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 Reinforcement Learning


Fitted Q-Iteration via Max-Plus-Linear Approximation

arXiv.org Artificial Intelligence

In this study, we consider the application of max-plus-linear approximators for Q-function in offline reinforcement learning of discounted Markov decision processes. In particular, we incorporate these approximators to propose novel fitted Q-iteration (FQI) algorithms with provable convergence. Exploiting the compatibility of the Bellman operator with max-plus operations, we show that the max-plus-linear regression within each iteration of the proposed FQI algorithm reduces to simple max-plus matrix-vector multiplications. We also consider the variational implementation of the proposed algorithm which leads to a per-iteration complexity that is independent of the number of samples.


Design Optimization of Nuclear Fusion Reactor through Deep Reinforcement Learning

arXiv.org Artificial Intelligence

This research explores the application of Deep Reinforcement Learning (DRL) to optimize the design of a nuclear fusion reactor. DRL can efficiently address the challenging issues attributed to multiple physics and engineering constraints for steady-state operation. The fusion reactor design computation and the optimization code applicable to parallelization with DRL are developed. The proposed framework enables finding the optimal reactor design that satisfies the operational requirements while reducing building costs. Multi-objective design optimization for a fusion reactor is now simplified by DRL, indicating the high potential of the proposed framework for advancing the efficient and sustainable design of future reactors.


Autonomous Vehicle Controllers From End-to-End Differentiable Simulation

arXiv.org Artificial Intelligence

Current methods to learn controllers for autonomous vehicles (AVs) focus on behavioural cloning. Being trained only on exact historic data, the resulting agents often generalize poorly to novel scenarios. Simulators provide the opportunity to go beyond offline datasets, but they are still treated as complicated black boxes, only used to update the global simulation state. As a result, these RL algorithms are slow, sample-inefficient, and prior-agnostic. In this work, we leverage a differentiable simulator and design an analytic policy gradients (APG) approach to training AV controllers on the large-scale Waymo Open Motion Dataset. Our proposed framework brings the differentiable simulator into an end-to-end training loop, where gradients of the environment dynamics serve as a useful prior to help the agent learn a more grounded policy. We combine this setup with a recurrent architecture that can efficiently propagate temporal information across long simulated trajectories. This APG method allows us to learn robust, accurate, and fast policies, while only requiring widely-available expert trajectories, instead of scarce expert actions. We compare to behavioural cloning and find significant improvements in performance and robustness to noise in the dynamics, as well as overall more intuitive human-like handling.


A Framework for Predicting the Impact of Game Balance Changes through Meta Discovery

arXiv.org Artificial Intelligence

A metagame is a collection of knowledge that goes beyond the rules of a game. In competitive, team-based games like Pok\'emon or League of Legends, it refers to the set of current dominant characters and/or strategies within the player base. Developer changes to the balance of the game can have drastic and unforeseen consequences on these sets of meta characters. A framework for predicting the impact of balance changes could aid developers in making more informed balance decisions. In this paper we present such a Meta Discovery framework, leveraging Reinforcement Learning for automated testing of balance changes. Our results demonstrate the ability to predict the outcome of balance changes in Pok\'emon Showdown, a collection of competitive Pok\'emon tiers, with high accuracy.


A Survey of Inverse Constrained Reinforcement Learning: Definitions, Progress and Challenges

arXiv.org Artificial Intelligence

Inverse Constrained Reinforcement Learning (ICRL) is the task of inferring the implicit constraints followed by expert agents from their demonstration data. As an emerging research topic, ICRL has received considerable attention in recent years. This article presents a categorical survey of the latest advances in ICRL. It serves as a comprehensive reference for machine learning researchers and practitioners, as well as starters seeking to comprehend the definitions, advancements, and important challenges in ICRL. We begin by formally defining the problem and outlining the algorithmic framework that facilitates constraint inference across various scenarios. These include deterministic or stochastic environments, environments with limited demonstrations, and multiple agents. For each context, we illustrate the critical challenges and introduce a series of fundamental methods to tackle these issues. This survey encompasses discrete, virtual, and realistic environments for evaluating ICRL agents. We also delve into the most pertinent applications of ICRL, such as autonomous driving, robot control, and sports analytics. To stimulate continuing research, we conclude the survey with a discussion of key unresolved questions in ICRL that can effectively foster a bridge between theoretical understanding and practical industrial applications.


Autonomous loading of ore piles with Load-Haul-Dump machines using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

This work presents a deep reinforcement learning-based approach to train controllers for the autonomous loading of ore piles with a Load-Haul-Dump (LHD) machine. These controllers must perform a complete loading maneuver, filling the LHD's bucket with material while avoiding wheel drift, dumping material, or getting stuck in the pile. The training process is conducted entirely in simulation, using a simple environment that leverages the Fundamental Equation of Earth-Moving Mechanics so as to achieve a low computational cost. Two different types of policies are trained: one with a hybrid action space and another with a continuous action space. The RL-based policies are evaluated both in simulation and in the real world using a scaled LHD and a scaled muck pile, and their performance is compared to that of a heuristics-based controller and human teleoperation. Additional real-world experiments are performed to assess the robustness of the RL-based policies to measurement errors in the characterization of the piles. Overall, the RL-based controllers show good performance in the real world, achieving fill factors between 71-94%, and less wheel drift than the other baselines during the loading maneuvers. A video showing the training environment and the learned behavior in simulation, as well as some of the performed experiments in the real world, can be found in https://youtu.be/jOpA1rkwhDY.


