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 Reinforcement Learning


An Introduction to Quantum Reinforcement Learning (QRL)

arXiv.org Artificial Intelligence

Recent advancements in quantum computing (QC) and machine learning (ML) have sparked considerable interest in the integration of these two cutting-edge fields. Among the various ML techniques, reinforcement learning (RL) stands out for its ability to address complex sequential decision-making problems. RL has already demonstrated substantial success in the classical ML community. Now, the emerging field of Quantum Reinforcement Learning (QRL) seeks to enhance RL algorithms by incorporating principles from quantum computing. This paper offers an introduction to this exciting area for the broader AI and ML community.


Cooperative Decision-Making for CAVs at Unsignalized Intersections: A MARL Approach with Attention and Hierarchical Game Priors

arXiv.org Artificial Intelligence

The development of autonomous vehicles has shown great potential to enhance the efficiency and safety of transportation systems. However, the decision-making issue in complex human-machine mixed traffic scenarios, such as unsignalized intersections, remains a challenge for autonomous vehicles. While reinforcement learning (RL) has been used to solve complex decision-making problems, existing RL methods still have limitations in dealing with cooperative decision-making of multiple connected autonomous vehicles (CAVs), ensuring safety during exploration, and simulating realistic human driver behaviors. In this paper, a novel and efficient algorithm, Multi-Agent Game-prior Attention Deep Deterministic Policy Gradient (MA-GA-DDPG), is proposed to address these limitations. Our proposed algorithm formulates the decision-making problem of CAVs at unsignalized intersections as a decentralized multi-agent reinforcement learning problem and incorporates an attention mechanism to capture interaction dependencies between ego CAV and other agents. The attention weights between the ego vehicle and other agents are then used to screen interaction objects and obtain prior hierarchical game relations, based on which a safety inspector module is designed to improve the traffic safety. Furthermore, both simulation and hardware-in-the-loop experiments were conducted, demonstrating that our method outperforms other baseline approaches in terms of driving safety, efficiency, and comfort.


Semifactual Explanations for Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) is a learning paradigm in which the agent learns from its environment through trial and error. Deep reinforcement learning (DRL) algorithms represent the agent's policies using neural networks, making their decisions difficult to interpret. Explaining the behaviour of DRL agents is necessary to advance user trust, increase engagement, and facilitate integration with real-life tasks. Semifactual explanations aim to explain an outcome by providing "even if" scenarios, such as "even if the car were moving twice as slowly, it would still have to swerve to avoid crashing". Semifactuals help users understand the effects of different factors on the outcome and support the optimisation of resources. While extensively studied in psychology and even utilised in supervised learning, semifactuals have not been used to explain the decisions of RL systems. In this work, we develop a first approach to generating semifactual explanations for RL agents. We start by defining five properties of desirable semifactual explanations in RL and then introducing SGRL-Rewind and SGRL-Advance, the first algorithms for generating semifactual explanations in RL. We evaluate the algorithms in two standard RL environments and find that they generate semifactuals that are easier to reach, represent the agent's policy better, and are more diverse compared to baselines. Lastly, we conduct and analyse a user study to assess the participant's perception of semifactual explanations of the agent's actions.


Bridging Rested and Restless Bandits with Graph-Triggering: Rising and Rotting

arXiv.org Machine Learning

Rested and Restless Bandits are two well-known bandit settings that are useful to model real-world sequential decision-making problems in which the expected reward of an arm evolves over time due to the actions we perform or due to the nature. In this work, we propose Graph-Triggered Bandits (GTBs), a unifying framework to generalize and extend rested and restless bandits. In this setting, the evolution of the arms' expected rewards is governed by a graph defined over the arms. An edge connecting a pair of arms $(i,j)$ represents the fact that a pull of arm $i$ triggers the evolution of arm $j$, and vice versa. Interestingly, rested and restless bandits are both special cases of our model for some suitable (degenerated) graph. As relevant case studies for this setting, we focus on two specific types of monotonic bandits: rising, where the expected reward of an arm grows as the number of triggers increases, and rotting, where the opposite behavior occurs. For these cases, we study the optimal policies. We provide suitable algorithms for all scenarios and discuss their theoretical guarantees, highlighting the complexity of the learning problem concerning instance-dependent terms that encode specific properties of the underlying graph structure.


Spatially-Aware Speaker for Vision-and-Language Navigation Instruction Generation

arXiv.org Artificial Intelligence

Embodied AI aims to develop robots that can \textit{understand} and execute human language instructions, as well as communicate in natural languages. On this front, we study the task of generating highly detailed navigational instructions for the embodied robots to follow. Although recent studies have demonstrated significant leaps in the generation of step-by-step instructions from sequences of images, the generated instructions lack variety in terms of their referral to objects and landmarks. Existing speaker models learn strategies to evade the evaluation metrics and obtain higher scores even for low-quality sentences. In this work, we propose SAS (Spatially-Aware Speaker), an instruction generator or \textit{Speaker} model that utilises both structural and semantic knowledge of the environment to produce richer instructions. For training, we employ a reward learning method in an adversarial setting to avoid systematic bias introduced by language evaluation metrics. Empirically, our method outperforms existing instruction generation models, evaluated using standard metrics. Our code is available at \url{https://github.com/gmuraleekrishna/SAS}.


