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 Reinforcement Learning


Imitating Cost-Constrained Behaviors in Reinforcement Learning

arXiv.org Artificial Intelligence

Complex planning and scheduling problems have long been solved using various optimization or heuristic approaches. In recent years, imitation learning that aims to learn from expert demonstrations has been proposed as a viable alternative to solving these problems. Generally speaking, imitation learning is designed to learn either the reward (or preference) model or directly the behavioral policy by observing the behavior of an expert. Existing work in imitation learning and inverse reinforcement learning has focused on imitation primarily in unconstrained settings (e.g., no limit on fuel consumed by the vehicle). However, in many real-world domains, the behavior of an expert is governed not only by reward (or preference) but also by constraints. For instance, decisions on self-driving delivery vehicles are dependent not only on the route preferences/rewards (depending on past demand data) but also on the fuel in the vehicle and the time available. In such problems, imitation learning is challenging as decisions are not only dictated by the reward model but are also dependent on a cost-constrained model. In this paper, we provide multiple methods that match expert distributions in the presence of trajectory cost constraints through (a) Lagrangian-based method; (b) Meta-gradients to find a good trade-off between expected return and minimizing constraint violation; and (c) Cost-violation-based alternating gradient. We empirically show that leading imitation learning approaches imitate cost-constrained behaviors poorly and our meta-gradient-based approach achieves the best performance.


Deep Reinforcement Learning for 5*5 Multiplayer Go

arXiv.org Artificial Intelligence

In recent years, much progress has been made in computer Go and most of the results have been obtained thanks to search algorithms (Monte Carlo Tree Search) and Deep Reinforcement Learning (DRL). In this paper, we propose to use and analyze the latest algorithms that use search and DRL (AlphaZero and Descent algorithms) to automatically learn to play an extended version of the game of Go with more than two players. We show that using search and DRL we were able to improve the level of play, even though there are more than two players.


Doubly-Dynamic ISAC Precoding for Vehicular Networks: A Constrained Deep Reinforcement Learning (CDRL) Approach

arXiv.org Artificial Intelligence

Integrated sensing and communication (ISAC) technology is essential for enabling the vehicular networks. However, the communication channel in this scenario exhibits time-varying characteristics, and the potential targets may move rapidly, creating a doubly-dynamic phenomenon. This nature poses a challenge for real-time precoder design. While optimization-based solutions are widely researched, they are complex and heavily rely on perfect prior information, which is impractical in double dynamics. To address this challenge, we propose using constrained deep reinforcement learning (CDRL) to facilitate dynamic updates to the ISAC precoder design. Additionally, the primal dual-deep deterministic policy gradient (PD-DDPG) and Wolpertinger architecture are tailored to efficiently train the algorithm under complex constraints and variable numbers of users. The proposed scheme not only adapts to the dynamics based on observations but also leverages environmental information to enhance performance and reduce complexity. Its superiority over existing candidates has been validated through experiments.


Discretization of continuous input spaces in the hippocampal autoencoder

arXiv.org Artificial Intelligence

The hippocampus has been associated with both spatial cognition and episodic memory formation, but integrating these functions into a unified framework remains challenging. Here, we demonstrate that forming discrete memories of visual events in sparse autoencoder neurons can produce spatial tuning similar to hippocampal place cells. We then show that the resulting very high-dimensional code enables neurons to discretize and tile the underlying image space with minimal overlap. Additionally, we extend our results to the auditory domain, showing that neurons similarly tile the frequency space in an experience-dependent manner. Lastly, we show that reinforcement learning agents can effectively perform various visuo-spatial cognitive tasks using these sparse, very high-dimensional representations.


Policy Gradient Methods for Risk-Sensitive Distributional Reinforcement Learning with Provable Convergence

arXiv.org Artificial Intelligence

Risk-sensitive reinforcement learning (RL) is crucial for maintaining reliable performance in many high-stakes applications. While most RL methods aim to learn a point estimate of the random cumulative cost, distributional RL (DRL) seeks to estimate the entire distribution of it. The distribution provides all necessary information about the cost and leads to a unified framework for handling various risk measures in a risk-sensitive setting. However, developing policy gradient methods for risk-sensitive DRL is inherently more complex as it pertains to finding the gradient of a probability measure. This paper introduces a policy gradient method for risk-sensitive DRL with general coherent risk measures, where we provide an analytical form of the probability measure's gradient. We further prove the local convergence of the proposed algorithm under mild smoothness assumptions. For practical use, we also design a categorical distributional policy gradient algorithm (CDPG) based on categorical distributional policy evaluation and trajectory-based gradient estimation. Through experiments on a stochastic cliff-walking environment, we illustrate the benefits of considering a risk-sensitive setting in DRL.


