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 Reinforcement Learning


Two-Timescale Model Caching and Resource Allocation for Edge-Enabled AI-Generated Content Services

arXiv.org Artificial Intelligence

Generative AI (GenAI) has emerged as a transformative technology, enabling customized and personalized AI-generated content (AIGC) services. In this paper, we address challenges of edge-enabled AIGC service provisioning, which remain underexplored in the literature. These services require executing GenAI models with billions of parameters, posing significant obstacles to resource-limited wireless edge. We subsequently introduce the formulation of joint model caching and resource allocation for AIGC services to balance a trade-off between AIGC quality and latency metrics. We obtain mathematical relationships of these metrics with the computational resources required by GenAI models via experimentation. Afterward, we decompose the formulation into a model caching subproblem on a long-timescale and a resource allocation subproblem on a short-timescale. Since the variables to be solved are discrete and continuous, respectively, we leverage a double deep Q-network (DDQN) algorithm to solve the former subproblem and propose a diffusion-based deep deterministic policy gradient (D3PG) algorithm to solve the latter. The proposed D3PG algorithm makes an innovative use of diffusion models as the actor network to determine optimal resource allocation decisions. Consequently, we integrate these two learning methods within the overarching two-timescale deep reinforcement learning (T2DRL) algorithm, the performance of which is studied through comparative numerical simulations.


Show, Don't Tell: Learning Reward Machines from Demonstrations for Reinforcement Learning-Based Cardiac Pacemaker Synthesis

arXiv.org Artificial Intelligence

An (artificial cardiac) pacemaker is an implantable electronic device that sends electrical impulses to the heart to regulate the heartbeat. As the number of pacemaker users continues to rise, so does the demand for features with additional sensors, adaptability, and improved battery performance. Reinforcement learning (RL) has recently been proposed as a performant algorithm for creative design space exploration, adaptation, and statistical verification of cardiac pacemakers. The design of correct reward functions, expressed as a reward machine, is a key programming activity in this process. In 2007, Boston Scientific published a detailed description of their pacemaker specifications. This document has since formed the basis for several formal characterizations of pacemaker specifications using real-time automata and logic. However, because these translations are done manually, they are challenging to verify. Moreover, capturing requirements in automata or logic is notoriously difficult. We posit that it is significantly easier for domain experts, such as electrophysiologists, to observe and identify abnormalities in electrocardiograms that correspond to patient-pacemaker interactions. Therefore, we explore the possibility of learning correctness specifications from such labeled demonstrations in the form of a reward machine and training an RL agent to synthesize a cardiac pacemaker based on the resulting reward machine. We leverage advances in machine learning to extract signals from labeled demonstrations as reward machines using recurrent neural networks and transformer architectures. These reward machines are then used to design a simple pacemaker with RL. Finally, we validate the resulting pacemaker using properties extracted from the Boston Scientific document.


GITSR: Graph Interaction Transformer-based Scene Representation for Multi Vehicle Collaborative Decision-making

arXiv.org Artificial Intelligence

In this study, we propose GITSR, an effective framework for Graph Interaction Transformer-based Scene Representation for multi-vehicle collaborative decision-making in intelligent transportation system. In the context of mixed traffic where Connected Automated Vehicles (CAVs) and Human Driving Vehicles (HDVs) coexist, in order to enhance the understanding of the environment by CAVs to improve decision-making capabilities, this framework focuses on efficient scene representation and the modeling of spatial interaction behaviors of traffic states. We first extract features of the driving environment based on the background of intelligent networking. Subsequently, the local scene representation, which is based on the agent-centric and dynamic occupation grid, is calculated by the Transformer module. Besides, feasible region of the map is captured through the multi-head attention mechanism to reduce the collision of vehicles. Notably, spatial interaction behaviors, based on motion information, are modeled as graph structures and extracted via Graph Neural Network (GNN). Ultimately, the collaborative decision-making among multiple vehicles is formulated as a Markov Decision Process (MDP), with driving actions output by Reinforcement Learning (RL) algorithms. Our algorithmic validation is executed within the extremely challenging scenario of highway off-ramp task, thereby substantiating the superiority of agent-centric approach to scene representation. Simulation results demonstrate that the GITSR method can not only effectively capture scene representation but also extract spatial interaction data, outperforming the baseline method across various comparative metrics.


