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 Reinforcement Learning


Dynamic Spectrum Access for Ambient Backscatter Communication-assisted D2D Systems with Quantum Reinforcement Learning

arXiv.org Artificial Intelligence

Spectrum access is an essential problem in device-to-device (D2D) communications. However, with the recent growth in the number of mobile devices, the wireless spectrum is becoming scarce, resulting in low spectral efficiency for D2D communications. To address this problem, this paper aims to integrate the ambient backscatter communication technology into D2D devices to allow them to backscatter ambient RF signals to transmit their data when the shared spectrum is occupied by mobile users. To obtain the optimal spectrum access policy, i.e., stay idle or access the shared spectrum and perform active transmissions or backscattering ambient RF signals for transmissions, to maximize the average throughput for D2D users, deep reinforcement learning (DRL) can be adopted. However, DRL-based solutions may require long training time due to the curse of dimensionality issue as well as complex deep neural network architectures. For that, we develop a novel quantum reinforcement learning (RL) algorithm that can achieve a faster convergence rate with fewer training parameters compared to DRL thanks to the quantum superposition and quantum entanglement principles. Specifically, instead of using conventional deep neural networks, the proposed quantum RL algorithm uses a parametrized quantum circuit to approximate an optimal policy. Extensive simulations then demonstrate that the proposed solution not only can significantly improve the average throughput of D2D devices when the shared spectrum is busy but also can achieve much better performance in terms of convergence rate and learning complexity compared to existing DRL-based methods.


Prioritized Generative Replay

arXiv.org Artificial Intelligence

Sample-efficient online reinforcement learning often uses replay buffers to store experience for reuse when updating the value function. However, uniform replay is inefficient, since certain classes of transitions can be more relevant to learning. While prioritization of more useful samples is helpful, this strategy can also lead to overfitting, as useful samples are likely to be more rare. In this work, we instead propose a prioritized, parametric version of an agent's memory, using generative models to capture online experience. This paradigm enables (1) densification of past experience, with new generations that benefit from the generative model's generalization capacity and (2) guidance via a family of "relevance functions" that push these generations towards more useful parts of an agent's acquired history. We show this recipe can be instantiated using conditional diffusion models and simple relevance functions such as curiosity- or value-based metrics. Our approach consistently improves performance and sample efficiency in both state- and pixel-based domains. We expose the mechanisms underlying these gains, showing how guidance promotes diversity in our generated transitions and reduces overfitting. We also showcase how our approach can train policies with even higher update-to-data ratios than before, opening up avenues to better scale online RL agents.


Improve Value Estimation of Q Function and Reshape Reward with Monte Carlo Tree Search

arXiv.org Artificial Intelligence

Reinforcement learning has achieved remarkable success in perfect information games such as Go and Atari, enabling agents to compete at the highest levels against human players. However, research in reinforcement learning for imperfect information games has been relatively limited due to the more complex game structures and randomness. Traditional methods face challenges in training and improving performance in imperfect information games due to issues like inaccurate Q value estimation and reward sparsity. In this paper, we focus on Uno, an imperfect information game, and aim to address these problems by reducing Q value overestimation and reshaping reward function. We propose a novel algorithm that utilizes Monte Carlo Tree Search to average the value estimations in Q function. Even though we choose Double Deep Q Learning as the foundational framework in this paper, our method can be generalized and used in any algorithm which needs Q value estimation, such as the Actor-Critic. Additionally, we employ Monte Carlo Tree Search to reshape the reward structure in the game environment. We compare our algorithm with several traditional methods applied to games such as Double Deep Q Learning, Deep Monte Carlo and Neural Fictitious Self Play, and the experiments demonstrate that our algorithm consistently outperforms these approaches, especially as the number of players in Uno increases, indicating a higher level of difficulty.


Mapping the Media Landscape: Predicting Factual Reporting and Political Bias Through Web Interactions

arXiv.org Artificial Intelligence

Bias assessment of news sources is paramount for professionals, organizations, and researchers who rely on truthful evidence for information gathering and reporting. While certain bias indicators are discernible from content analysis, descriptors like political bias and fake news pose greater challenges. In this paper, we propose an extension to a recently presented news media reliability estimation method that focuses on modeling outlets and their longitudinal web interactions. Concretely, we assess the classification performance of four reinforcement learning strategies on a large news media hyperlink graph. Our experiments, targeting two challenging bias descriptors, factual reporting and political bias, showed a significant performance improvement at the source media level. Additionally, we validate our methods on the CLEF 2023 CheckThat! Lab challenge, outperforming the reported results in both, F1-score and the official MAE metric. Furthermore, we contribute by releasing the largest annotated dataset of news source media, categorized with factual reporting and political bias labels. Our findings suggest that profiling news media sources based on their hyperlink interactions over time is feasible, offering a bird's-eye view of evolving media landscapes.


Reinforcement Learning under Latent Dynamics: Toward Statistical and Algorithmic Modularity

arXiv.org Machine Learning

Real-world applications of reinforcement learning often involve environments where agents operate on complex, high-dimensional observations, but the underlying (''latent'') dynamics are comparatively simple. However, outside of restrictive settings such as small latent spaces, the fundamental statistical requirements and algorithmic principles for reinforcement learning under latent dynamics are poorly understood. This paper addresses the question of reinforcement learning under $\textit{general}$ latent dynamics from a statistical and algorithmic perspective. On the statistical side, our main negative result shows that most well-studied settings for reinforcement learning with function approximation become intractable when composed with rich observations; we complement this with a positive result, identifying latent pushforward coverability as a general condition that enables statistical tractability. Algorithmically, we develop provably efficient observable-to-latent reductions -- that is, reductions that transform an arbitrary algorithm for the latent MDP into an algorithm that can operate on rich observations -- in two settings: one where the agent has access to hindsight observations of the latent dynamics [LADZ23], and one where the agent can estimate self-predictive latent models [SAGHCB20]. Together, our results serve as a first step toward a unified statistical and algorithmic theory for reinforcement learning under latent dynamics.


