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 Reinforcement Learning


Optimal Design and Implementation of an Open-source Emulation Platform for User-Centric Shared E-mobility Services

arXiv.org Artificial Intelligence

With the rising concern over transportation emissions and pollution on a global scale, shared electric mobility services like E-cars, E-bikes, and E-scooters have emerged as promising solutions to mitigate these pressing challenges. However, existing shared E-mobility services exhibit critical design deficiencies, including insufficient service integration, imprecise energy consumption forecasting, limited scalability and geographical coverage, and a notable absence of a user-centric perspective, particularly in the context of multi-modal transportation. More importantly, there is no consolidated open-source platform which could benefit the E-mobility research community. This paper aims to bridge this gap by providing an open-source platform for shared E-mobility. The proposed platform, with an agent-in-the-loop approach and modular architecture, is tailored to diverse user preferences and offers enhanced customization. We demonstrate the viability of this platform by providing a comprehensive analysis for integrated multi-modal route-optimization in diverse scenarios of energy availability, user preferences and E-mobility tools placement for which we use modified Ant Colony Optimization algorithm so called Multi-Model Energy Constrained ACO (MMEC-ACO) and Q-Learning algorithms. Our findings demonstrate that Q-learning achieves significantly better performance in terms of travel time cost for more than 90\% of the instances as compared to MMEC-ACO for different scenarios including energy availability, user preference and E-mobility tools distribution. For a fixed (O, D) pair, the average execution time to achieve optimal time cost solution for MMEC-ACO is less than 2 seconds, while Q-learning reaches an optimal time cost in 20 seconds on average. For a run-time of 2 seconds, Q-learning still achieves a better optimal time cost with a 20\% reduction over MMEC-ACO's time cost.


Text-Aware Diffusion for Policy Learning

arXiv.org Artificial Intelligence

Training an agent to achieve particular goals or perform desired behaviors is often accomplished through reinforcement learning, especially in the absence of expert demonstrations. However, supporting novel goals or behaviors through reinforcement learning requires the ad-hoc design of appropriate reward functions, which quickly becomes intractable. To address this challenge, we propose Text-Aware Diffusion for Policy Learning (TADPoLe), which uses a pretrained, frozen text-conditioned diffusion model to compute dense zero-shot reward signals for text-aligned policy learning. We hypothesize that large-scale pretrained generative models encode rich priors that can supervise a policy to behave not only in a text-aligned manner, but also in alignment with a notion of naturalness summarized from internet-scale training data. In our experiments, we demonstrate that TADPoLe is able to learn policies for novel goal-achievement and continuous locomotion behaviors specified by natural language, in both Humanoid and Dog environments. The behaviors are learned zero-shot without ground-truth rewards or expert demonstrations, and are qualitatively more natural according to human evaluation. We further show that TADPoLe performs competitively when applied to robotic manipulation tasks in the Meta-World environment.


Deep Reinforcement Learning for Adverse Garage Scenario Generation

arXiv.org Artificial Intelligence

Abstract--Autonomous vehicles need to travel over 11 billion miles to ensure their safety. Therefore, the importance of simulation testing before real-world testing is self-evident. In recent years, the release of 3D simulators for autonomous driving, represented by Carla and CarSim, marks the transition of autonomous driving simulation testing environments from simple 2D overhead views to complex 3D models. During simulation testing, experimenters need to build static scenes and dynamic traffic flows, pedestrian flows, and other experimental elements to construct experimental scenarios. When building static scenes in 3D simulators, experimenters often need to manually construct 3D models, set parameters and attributes, which is time-consuming and labor-intensive. This thesis proposes an automated program generation framework. The generated 3D ground scenes are displayed in the Carla simulator, where experimenters can use this scene for navigation algorithm simulation testing. However, experiments have shown that autonomous vehicles need to travel over 11 billion miles to ensure their safety [2]. In practical use and testing, traffic accidents caused by autonomous A. Background The Self-Driving System, also known as the Autonomous As one of the most critical quality assurance technologies, Driving System (ADS), is a comprehensive integration of ADS testing has garnered attention from both academia and hardware and software designed to autonomously manage industry [3]. Nonetheless, due to the numerous components motion control based on its perception and understanding of and high complexity of ADS, testing faces many challenges. Naturalistic Field Operational Testing (N-FOT) to simulationbased Perception, decision-making, and control constitute the three testing [4], also known as simulation testing.


