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The Emergence of Wireless MAC Protocols with Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

In this paper, we propose a new framework, exploiting the multi-agent deep deterministic policy gradient (MADDPG) algorithm, to enable a base station (BS) and user equipment (UE) to come up with a medium access control (MAC) protocol in a multiple access scenario. In this framework, the BS and UEs are reinforcement learning (RL) agents that need to learn to cooperate in order to deliver data. The network nodes can exchange control messages to collaborate and deliver data across the network, but without any prior agreement on the meaning of the control messages. In such a framework, the agents have to learn not only the channel access policy, but also the signaling policy. The collaboration between agents is shown to be important, by comparing the proposed algorithm to ablated versions where either the communication between agents or the central critic is removed. The comparison with a contention-free baseline shows that our framework achieves a superior performance in terms of goodput and can effectively be used to learn a new protocol.


Reinforcement Learning for Robot Navigation with Adaptive ExecutionDuration (AED) in a Semi-Markov Model

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) algorithms have proven effective in robot navigation, especially in unknown environments, through directly mapping perception inputs into robot control commands. Most existing methods adopt uniform execution duration with robots taking commands at fixed intervals. As such, the length of execution duration becomes a crucial parameter to the navigation algorithm. In particular, if the duration is too short, then the navigation policy would be executed at a high frequency, with increased training difficulty and high computational cost. Meanwhile, if the duration is too long, then the policy becomes unable to handle complex situations, like those with crowded obstacles. It is thus tricky to find the "sweet" duration range; some duration values may render a DRL model to fail to find a navigation path. In this paper, we propose to employ adaptive execution duration to overcome this problem. Specifically, we formulate the navigation task as a Semi-Markov Decision Process (SMDP) problem to handle adaptive execution duration. We also improve the distributed proximal policy optimization (DPPO) algorithm and provide its theoretical guarantee for the specified SMDP problem. We evaluate our approach both in the simulator and on an actual robot. The results show that our approach outperforms the other DRL-based method (with fixed execution duration) by 10.3% in terms of the navigation success rate.


Q-Mixing Network for Multi-Agent Pathfinding in Partially Observable Grid Environments

arXiv.org Artificial Intelligence

In this paper, we consider the problem of multi-agent navigation in partially observable grid environments. This problem is challenging for centralized planning approaches as they, typically, rely on the full knowledge of the environment. We suggest utilizing the reinforcement learning approach when the agents, first, learn the policies that map observations to actions and then follow these policies to reach their goals. To tackle the challenge associated with learning cooperative behavior, i.e. in many cases agents need to yield to each other to accomplish a mission, we use a mixing Q-network that complements learning individual policies. In the experimental evaluation, we show that such approach leads to plausible results and scales well to large number of agents.


Pathfinder: Parallel quasi-Newton variational inference

arXiv.org Machine Learning

We introduce Pathfinder, a variational method for approximately sampling from differentiable log densities. Starting from a random initialization, Pathfinder locates normal approximations to the target density along a quasi-Newton optimization path, with local covariance estimated using the inverse Hessian estimates produced by the optimizer. Pathfinder returns draws from the approximation with the lowest estimated Kullback-Leibler (KL) divergence to the true posterior. We evaluate Pathfinder on a wide range of posterior distributions, demonstrating that its approximate draws are better than those from automatic differentiation variational inference (ADVI) and comparable to those produced by short chains of dynamic Hamiltonian Monte Carlo (HMC), as measured by 1-Wasserstein distance. Compared to ADVI and short dynamic HMC runs, Pathfinder requires one to two orders of magnitude fewer log density and gradient evaluations, with greater reductions for more challenging posteriors. Importance resampling over multiple runs of Pathfinder improves the diversity of approximate draws, reducing 1-Wasserstein distance further and providing a measure of robustness to optimization failures on plateaus, saddle points, or in minor modes. The Monte Carlo KL-divergence estimates are embarrassingly parallelizable in the core Pathfinder algorithm, as are multiple runs in the resampling version, further increasing Pathfinder's speed advantage with multiple cores.


Imitation Learning by Reinforcement Learning

arXiv.org Machine Learning

Typically, Reinforcement Learning (RL) assumes access to a pre-specified reward and then learns a policy maximizing the expected average of this reward along a trajectory. However, specifying rewards is difficult for many practical tasks (Atkeson & Schaal, 1997; Zhang et al., 2018; Ibarz et al., 2018). In such cases, it is convenient to instead perform Imitation Learning (IL), learning a policy from expert demonstrations. There are two major categories of Imitation Learning algorithms: Behavioral Cloning and Inverse Reinforcement Learning. Behavioral Cloning learns the policy by supervised learning on expert data, but is not robust to training errors, failing in settings where expert data is limited (Ross & Bagnell, 2010). Inverse Reinforcement Learning (IRL) achieves improved performance on limited data by constructing reward signals and calling an RL oracle to maximize these rewards (Ng et al., 2000).