VisFly: An Efficient and Versatile Simulator for Training Vision-based Flight

arXiv.org Artificial Intelligence

We present VisFly, a quadrotor simulator designed to efficiently train vision-based flight policies using reinforcement learning algorithms. VisFly offers a user-friendly framework and interfaces, leveraging Habitat-Sim's rendering engines to achieve frame rates exceeding 10,000 frames per second for rendering motion and sensor data. The simulator incorporates differentiable physics and is seamlessly wrapped with the Gym environment, facilitating the straightforward implementation of various learning algorithms. It supports the directly importing open-source scene datasets compatible with Habitat-Sim, enabling training on diverse real-world environments simultaneously. To validate our simulator, we also make three reinforcement learning examples for typical flight tasks relying on visual observations. The simulator is now available at [https://github.com/SJTU-ViSYS-team/VisFly].


Fair Reinforcement Learning Algorithm for PV Active Control in LV Distribution Networks

arXiv.org Artificial Intelligence

The increasing adoption of distributed energy resources, particularly photovoltaic (PV) panels, has presented new and complex challenges for power network control. With the significant energy production from PV panels, voltage issues in the network have become a problem. Currently, PV smart inverters (SIs) are used to mitigate the voltage problems by controlling their active power generation and reactive power injection or absorption. However, reducing the active power output of PV panels can be perceived as unfair to some customers, discouraging future installations. To solve this issue, in this paper, a reinforcement learning technique is proposed to address voltage issues in a distribution network, while considering fairness in active power curtailment among customers. The feasibility of the proposed approach is explored through experiments, demonstrating its ability to effectively control voltage in a fair and efficient manner.


Reinforcement Learning for Variational Quantum Circuits Design

arXiv.org Artificial Intelligence

Variational Quantum Algorithms have emerged as promising tools for solving optimization problems on quantum computers. These algorithms leverage a parametric quantum circuit called ansatz, where its parameters are adjusted by a classical optimizer with the goal of optimizing a certain cost function. However, a significant challenge lies in designing effective circuits for addressing specific problems. In this study, we leverage the powerful and flexible Reinforcement Learning paradigm to train an agent capable of autonomously generating quantum circuits that can be used as ansatzes in variational algorithms to solve optimization problems. The agent is trained on diverse problem instances, including Maximum Cut, Maximum Clique and Minimum Vertex Cover, built from different graph topologies and sizes. Our analysis of the circuits generated by the agent and the corresponding solutions shows that the proposed method is able to generate effective ansatzes. While our goal is not to propose any new specific ansatz, we observe how the agent has discovered a novel family of ansatzes effective for Maximum Cut problems, which we call $R_{yz}$-connected. We study the characteristics of one of these ansatzes by comparing it against state-of-the-art quantum algorithms across instances of varying graph topologies, sizes, and problem types. Our results indicate that the $R_{yz}$-connected circuit achieves high approximation ratios for Maximum Cut problems, further validating our proposed agent. In conclusion, our study highlights the potential of Reinforcement Learning techniques in assisting researchers to design effective quantum circuits which could have applications in a wide number of tasks.


BetterBodies: Reinforcement Learning guided Diffusion for Antibody Sequence Design

arXiv.org Artificial Intelligence

However, the discovery of therapeutic antibodies through traditional wet lab methods is expensive and time-consuming. The use of generative models in designing antibodies therefore holds great promise, as it can reduce the time and resources required. Recently, the class of diffusion models has gained considerable traction for their ability to synthesize diverse and high-quality samples. In their basic form, however, they lack mechanisms to optimize for specific properties, such as binding affinity to an antigen. In contrast, the class of offline Reinforcement Learning (RL) methods has demonstrated strong performance in navigating large search spaces, including scenarios where frequent real-world interaction, such as interaction with a wet lab, is impractical. Our novel method, BetterBodies, which combines Variational Autoencoders (VAEs) with RL guided latent diffusion, is able to generate novel sets of antibody CDRH3 sequences from different data distributions. Furthermore, we reflect biophysical properties in the VAE latent space using a contrastive loss and add a novel Q-function based filtering to enhance the affinity of generated sequences. In conclusion, methods such as ours have the potential to have great implications for real-world biological sequence design, where the generation of novel high-affinity binders is a cost-intensive endeavor. Antibodies are a class of proteins with great potential for treating diseases such as cancer (Kaplon et al., 2023; Norman et al., 2020; Robert et al., 2022).


Soft Actor-Critic with Beta Policy via Implicit Reparameterization Gradients

arXiv.org Artificial Intelligence

Recent advances in deep reinforcement learning have achieved impressive results in a wide range of complex tasks, but poor sample efficiency remains a major obstacle to real-world deployment. Soft actor-critic (SAC) mitigates this problem by combining stochastic policy optimization and off-policy learning, but its applicability is restricted to distributions whose gradients can be computed through the reparameterization trick. This limitation excludes several important examples such as the beta distribution, which was shown to improve the convergence rate of actor-critic algorithms in high-dimensional continuous control problems thanks to its bounded support. To address this issue, we investigate the use of implicit reparameterization, a powerful technique that extends the class of reparameterizable distributions. In particular, we use implicit reparameterization gradients to train SAC with the beta policy on simulated robot locomotion environments and compare its performance with common baselines. Experimental results show that the beta policy is a viable alternative, as it outperforms the normal policy and is on par with the squashed normal policy, which is the go-to choice for SAC. The code is available at https://github.com/lucadellalib/sac-beta.