Coordination Failure in Cooperative Offline MARL

arXiv.org Artificial Intelligence

Offline multi-agent reinforcement learning (MARL) leverages static datasets of experience to learn optimal multi-agent control. However, learning from static data presents several unique challenges to overcome. In this paper, we focus on coordination failure and investigate the role of joint actions in multi-agent policy gradients with offline data, focusing on a common setting we refer to as the 'Best Response Under Data' (BRUD) approach. By using two-player polynomial games as an analytical tool, we demonstrate a simple yet overlooked failure mode of BRUD-based algorithms, which can lead to catastrophic coordination failure in the offline setting. Building on these insights, we propose an approach to mitigate such failure, by prioritising samples from the dataset based on joint-action similarity during policy learning and demonstrate its effectiveness in detailed experiments. More generally, however, we argue that prioritised dataset sampling is a promising area for innovation in offline MARL that can be combined with other effective approaches such as critic and policy regularisation. Importantly, our work shows how insights drawn from simplified, tractable games can lead to useful, theoretically grounded insights that transfer to more complex contexts. A core dimension of offering is an interactive notebook, from which almost all of our results can be reproduced, in a browser.


Contextualized Hybrid Ensemble Q-learning: Learning Fast with Control Priors

arXiv.org Artificial Intelligence

Combining Reinforcement Learning (RL) with a prior controller can yield the best out of two worlds: RL can solve complex nonlinear problems, while the control prior ensures safer exploration and speeds up training. Prior work largely blends both components with a fixed weight, neglecting that the RL agent's performance varies with the training progress and across regions in the state space. Therefore, we advocate for an adaptive strategy that dynamically adjusts the weighting based on the RL agent's current capabilities. We propose a new adaptive hybrid RL algorithm, Contextualized Hybrid Ensemble Q-learning (CHEQ). CHEQ combines three key ingredients: (i) a time-invariant formulation of the adaptive hybrid RL problem treating the adaptive weight as a context variable, (ii) a weight adaption mechanism based on the parametric uncertainty of a critic ensemble, and (iii) ensemble-based acceleration for data-efficient RL. Evaluating CHEQ on a car racing task reveals substantially stronger data efficiency, exploration safety, and transferability to unknown scenarios than state-of-the-art adaptive hybrid RL methods.


Reinforcement Learning-driven Data-intensive Workflow Scheduling for Volunteer Edge-Cloud

arXiv.org Artificial Intelligence

In recent times, Volunteer Edge-Cloud (VEC) has gained traction as a cost-effective, community computing paradigm to support data-intensive scientific workflows. However, due to the highly distributed and heterogeneous nature of VEC resources, centralized workflow task scheduling remains a challenge. In this paper, we propose a Reinforcement Learning (RL)-driven dataintensive scientific workflow scheduling approach that takes into consideration: i) workflow requirements, ii) VEC resources' preference on workflows, and iii) diverse VEC resource policies, to ensure robust resource allocation. We formulate the long-term average performance optimization problem as a Markov Decision Process, which is solved using an event-based Asynchronous Advantage Actor-Critic based RL approach. Our extensive simulations and testbed implementations demonstrate our approach's benefits over popular baseline strategies in terms of workflow requirement satisfaction, VEC preference satisfaction, and available VEC resource utilization. Data-intensive scientific workflows in areas characterized by considerable on-demand resource needs and stringent security requirements (e.g., bioinformatics, high-energy physics, and healthcare), have traditionally been hosted by cloud environments, thanks to the availability of resources, advanced security protocols, and performance assurances through Service Level Agreements (SLAs) [1] offered by such environments. To address this, in recent times, "volunteer edge-cloud" (VEC) computing has emerged as an alternative [2], [3], harnessing distributed computing to provide cost-effective resources [4] for on-demand processing. Figure 1 illustrates an exemplary VEC environment that leverages the collective computational resources of VEC nodes (i.e., VNs) to process data-intensive workflows; thereby shifting the processing from centralized cloud infrastructures to the edge, where resources are more affordable and abundant, albeit diverse and geographically distributed. These VNs can range from small devices (e.g., IoTs) to large systems (e.g., servers) that are owned and operated by individuals, laboratories, or organizations who willingly contribute them for collaborative computing.


