Reinforcement Learning
Adaptive traffic signal safety and efficiency improvement by multi objective deep reinforcement learning approach
Mirbakhsh, Shahin, Azizi, Mahdi
This research introduces an innovative method for adaptive traffic signal control (ATSC) through the utilization of multi-objective deep reinforcement learning (DRL) techniques. The proposed approach aims to enhance control strategies at intersections while simultaneously addressing safety, efficiency, and decarbonization objectives. Traditional ATSC methods typically prioritize traffic efficiency and often struggle to adapt to real-time dynamic traffic conditions. To address these challenges, the study suggests a DRL-based ATSC algorithm that incorporates the Dueling Double Deep Q Network (D3QN) framework. The performance of this algorithm is assessed using a simulated intersection in Changsha, China. Notably, the proposed ATSC algorithm surpasses both traditional ATSC and ATSC algorithms focused solely on efficiency optimization by achieving over a 16% reduction in traffic conflicts and a 4% decrease in carbon emissions. Regarding traffic efficiency, waiting time is reduced by 18% compared to traditional ATSC, albeit showing a slight increase (0.64%) compared to the DRL-based ATSC algorithm integrating the D3QN framework. This marginal increase suggests a trade-off between efficiency and other objectives like safety and decarbonization. Additionally, the proposed approach demonstrates superior performance, particularly in scenarios with high traffic demand, across all three objectives. These findings contribute to advancing traffic control systems by offering a practical and effective solution for optimizing signal control strategies in real-world traffic situations.
A Policy-Gradient Approach to Solving Imperfect-Information Games with Iterate Convergence
Liu, Mingyang, Farina, Gabriele, Ozdaglar, Asuman
Policy gradient methods have become a staple of any single-agent reinforcement learning toolbox, due to their combination of desirable properties: iterate convergence, efficient use of stochastic trajectory feedback, and theoretically-sound avoidance of importance sampling corrections. In multi-agent imperfect-information settings (extensive-form games), however, it is still unknown whether the same desiderata can be guaranteed while retaining theoretical guarantees. Instead, sound methods for extensive-form games rely on approximating counterfactual values (as opposed to Q values), which are incompatible with policy gradient methodologies. In this paper, we investigate whether policy gradient can be safely used in two-player zero-sum imperfect-information extensive-form games (EFGs). W e establish positive results, showing for the first time that a policy gradient method leads to provable best-iterate convergence to a regularized Nash equilibrium in self-play .
Learning in Multi-Objective Public Goods Games with Non-Linear Utilities
Orzan, Nicole, Acar, Erman, Grossi, Davide, Mannion, Patrick, Rฤdulescu, Roxana
Addressing the question of how to achieve optimal decision-making under risk and uncertainty is crucial for enhancing the capabilities of artificial agents that collaborate with or support humans. In this work, we address this question in the context of Public Goods Games. We study learning in a novel multi-objective version of the Public Goods Game where agents have different risk preferences, by means of multi-objective reinforcement learning. We introduce a parametric non-linear utility function to model risk preferences at the level of individual agents, over the collective and individual reward components of the game. We study the interplay between such preference modelling and environmental uncertainty on the incentive alignment level in the game. We demonstrate how different combinations of individual preferences and environmental uncertainties sustain the emergence of cooperative patterns in non-cooperative environments (i.e., where competitive strategies are dominant), while others sustain competitive patterns in cooperative environments (i.e., where cooperative strategies are dominant).
Discretizing Continuous Action Space with Unimodal Probability Distributions for On-Policy Reinforcement Learning
Zhu, Yuanyang, Wang, Zhi, Zhu, Yuanheng, Chen, Chunlin, Zhao, Dongbin
For on-policy reinforcement learning, discretizing action space for continuous control can easily express multiple modes and is straightforward to optimize. However, without considering the inherent ordering between the discrete atomic actions, the explosion in the number of discrete actions can possess undesired properties and induce a higher variance for the policy gradient estimator. In this paper, we introduce a straightforward architecture that addresses this issue by constraining the discrete policy to be unimodal using Poisson probability distributions. This unimodal architecture can better leverage the continuity in the underlying continuous action space using explicit unimodal probability distributions. We conduct extensive experiments to show that the discrete policy with the unimodal probability distribution provides significantly faster convergence and higher performance for on-policy reinforcement learning algorithms in challenging control tasks, especially in highly complex tasks such as Humanoid. We provide theoretical analysis on the variance of the policy gradient estimator, which suggests that our attentively designed unimodal discrete policy can retain a lower variance and yield a stable learning process.
Stochastic Games with Minimally Bounded Action Costs
In many multi-player interactions, players incur strictly positive costs each time they execute actions e.g. 'menu costs' or transaction costs in financial systems. Since acting at each available opportunity would accumulate prohibitively large costs, the resulting decision problem is one in which players must make strategic decisions about when to execute actions in addition to their choice of action. This paper analyses a discrete-time stochastic game (SG) in which players face minimally bounded positive costs for each action and influence the system using impulse controls. We prove SGs of two-sided impulse control have a unique value and characterise the saddle point equilibrium in which the players execute actions at strategically chosen times in accordance with Markovian strategies. We prove the game respects a dynamic programming principle and that the Markov perfect equilibrium can be computed as a limit point of a sequence of Bellman operations. We then introduce a new Q-learning variant which we show converges almost surely to the value of the game enabling solutions to be extracted in unknown settings. Lastly, we extend our results to settings with budgetory constraints.