Online Decision MetaMorphFormer: A Casual Transformer-Based Reinforcement Learning Framework of Universal Embodied Intelligence

arXiv.org Artificial Intelligence

Interactive artificial intelligence in the motion control field is an interesting topic, especially when universal knowledge is adaptive to multiple tasks and universal environments. Despite there being increasing efforts in the field of Reinforcement Learning (RL) with the aid of transformers, most of them might be limited by the offline training pipeline, which prohibits exploration and generalization abilities. To address this limitation, we propose the framework of Online Decision MetaMorphFormer (ODM) which aims to achieve self-awareness, environment recognition, and action planning through a unified model architecture. Motivated by cognitive and behavioral psychology, an ODM agent is able to learn from others, recognize the world, and practice itself based on its own experience. ODM can also be applied to any arbitrary agent with a multi-joint body, located in different environments, and trained with different types of tasks using large-scale pre-trained datasets. Through the use of pre-trained datasets, ODM can quickly warm up and learn the necessary knowledge to perform the desired task, while the target environment continues to reinforce the universal policy. Extensive online experiments as well as few-shot and zero-shot environmental tests are used to verify ODM's performance and generalization ability. The results of our study contribute to the study of general artificial intelligence in embodied and cognitive fields. Code, results, and video examples can be found on the website \url{https://rlodm.github.io/odm/}.


Multi-Type Preference Learning: Empowering Preference-Based Reinforcement Learning with Equal Preferences

arXiv.org Artificial Intelligence

Preference-Based reinforcement learning (PBRL) learns directly from the preferences of human teachers regarding agent behaviors without needing meticulously designed reward functions. However, existing PBRL methods often learn primarily from explicit preferences, neglecting the possibility that teachers may choose equal preferences. This neglect may hinder the understanding of the agent regarding the task perspective of the teacher, leading to the loss of important information. To address this issue, we introduce the Equal Preference Learning Task, which optimizes the neural network by promoting similar reward predictions when the behaviors of two agents are labeled as equal preferences. Building on this task, we propose a novel PBRL method, Multi-Type Preference Learning (MTPL), which allows simultaneous learning from equal preferences while leveraging existing methods for learning from explicit preferences. To validate our approach, we design experiments applying MTPL to four existing state-of-the-art baselines across ten locomotion and robotic manipulation tasks in the DeepMind Control Suite. The experimental results indicate that simultaneous learning from both equal and explicit preferences enables the PBRL method to more comprehensively understand the feedback from teachers, thereby enhancing feedback efficiency.


MA-CDMR: An Intelligent Cross-domain Multicast Routing Method based on Multiagent Deep Reinforcement Learning in Multi-domain SDWN

arXiv.org Artificial Intelligence

The cross-domain multicast routing problem in a software-defined wireless network with multiple controllers is a classic NP-hard optimization problem. As the network size increases, designing and implementing cross-domain multicast routing paths in the network requires not only designing efficient solution algorithms to obtain the optimal cross-domain multicast tree but also ensuring the timely and flexible acquisition and maintenance of global network state information. However, existing solutions have a limited ability to sense the network traffic state, affecting the quality of service of multicast services. In addition, these methods have difficulty adapting to the highly dynamically changing network states and have slow convergence speeds. To this end, this paper aims to design and implement a multiagent deep reinforcement learning based cross-domain multicast routing method for SDWN with multicontroller domains. First, a multicontroller communication mechanism and a multicast group management module are designed to transfer and synchronize network information between different control domains of the SDWN, thus effectively managing the joining and classification of members in the cross-domain multicast group. Second, a theoretical analysis and proof show that the optimal cross-domain multicast tree includes an interdomain multicast tree and an intradomain multicast tree. An agent is established for each controller, and a cooperation mechanism between multiple agents is designed to effectively optimize cross-domain multicast routing and ensure consistency and validity in the representation of network state information for cross-domain multicast routing decisions. Third, a multiagent reinforcement learning-based method that combines online and offline training is designed to reduce the dependence on the real-time environment and increase the convergence speed of multiple agents.


Distributed Noncoherent Joint Transmission Based on Multi-Agent Reinforcement Learning for Dense Small Cell MISO Systems

arXiv.org Artificial Intelligence

We consider a dense small cell (DSC) network where multi-antenna small cell base stations (SBSs) transmit data to single-antenna users over a shared frequency band. To enhance capacity, a state-of-the-art technique known as noncoherent joint transmission (JT) is applied, enabling users to receive data from multiple coordinated SBSs. However, the sum rate maximization problem with noncoherent JT is inherently nonconvex and NP-hard. While existing optimization-based noncoherent JT algorithms can provide near-optimal performance, they require global channel state information (CSI) and multiple iterations, which makes them difficult to be implemeted in DSC networks.To overcome these challenges, we first prove that the optimal beamforming structure is the same for both the power minimization problem and the sum rate maximization problem, and then mathematically derive the optimal beamforming structure for both problems by solving the power minimization problem.The optimal beamforming structure can effectively reduces the variable dimensions.By exploiting the optimal beamforming structure, we propose a deep deterministic policy gradient-based distributed noncoherent JT scheme to maximize the system sum rate.In the proposed scheme, each SBS utilizes global information for training and uses local CSI to determine beamforming vectors. Simulation results demonstrate that the proposed scheme achieves comparable performance with considerably lower computational complexity and information overhead compared to centralized iterative optimization-based techniques, making it more attractive for practical deployment.