A Novel Markovian Framework for Integrating Absolute and Relative Ordinal Emotion Information

arXiv.org Artificial Intelligence

There is growing interest in affective computing for the representation and prediction of emotions along ordinal scales. However, the term ordinal emotion label has been used to refer to both absolute notions such as low or high arousal, as well as relation notions such as arousal is higher at one instance compared to another. In this paper, we introduce the terminology absolute and relative ordinal labels to make this distinction clear and investigate both with a view to integrate them and exploit their complementary nature. We propose a Markovian framework referred to as Dynamic Ordinal Markov Model (DOMM) that makes use of both absolute and relative ordinal information, to improve speech based ordinal emotion prediction. Finally, the proposed framework is validated on two speech corpora commonly used in affective computing, the RECOLA and the IEMOCAP databases, across a range of system configurations. The results consistently indicate that integrating relative ordinal information improves absolute ordinal emotion prediction.


Globally Optimal Hierarchical Reinforcement Learning for Linearly-Solvable Markov Decision Processes

arXiv.org Artificial Intelligence

In this work we present a novel approach to hierarchical reinforcement learning for linearly-solvable Markov decision processes. Our approach assumes that the state space is partitioned, and the subtasks consist in moving between the partitions. We represent value functions on several levels of abstraction, and use the compositionality of subtasks to estimate the optimal values of the states in each partition. The policy is implicitly defined on these optimal value estimates, rather than being decomposed among the subtasks. As a consequence, our approach can learn the globally optimal policy, and does not suffer from the non-stationarity of high-level decisions. If several partitions have equivalent dynamics, the subtasks of those partitions can be shared. If the set of boundary states is smaller than the entire state space, our approach can have significantly smaller sample complexity than that of a flat learner, and we validate this empirically in several experiments.


Time-Frequency Localization Using Deep Convolutional Maxout Neural Network in Persian Speech Recognition

arXiv.org Artificial Intelligence

In this paper, a CNN-based structure for time-frequency localization of audio signal information in the ASR acoustic model is proposed for Persian speech recognition. Research has shown that the receptive fields' time-frequency flexibility in some mammals' auditory neurons system improves recognition performance. Biosystems have inspired many artificial systems because of their high efficiency and performance, so time-frequency localization has been used extensively to improve system performance. In the last few years, much work has been done to localize time-frequency information in ASR systems, which has used the spatial immutability properties of methods such as TDNN, CNN and LSTM-RNN. However, most of these models have large parameter volumes and are challenging to train. In the structure we have designed, called Time-Frequency Convolutional Maxout Neural Network (TFCMNN), two parallel blocks consisting of 1D-CMNN each have weight sharing in one dimension, are applied simultaneously but independently to the feature vectors. Then their output is concatenated and applied to a fully connected Maxout network for classification. To improve the performance of this structure, we have used newly developed methods and models such as the maxout, Dropout, and weight normalization. Two experimental sets were designed and implemented on the Persian FARSDAT speech data set to evaluate the performance of this model compared to conventional 1D-CMNN models. According to the experimental results, the average recognition score of TFCMNN models is about 1.6% higher than the average of conventional models. In addition, the average training time of the TFCMNN models is about 17 hours lower than the average training time of traditional models. As a result, as mentioned in other references, time-frequency localization in ASR systems increases system accuracy and speeds up the model training process.


ManiSkill: Learning-from-Demonstrations Benchmark for Generalizable Manipulation Skills

arXiv.org Artificial Intelligence

Learning generalizable manipulation skills is central for robots to achieve task automation in environments with endless scene and object variations. However, existing robot learning environments are limited in both scale and diversity of 3D assets (especially of articulated objects), making it difficult to train and evaluate the generalization ability of agents over novel objects. In this work, we focus on object-level generalization and propose SAPIEN Manipulation Skill Benchmark (abbreviated as ManiSkill), a large-scale learning-from-demonstrations benchmark for articulated object manipulation with 3D visual input (point cloud and RGB-D image). ManiSkill supports object-level variations by utilizing a rich and diverse set of articulated objects, and each task is carefully designed for learning manipulations on a single category of objects. We equip ManiSkill with a large number of high-quality demonstrations to facilitate learning-from-demonstrations approaches and perform evaluations on baseline algorithms. We believe that ManiSkill can encourage the robot learning community to explore more on learning generalizable object manipulation skills.


BEHAVIOR: Benchmark for Everyday Household Activities in Virtual, Interactive, and Ecological Environments

arXiv.org Artificial Intelligence

Embodied AI refers to the study and development of artificial agents that can perceive, reason, and interact with the environment with the capabilities and limitations of a physical body. Recently, significant progress has been made in developing solutions to embodied AI problems such as (visual) navigation [1-5], interactive Q&A [6-10], instruction following [11-15], and manipulation [16-22]. To calibrate the progress, several lines of pioneering efforts have been made towards benchmarking embodied AI in simulated environments, including Rearrangement [23, 24], TDW Transport Challenge [25], VirtualHome [26], ALFRED [11], Interactive Gibson Benchmark [27], MetaWorld [28], and RLBench [29], among others [30-32]). These efforts are inspiring, but their activities represent only a fraction of challenges that humans face in their daily lives. To develop artificial agents that can eventually perform and assist with everyday activities with human-level robustness and flexibility, we need a comprehensive benchmark with activities that are more realistic, diverse, and complex. But this is easier said than done. There are three major challenges that have prevented existing benchmarks to accommodate more realistic, diverse, and complex activities: - Definition: Identifying and defining meaningful activities for benchmarking; - Realization: Developing simulated environments that realistically support such activities; - Evaluation: Defining success and objective metrics for evaluating performance.