Learning World Models for Unconstrained Goal Navigation

arXiv.org Artificial Intelligence

Learning world models offers a promising avenue for goal-conditioned reinforcement learning with sparse rewards. By allowing agents to plan actions or exploratory goals without direct interaction with the environment, world models enhance exploration efficiency. The quality of a world model hinges on the richness of data stored in the agent's replay buffer, with expectations of reasonable generalization across the state space surrounding recorded trajectories. However, challenges arise in generalizing learned world models to state transitions backward along recorded trajectories or between states across different trajectories, hindering their ability to accurately model real-world dynamics. To address these challenges, we introduce a novel goal-directed exploration algorithm, MUN (short for "World Models for Unconstrained Goal Navigation"). This algorithm is capable of modeling state transitions between arbitrary subgoal states in the replay buffer, thereby facilitating the learning of policies to navigate between any "key" states. Experimental results demonstrate that MUN strengthens the reliability of world models and significantly improves the policy's capacity to generalize across new goal settings.


Guiding Multi-agent Multi-task Reinforcement Learning by a Hierarchical Framework with Logical Reward Shaping

arXiv.org Artificial Intelligence

Multi-agent hierarchical reinforcement learning (MAHRL) has been studied as an effective means to solve intelligent decision problems in complex and large-scale environments. However, most current MAHRL algorithms follow the traditional way of using reward functions in reinforcement learning, which limits their use to a single task. This study aims to design a multi-agent cooperative algorithm with logic reward shaping (LRS), which uses a more flexible way of setting the rewards, allowing for the effective completion of multi-tasks. LRS uses Linear Temporal Logic (LTL) to express the internal logic relation of subtasks within a complex task. Then, it evaluates whether the subformulae of the LTL expressions are satisfied based on a designed reward structure. This helps agents to learn to effectively complete tasks by adhering to the LTL expressions, thus enhancing the interpretability and credibility of their decisions. To enhance coordination and cooperation among multiple agents, a value iteration technique is designed to evaluate the actions taken by each agent. Based on this evaluation, a reward function is shaped for coordination, which enables each agent to evaluate its status and complete the remaining subtasks through experiential learning. Experiments have been conducted on various types of tasks in the Minecraft-like environment. The results demonstrate that the proposed algorithm can improve the performance of multi-agents when learning to complete multi-tasks.


Task-Aware Harmony Multi-Task Decision Transformer for Offline Reinforcement Learning

arXiv.org Artificial Intelligence

The purpose of offline multi-task reinforcement learning (MTRL) is to develop a unified policy applicable to diverse tasks without the need for online environmental interaction. Recent advancements approach this through sequence modeling, leveraging the Transformer architecture's scalability and the benefits of parameter sharing to exploit task similarities. However, variations in task content and complexity pose significant challenges in policy formulation, necessitating judicious parameter sharing and management of conflicting gradients for optimal policy performance. Furthermore, identifying the optimal parameter subspace for each task often necessitates prior knowledge of the task identifier during inference, limiting applicability in real-world scenarios with variable task content and unknown current tasks. In this work, we introduce the Harmony Multi-Task Decision Transformer (HarmoDT), a novel solution designed to identify an optimal harmony subspace of parameters for each task. We formulate this as a bi-level optimization problem within a meta-learning framework, where the upper level learns masks to define the harmony subspace, while the inner level focuses on updating parameters to improve the overall performance of the unified policy. To eliminate the need for task identifiers, we further design a group-wise variant (G-HarmoDT) that clusters tasks into coherent groups based on gradient information, and utilizes a gating network to determine task identifiers during inference. Empirical evaluations across various benchmarks highlight the superiority of our approach, demonstrating its effectiveness in the multi-task context with specific improvements of 8% gain in task-provided settings, 5% in task-agnostic settings, and 10% in unseen settings.