Closed-loop Diffusion Control of Complex Physical Systems
Wei, Long, Feng, Haodong, Hu, Peiyan, Zhang, Tao, Yang, Yuchen, Zheng, Xiang, Feng, Ruiqi, Fan, Dixia, Wu, Tailin
The control problems of complex physical systems have wide applications in science and engineering. Several previous works have demonstrated that generative control methods based on diffusion models have significant advantages for solving these problems. However, existing generative control methods face challenges in handling closed-loop control, which is an inherent constraint for effective control of complex physical systems. In this paper, we propose a C losed-L oop Diff usion method for Phy sical systems Con trol (CL-DiffPhyCon). By adopting an asynchronous denoising schedule for different time steps, CL-DiffPhyCon generates control signals conditioned on real-time feedback from the environment. Thus, CL-DiffPhyCon is able to speed up diffusion control methods in a closed-loop framework. We evaluate CL-DiffPhyCon on the 1D Burgers' equation control and 2D incompressible fluid control tasks. The results demonstrate that CL-DiffPhyCon achieves notable control performance with significant sampling acceleration. The control problem of complex physical systems is a critical area of study that involves optimizing a sequence of control actions to achieve specific objectives. It has important applications across a wide range of science and engineering fields, including fluid control (V erma et al., 2018), plasma control (Degrave et al., 2022), and particle dynamics control (Reyes Garza et al., 2023). The challenge in controlling such systems arises from their high-dimensional, highly nonlinear, and stochastic characteristics. Therefore, to achieve effective performance, there is an inherent requirement of closed-loop control.
ProSpec RL: Plan Ahead, then Execute
Liu, Liangliang, Guan, Yi, Wang, BoRan, Shen, Rujia, Lin, Yi, Kong, Chaoran, Yan, Lian, Jiang, Jingchi
Imagining potential outcomes of actions before execution helps agents make more informed decisions, a prospective thinking ability fundamental to human cognition. However, mainstream model-free Reinforcement Learning (RL) methods lack the ability to proactively envision future scenarios, plan, and guide strategies. These methods typically rely on trial and error to adjust policy functions, aiming to maximize cumulative rewards or long-term value, even if such high-reward decisions place the environment in extremely dangerous states. To address this, we propose the Prospective (ProSpec) RL method, which makes higher-value, lower-risk optimal decisions by imagining future n-stream trajectories. Specifically, ProSpec employs a dynamic model to predict future states (termed "imagined states") based on the current state and a series of sampled actions. Furthermore, we integrate the concept of Model Predictive Control and introduce a cycle consistency constraint that allows the agent to evaluate and select the optimal actions from these trajectories. Moreover, ProSpec employs cycle consistency to mitigate two fundamental issues in RL: augmenting state reversibility to avoid irreversible events (low risk) and augmenting actions to generate numerous virtual trajectories, thereby improving data efficiency. We validated the effectiveness of our method on the DMControl benchmarks, where our approach achieved significant performance improvements. Code will be open-sourced upon acceptance.
Adaptive Transit Signal Priority based on Deep Reinforcement Learning and Connected Vehicles in a Traffic Microsimulation Environment
Kwesiga, Dickness, Guin, Angshuman, Hunter, Michael
Model free reinforcement learning (RL) provides a potential alternative to earlier formulations of adaptive transit signal priority (TSP) algorithms based on mathematical programming that require complex and nonlinear objective functions. This study extends RL - based traffic control to include TSP. Using a microscopic simulation environment and connected vehicle data, the study develops and tests a TSP event-based RL agent that assumes control from another developed RL - based general traffic signal controller. The TSP agent assumes control when transit buses enter the dedicated short-range communication (DSRC) zone of the intersection. This agent is shown to reduce the bus travel time by about 21%, with marginal impacts to general traffic at a saturation rate of 0.95. The TSP agent also shows slightly better bus travel time compared to actuated signal control with TSP. The architecture of the agent and simulation is selected considering the need to improve simulation run time efficiency.
Dataset Distillation for Offline Reinforcement Learning
Light, Jonathan, Liu, Yuanzhe, Hu, Ziniu
Offline reinforcement learning often requires a quality dataset that we can train a policy on. However, in many situations, it is not possible to get such a dataset, nor is it easy to train a policy to perform well in the actual environment given the offline data. We propose using data distillation to train and distill a better dataset which can then be used for training a better policy model. We show that our method is able to synthesize a dataset where a model trained on it achieves similar performance to a model trained on the full dataset or a model trained using percentile behavioral cloning. Our project site is available here. We also provide our implementation at this GitHub repository.
Black box meta-learning intrinsic rewards for sparse-reward environments
Pappalardo, Octavio, Ramele, Rodrigo, Santos, Juan Miguel
Despite the successes and progress of deep reinforcement learning over the last decade, several challenges remain that hinder its broader application. Some fundamental aspects to improve include data efficiency, generalization capability, and ability to learn in sparse-reward environments, which often require human-designed dense rewards. Meta-learning has emerged as a promising approach to address these issues by optimizing components of the learning algorithm to meet desired characteristics. Additionally, a different line of work has extensively studied the use of intrinsic rewards to enhance the exploration capabilities of algorithms. This work investigates how meta-learning can improve the training signal received by RL agents. The focus is on meta-learning intrinsic rewards under a framework that doesn't rely on the use of meta-gradients. We analyze and compare this approach to the use of extrinsic rewards and a meta-learned advantage function. The developed algorithms are evaluated on distributions of continuous control tasks with both parametric and non-parametric variations, and with only sparse rewards accessible for the evaluation tasks.