current or past observations given different future observations. To accomplish these aims, we make use of a novel, biologically inspired environment designed to highlight the problem structure for which SL offers a unique solution. Here, an agent must continually search for available (but changing) resources in the presence of competing affordances for information gain. Our simulations show that SL outperforms all other algorithms in this context - most notably, Bayes-adaptive RL and upper confidence bound algorithms, which aim to solve multi-step planning problems using similar principles (i.e., directed exploration and counterfactual reasoning). These results provide added support for the utility of Active Inference in solving this class of biologically-relevant problems and offer added tools for testing hypotheses about human cognition.
An important problem in reinforcement learning is designing agents that learn to solve tasks safely in an environment. A common solution is for a human expert to define either a penalty in the reward function or a cost to be minimised when reaching unsafe states. However, this is non-trivial, since too small a penalty may lead to agents that reach unsafe states, while too large a penalty increases the time to convergence. Additionally, the difficulty in designing reward or cost functions can increase with the complexity of the problem. Hence, for a given environment with a given set of unsafe states, we are interested in finding the upper bound of rewards at unsafe states whose optimal policies minimise the probability of reaching those unsafe states, irrespective of task rewards. We refer to this exact upper bound as the "Minmax penalty", and show that it can be obtained by taking into account both the controllability and diameter of an environment. We provide a simple practical model-free algorithm for an agent to learn this Minmax penalty while learning the task policy, and demonstrate that using it leads to agents that learn safe policies in high-dimensional continuous control environments.
In the field of cooperative multi-agent reinforcement learning (MARL), the standard paradigm is the use of centralised training and decentralised execution where a central critic conditions the policies of the cooperative agents based on a central state. It has been shown, that in cases with large numbers of redundant agents these methods become less effective. In a more general case, there is likely to be a larger number of agents in an environment than is required to solve the task. These redundant agents reduce performance by enlarging the dimensionality of both the state space and and increasing the size of the joint policy used to solve the environment. We propose leveraging layerwise relevance propagation (LRP) to instead separate the learning of the joint value function and generation of local reward signals and create a new MARL algorithm: relevance decomposition network (RDN). We find that although the performance of both baselines VDN and Qmix degrades with the number of redundant agents, RDN is unaffected.
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry, and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is focused on generating relatively straightforward levels in simple games, as it is challenging to design an optimisable objective function for complex settings. This limits the applicability of PCG to more complex and modern titles, hindering its adoption in industry. Our work aims to address this limitation by introducing a compositional level generation method, which recursively composes simple, low-level generators together to construct large and complex creations. This approach allows for easily-optimisable objectives and the ability to design a complex structure in an interpretable way by referencing lower-level components. We empirically demonstrate that our method outperforms a non-compositional baseline by more accurately satisfying a designer's functional requirements in several tasks. Finally, we provide a qualitative showcase (in Minecraft) illustrating the large and complex, but still coherent, structures that were generated using simple base generators.
Advances in reinforcement learning research have demonstrated the ways in which different agent-based models can learn how to optimally perform a task within a given environment. Reinforcement leaning solves unsupervised problems where agents move through a state-action-reward loop to maximize the overall reward for the agent, which in turn optimizes the solving of a specific problem in a given environment. However, these algorithms are designed based on our understanding of actions that should be taken in a real-world environment to solve a specific problem. One such problem is the ability to identify, recommend and execute an action within a system where the users are the subject, such as in education. In recent years, the use of blended learning approaches integrating face-to-face learning with online learning in the education context, has in-creased. Additionally, online platforms used for education require the automation of certain functions such as the identification, recommendation or execution of actions that can benefit the user, in this sense, the student or learner. As promising as these scientific advances are, there is still a need to conduct research in a variety of different areas to ensure the successful deployment of these agents within education systems. Therefore, the aim of this study was to contextualise and simulate the cumulative reward within an environment for an intervention recommendation problem in the education context.
Understanding which student support strategies mitigate dropout and improve student retention is an important part of modern higher educational research. One of the largest challenges institutions of higher learning currently face is the scalability of student support. Part of this is due to the shortage of staff addressing the needs of students, and the subsequent referral pathways associated to provide timeous student support strategies. This is further complicated by the difficulty of these referrals, especially as students are often faced with a combination of administrative, academic, social, and socio-economic challenges. A possible solution to this problem can be a combination of student outcome predictions and applying algorithmic recommender systems within the context of higher education. While much effort and detail has gone into the expansion of explaining algorithmic decision making in this context, there is still a need to develop data collection strategies Therefore, the purpose of this paper is to outline a data collection framework specific to recommender systems within this context in order to reduce collection biases, understand student characteristics, and find an ideal way to infer optimal influences on the student journey. If confirmation biases, challenges in data sparsity and the type of information to collect from students are not addressed, it will have detrimental effects on attempts to assess and evaluate the effects of these systems within higher education.