Search arXivSearch

arXiv · 1907.11879

Multi-task Self-Supervised Learning for Human Activity Detection

Abstract

Deep learning methods are successfully used in applications pertaining to ubiquitous computing, health, and well-being. Specifically, the area of human activity recognition (HAR) is primarily transformed by the convolutional and recurrent neural networks, thanks to their ability to learn semantic representations from raw input. However, to extract generalizable features, massive amounts of well-curated data are required, which is a notoriously challenging task; hindered by privacy issues, and annotation costs. Therefore, unsupervised representation learning is of prime importance to leverage the vast amount of unlabeled data produced by smart devices. In this work, we propose a novel self-supervised technique for feature learning from sensory data that does not require access to any form of semantic labels. We learn a multi-task temporal convolutional network to recognize transformations applied on an input signal. By exploiting these transformations, we demonstrate that simple auxiliary tasks of the binary classification result in a strong supervisory signal for extracting useful features for the downstream task. We extensively evaluate the proposed approach on several publicly available datasets for smartphone-based HAR in unsupervised, semi-supervised, and transfer learning settings. Our method achieves performance levels superior to or comparable with fully-supervised networks, and it performs significantly better than autoencoders. Notably, for the semi-supervised case, the self-supervised features substantially boost the detection rate by attaining a kappa score between 0.7-0.8 with only 10 labeled examples per class. We get similar impressive performance even if the features are transferred from a different data source. While this paper focuses on HAR as the application domain, the proposed technique is general and could be applied to a wide variety of problems in other areas.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Aaqib Saeed, Tanir Ozcelebi, Johan Lukkien. 2019-07-27. Multi-task Self-Supervised Learning for Human Activity Detection. https://doi.org/10.1145/3328932

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Rollout Total Correlation for Deep Reinforcement Learning

Learning task-relevant representations is crucial for reinforcement learning. Recent approaches aim to learn such representations by improving the temporal consistency in the observed transitions. However, they only consider individual transitions and can fail to achieve long-term consistency. Instead, we argue that capturing aspects of the state that correlate with other states and actions of the trajectory---even more distant in the future---could further help in extracting task-relevant information. Hence, in this paper we investigate how to learn representations by maximizing the rollout total correlation, the correlation among all learned representations and actions within the trajectories produced by the agent. For improving rollout total correlation, we propose to combine two complementary lower bounds based on a generative and a discriminative model, combined with a simple and effective technique of chunk-wise mini-batching. Furthermore, we propose an intrinsic reward based on the learned representation for better exploration. Experimental evaluations on a set of challenging image-based simulated control tasks show that our method achieves better sample efficiency, and robustness to both white noise and natural video backgrounds compared to leading baselines.

cs.LG

Reward Shaping to Mitigate Reward Hacking in RLHF

Reinforcement learning from human feedback (RLHF) is widely used to align large language models (LLMs) with human preferences. However, RLHF remains vulnerable to \emph{reward hacking}, whereby a policy exploits imperfections in the reward function instead of learning the intended behavior, thereby undermining alignment. Although reward shaping can stabilize RLHF training and partially mitigate reward hacking, shaping methods and their underlying design principles have not been systematically investigated. To address this gap, we conduct a comprehensive study of prevalent reward-shaping techniques. Our analysis identifies two key design principles: (1) the reinforcement-learning reward should be bounded, and (2) it should grow rapidly at first and then gradually saturate. Motivated by these principles, we propose Preference as Reward (PAR), a novel method that uses the latent preferences encoded in the reward model as the reinforcement-learning signal. We further show that PAR possesses two variance-reduction properties that stabilize RLHF training and substantially widen the practical window for early stopping. Our evaluation consists of two parts. First, we compare PAR with several other reward-shaping strategies using Proximal Policy Optimization (PPO) as the reinforcement-learning algorithm and Gemma2-2B as the base model. Second, we compare PAR with the vanilla baseline (i.e., unshaped reward) across four base models and four reinforcement-learning algorithms. In the first set of experiments, PAR consistently outperforms other reward-shaping methods and also reflects high data efficiency and robustness. The second set of experiments shows that PAR is particularly effective for actor-critic RL algorithms when value estimates become unstable and demonstrates its effectiveness across different base models. The code is available at https://github.com/PorUna-byte/PAR.

cs.LG

Trajectory Entropy Reinforcement Learning for Robust Robot Motor Skill Learning

Simplicity is a critical inductive bias for designing data-driven controllers, especially when robustness is important. Despite the impressive results of deep reinforcement learning in complex control tasks, it is prone to capturing intricate and spurious correlations between observations and actions, leading to failure under slight perturbations to the environment. To tackle this problem, in this work we introduce a novel inductive bias towards simple policies in reinforcement learning. The simplicity inductive bias is introduced by minimizing the entropy of entire action trajectories, corresponding to the number of bits required to describe information in action trajectories after the agent observes state trajectories. Our reinforcement learning agent, Trajectory Entropy Reinforcement Learning, is optimized to minimize the trajectory entropy while maximizing rewards. We show that the trajectory entropy can be effectively estimated by learning a variational parameterized action prediction model, and use the prediction model to construct an information-regularized reward function. Furthermore, we construct a practical algorithm that enables the joint optimization of models, including the policy and the prediction model. Experimental evaluations on several high-dimensional locomotion tasks show that our learned policies produce more cyclical and consistent action trajectories, and achieve superior performance, and robustness to noise and dynamic changes than the state-of-the-art.

cs.LG