Optimizing Load Scheduling in Power Grids Using Reinforcement Learning and Markov Decision Processes

arXiv.org Artificial Intelligence

Power grid load scheduling is a critical task that ensures the balance between electricity generation and consumption while minimizing operational costs and maintaining grid stability. Traditional optimization methods often struggle with the dynamic and stochastic nature of power systems, especially when faced with renewable energy sources and fluctuating demand. This paper proposes a reinforcement learning (RL) approach using a Markov Decision Process (MDP) framework to address the challenges of dynamic load scheduling. The MDP is defined by a state space representing grid conditions, an action space covering control operations like generator adjustments and storage management, and a reward function balancing economic efficiency and system reliability. We investigate the application of various RL algorithms, from basic Q-Learning to more advanced Deep Q-Networks (DQN) and Actor-Critic methods, to determine optimal scheduling policies. The proposed approach is evaluated through a simulated power grid environment, demonstrating its potential to improve scheduling efficiency and adapt to variable demand patterns. Our results show that the RL-based method provides a robust and scalable solution for real-time load scheduling, contributing to the efficient management of modern power grids.


SPIRE: Synergistic Planning, Imitation, and Reinforcement Learning for Long-Horizon Manipulation

arXiv.org Artificial Intelligence

Robot learning has proven to be a general and effective technique for programming manipulators. Imitation learning is able to teach robots solely from human demonstrations but is bottlenecked by the capabilities of the demonstrations. Reinforcement learning uses exploration to discover better behaviors; however, the space of possible improvements can be too large to start from scratch. And for both techniques, the learning difficulty increases proportional to the length of the manipulation task. Accounting for this, we propose SPIRE, a system that first uses Task and Motion Planning (TAMP) to decompose tasks into smaller learning subproblems and second combines imitation and reinforcement learning to maximize their strengths. We develop novel strategies to train learning agents when deployed in the context of a planning system. We evaluate SPIRE on a suite of long-horizon and contact-rich robot manipulation problems. We find that SPIRE outperforms prior approaches that integrate imitation learning, reinforcement learning, and planning by 35% to 50% in average task performance, is 6 times more data efficient in the number of human demonstrations needed to train proficient agents, and learns to complete tasks nearly twice as efficiently. View https://sites.google.com/view/spire-corl-2024 for more details.


Scalable Offline Reinforcement Learning for Mean Field Games

arXiv.org Artificial Intelligence

Reinforcement learning algorithms for mean-field games offer a scalable framework for optimizing policies in large populations of interacting agents. Existing methods often depend on online interactions or access to system dynamics, limiting their practicality in real-world scenarios where such interactions are infeasible or difficult to model. In this paper, we present Offline Munchausen Mirror Descent (Off-MMD), a novel mean-field RL algorithm that approximates equilibrium policies in mean-field games using purely offline data. By leveraging iterative mirror descent and importance sampling techniques, Off-MMD estimates the mean-field distribution from static datasets without relying on simulation or environment dynamics. Additionally, we incorporate techniques from offline reinforcement learning to address common issues like Q-value overestimation, ensuring robust policy learning even with limited data coverage. Our algorithm scales to complex environments and demonstrates strong performance on benchmark tasks like crowd exploration or navigation, highlighting its applicability to real-world multi-agent systems where online experimentation is infeasible. We empirically demonstrate the robustness of Off-MMD to low-quality datasets and conduct experiments to investigate its sensitivity to hyperparameter choices.


Data Augmentation for Automated Adaptive Rodent Training

arXiv.org Artificial Intelligence

Fully optimized automation of behavioral training protocols for lab animals like rodents has long been a coveted goal for researchers. It is an otherwise labor-intensive and time-consuming process that demands close interaction between the animal and the researcher. In this work, we used a data-driven approach to optimize the way rodents are trained in labs. In pursuit of our goal, we looked at data augmentation, a technique that scales well in data-poor environments. Using data augmentation, we built several artificial rodent models, which in turn would be used to build an efficient and automatic trainer. Then we developed a novel similarity metric based on the action probability distribution to measure the behavioral resemblance of our models to that of real rodents.


Autonomous Wheel Loader Navigation Using Goal-Conditioned Actor-Critic MPC

arXiv.org Artificial Intelligence

Abstract-- This paper proposes a novel control method for an autonomous wheel loader, enabling time-efficient navigation to an arbitrary goal pose. Unlike prior works that combine high-level trajectory planners with Model Predictive Control (MPC), we directly enhance the planning capabilities of MPC by integrating a cost function derived from Actor-Critic Reinforcement Learning (RL). Specifically, we train an RL agent to solve the pose reaching task in simulation, then incorporate the trained neural network critic as both the stage and terminal cost of an MPC. We show through comprehensive simulations that the resulting MPC inherits the time-efficient behavior of the RL agent, generating trajectories that compare favorably against those found using trajectory optimization. We also deploy our method on a real wheel loader, where we successfully navigate to various goal poses. Overview of the proposed control system.