Regret of exploratory policy improvement and $q$-learning

arXiv.org Artificial Intelligence

We study the convergence of $q$-learning and related algorithms introduced by Jia and Zhou (J. Mach. Learn. Res., 24 (2023), 161) for controlled diffusion processes. Under suitable conditions on the growth and regularity of the model parameters, we provide a quantitative error and regret analysis of both the exploratory policy improvement algorithm and the $q$-learning algorithm.


Learning Hidden Subgoals under Temporal Ordering Constraints in Reinforcement Learning

arXiv.org Artificial Intelligence

In real-world applications, the success of completing a task is often determined by multiple key steps which are distant in time steps and have to be achieved in a fixed time order. For example, the key steps listed on the cooking recipe should be achieved one-by-one in the right time order. These key steps can be regarded as subgoals of the task and their time orderings are described as temporal ordering constraints. However, in many real-world problems, subgoals or key states are often hidden in the state space and their temporal ordering constraints are also unknown, which make it challenging for previous RL algorithms to solve this kind of tasks. In order to address this issue, in this work we propose a novel RL algorithm for {\bf l}earning hidden {\bf s}ubgoals under {\bf t}emporal {\bf o}rdering {\bf c}onstraints (LSTOC). We propose a new contrastive learning objective which can effectively learn hidden subgoals (key states) and their temporal orderings at the same time, based on first-occupancy representation and temporal geometric sampling. In addition, we propose a sample-efficient learning strategy to discover subgoals one-by-one following their temporal order constraints by building a subgoal tree to represent discovered subgoals and their temporal ordering relationships. Specifically, this tree can be used to improve the sample efficiency of trajectory collection, fasten the task solving and generalize to unseen tasks. The LSTOC framework is evaluated on several environments with image-based observations, showing its significant improvement over baseline methods.


Role Play: Learning Adaptive Role-Specific Strategies in Multi-Agent Interactions

arXiv.org Artificial Intelligence

Zero-shot coordination problem in multi-agent reinforcement learning (MARL), which requires agents to adapt to unseen agents, has attracted increasing attention. Traditional approaches often rely on the Self-Play (SP) framework to generate a diverse set of policies in a policy pool, which serves to improve the generalization capability of the final agent. However, these frameworks may struggle to capture the full spectrum of potential strategies, especially in real-world scenarios that demand agents balance cooperation with competition. In such settings, agents need strategies that can adapt to varying and often conflicting goals. Drawing inspiration from Social Value Orientation (SVO)-where individuals maintain stable value orientations during interactions with others-we propose a novel framework called \emph{Role Play} (RP). RP employs role embeddings to transform the challenge of policy diversity into a more manageable diversity of roles. It trains a common policy with role embedding observations and employs a role predictor to estimate the joint role embeddings of other agents, helping the learning agent adapt to its assigned role. We theoretically prove that an approximate optimal policy can be achieved by optimizing the expected cumulative reward relative to an approximate role-based policy. Experimental results in both cooperative (Overcooked) and mixed-motive games (Harvest, CleanUp) reveal that RP consistently outperforms strong baselines when interacting with unseen agents, highlighting its robustness and adaptability in complex environments.


Prompt Tuning with Diffusion for Few-Shot Pre-trained Policy Generalization

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) methods harness previous experiences to derive an optimal policy, forming the foundation for pre-trained large-scale models (PLMs). When encountering tasks not seen before, PLMs often utilize several expert trajectories as prompts to expedite their adaptation to new requirements. Though a range of prompt-tuning methods have been proposed to enhance the quality of prompts, these methods often face optimization restrictions due to prompt initialization, which can significantly constrain the exploration domain and potentially lead to suboptimal solutions. To eliminate the reliance on the initial prompt, we shift our perspective towards the generative model, framing the prompt-tuning process as a form of conditional generative modeling, where prompts are generated from random noise. Our innovation, the Prompt Diffuser, leverages a conditional diffusion model to produce prompts of exceptional quality. Central to our framework is the approach to trajectory reconstruction and the meticulous integration of downstream task guidance during the training phase. Further experimental results underscore the potency of the Prompt Diffuser as a robust and effective tool for the prompt-tuning process, demonstrating strong performance in the meta-RL tasks.