Robust Model-Based Reinforcement Learning with an Adversarial Auxiliary Model

arXiv.org Artificial Intelligence

Reinforcement learning has demonstrated impressive performance in various challenging problems such as robotics, board games, and classical arcade games. However, its real-world applications can be hindered by the absence of robustness and safety in the learned policies. More specifically, an RL agent that trains in a certain Markov decision process (MDP) often struggles to perform well in nearly identical MDPs. To address this issue, we employ the framework of Robust MDPs (RMDPs) in a model-based setting and introduce a novel learned transition model. Our method specifically incorporates an auxiliary pessimistic model, updated adversarially, to estimate the worst-case MDP within a Kullback-Leibler uncertainty set. In comparison to several existing works, our work does not impose any additional conditions on the training environment, such as the need for a parametric simulator. To test the effectiveness of the proposed pessimistic model in enhancing policy robustness, we integrate it into a practical RL algorithm, called Robust Model-Based Policy Optimization (RMBPO). Our experimental results indicate a notable improvement in policy robustness on high-dimensional MuJoCo control tasks, with the auxiliary model enhancing the performance of the learned policy in distorted MDPs. We further explore the learned deviation between the proposed auxiliary world model and the nominal model, to examine how pessimism is achieved. By learning a pessimistic world model and demonstrating its role in improving policy robustness, our research contributes towards making (model-based) RL more robust.


To Switch or Not to Switch? Balanced Policy Switching in Offline Reinforcement Learning

arXiv.org Machine Learning

Reinforcement learning (RL) -- finding the optimal behaviour (also referred to as policy) maximizing the collected long-term cumulative reward -- is among the most influential approaches in machine learning with a large number of successful applications. In several decision problems, however, one faces the possibility of policy switching -- changing from the current policy to a new one -- which incurs a non-negligible cost (examples include the shifting of the currently applied educational technology, modernization of a computing cluster, and the introduction of a new webpage design), and in the decision one is limited to using historical data without the availability for further online interaction. Despite the inevitable importance of this offline learning scenario, to our best knowledge, very little effort has been made to tackle the key problem of balancing between the gain and the cost of switching in a flexible and principled way. Leveraging ideas from the area of optimal transport, we initialize the systematic study of policy switching in offline RL. We establish fundamental properties and design a Net Actor-Critic algorithm for the proposed novel switching formulation. Numerical experiments demonstrate the efficiency of our approach on multiple benchmarks of the Gymnasium.


Model Predictive Control and Reinforcement Learning: A Unified Framework Based on Dynamic Programming

arXiv.org Artificial Intelligence

In this paper we describe a new conceptual framework that connects approximate Dynamic Programming (DP), Model Predictive Control (MPC), and Reinforcement Learning (RL). This framework centers around two algorithms, which are designed largely independently of each other and operate in synergy through the powerful mechanism of Newton's method. We call them the off-line training and the on-line play algorithms. The names are borrowed from some of the major successes of RL involving games; primary examples are the recent (2017) AlphaZero program (which plays chess, [SHS17], [SSS17]), and the similarly structured and earlier (1990s) TD-Gammon program (which plays backgammon, [Tes94], [Tes95], [TeG96]). In these game contexts, the off-line training algorithm is the method used to teach the program how to evaluate positions and to generate good moves at any given position, while the on-line play algorithm is the method used to play in real time against human or computer opponents. Significantly, the synergy between off-line training and on-line play also underlies MPC (as well as other major classes of sequential decision problems), and indeed the MPC design architecture is very similar to the one of AlphaZero and TD-Gammon. This conceptual insight provides a vehicle for bridging the cultural gap between RL and MPC, and sheds new light on some fundamental issues in MPC. These include the enhancement of stability properties through rollout, the treatment of uncertainty through the use of certainty equivalence, the resilience of MPC in adaptive control settings that involve changing system parameters, and the insights provided by the superlinear performance bounds implied by Newton's method.


Model-Free Active Exploration in Reinforcement Learning

arXiv.org Artificial Intelligence

We study the problem of exploration in Reinforcement Learning and present a novel model-free solution. We adopt an information-theoretical viewpoint and start from the instance-specific lower bound of the number of samples that have to be collected to identify a nearly-optimal policy. Deriving this lower bound along with the optimal exploration strategy entails solving an intricate optimization problem and requires a model of the system. In turn, most existing sample optimal exploration algorithms rely on estimating the model. We derive an approximation of the instance-specific lower bound that only involves quantities that can be inferred using model-free approaches. Leveraging this approximation, we devise an ensemble-based model-free exploration strategy applicable to both tabular and continuous Markov decision processes. Numerical results demonstrate that our strategy is able to identify efficient policies faster than state-of-the-art exploration approaches.