Deterministic Policies for Constrained Reinforcement Learning in Polynomial-Time

arXiv.org Artificial Intelligence

Constrained Reinforcement Learning (CRL) traditionally produces stochastic, expectationconstrained policies that can behave undesirably - imagine a self-driving car that randomly changes lanes or runs out of fuel. However, artificial decision-making systems must be predictable, trustworthy, and robust. One approach to ensuring these qualities is to focus on deterministic policies, which are inherently predictable and trustworthy. Moreover, they are easy to implement [10], reliable for autonomous vehicles [16, 12], and effective for multi-agent coordination [23]. Similarly, almost sure and anytime constraints [21] provide inherent trustworthiness and robustness, essential for applications in medicine [6, 22, 18], disaster relief [9, 29, 27], and resource management [20, 19, 24, 4]. Despite the advantages of deterministic policies and stricter constraints, their computation remains an open challenge in CRL. Our research aims to address this challenge by studying the computational complexity of computing deterministic policies for a wide range of constraint types. Consider a constrained Markov Decision Process (cMDP) denoted by M. Let C represent an arbitrary cost criterion and B be the available budget.


Efficient Navigation of a Robotic Fish Swimming Across the Vortical Flow Field

arXiv.org Artificial Intelligence

Navigating efficiently across vortical flow fields presents a significant challenge in various robotic applications. The dynamic and unsteady nature of vortical flows often disturbs the control of underwater robots, complicating their operation in hydrodynamic environments. Conventional control methods, which depend on accurate modeling, fail in these settings due to the complexity of fluid-structure interactions (FSI) caused by unsteady hydrodynamics. This study proposes a deep reinforcement learning (DRL) algorithm, trained in a data-driven manner, to enable efficient navigation of a robotic fish swimming across vortical flows. Our proposed algorithm incorporates the LSTM architecture and uses several recent consecutive observations as the state to address the issue of partial observation, often due to sensor limitations. We present a numerical study of navigation within a Karman vortex street, created by placing a stationary cylinder in a uniform flow, utilizing the immersed boundary-lattice Boltzmann method (IB-LBM). The aim is to train the robotic fish to discover efficient navigation policies, enabling it to reach a designated target point across the Karman vortex street from various initial positions. After training, the fish demonstrates the ability to rapidly reach the target from different initial positions, showcasing the effectiveness and robustness of our proposed algorithm. Analysis of the results reveals that the robotic fish can leverage velocity gains and pressure differences induced by the vortices to reach the target, underscoring the potential of our proposed algorithm in enhancing navigation in complex hydrodynamic environments.


HUGO -- Highlighting Unseen Grid Options: Combining Deep Reinforcement Learning with a Heuristic Target Topology Approach

arXiv.org Artificial Intelligence

With the growth of Renewable Energy (RE) generation, the operation of power grids has become increasingly complex. One solution could be automated grid operation, where Deep Reinforcement Learning (DRL) has repeatedly shown significant potential in Learning to Run a Power Network (L2RPN) challenges. However, only individual actions at the substation level have been subjected to topology optimization by most existing DRL algorithms. In contrast, we propose a more holistic approach by proposing specific Target Topologies (TTs) as actions. These topologies are selected based on their robustness. As part of this paper, we present a search algorithm to find the TTs and upgrade our previously developed DRL agent CurriculumAgent (CAgent) to a novel topology agent. We compare the upgrade to the previous CAgent and can increase their L2RPN score significantly by 10%. Further, we achieve a 25% better median survival time with our TTs included. Later analysis shows that almost all TTs are close to the base topology, explaining their robustness


Global Behavior of Learning Dynamics in Zero-Sum Games with Memory Asymmetry

arXiv.org Artificial Intelligence

This study examines the global behavior of dynamics in learning in games between two players, X and Y. We consider the simplest situation for memory asymmetry between two players: X memorizes the other Y's previous action and uses reactive strategies, while Y has no memory. Although this memory complicates the learning dynamics, we discover two novel quantities that characterize the global behavior of such complex dynamics. One is an extended Kullback-Leibler divergence from the Nash equilibrium, a well-known conserved quantity from previous studies. The other is a family of Lyapunov functions of X's reactive strategy. These two quantities capture the global behavior in which X's strategy becomes more exploitative, and the exploited Y's strategy converges to the Nash equilibrium. Indeed, we theoretically prove that Y's strategy globally converges to the Nash equilibrium in the simplest game equipped with an equilibrium in the interior of strategy spaces. Furthermore, our experiments also suggest that this global convergence is universal for more advanced zero-sum games than the simplest game. This study provides a novel characterization of the global behavior of learning in games through a couple of indicators.


Multi-AGV Path Planning Method via Reinforcement Learning and Particle Filters

arXiv.org Artificial Intelligence

Thanks to its robust learning and search stabilities,the reinforcement learning (RL) algorithm has garnered increasingly significant attention and been exten-sively applied in Automated Guided Vehicle (AGV) path planning. However, RL-based planning algorithms have been discovered to suffer from the substantial variance of neural networks caused by environmental instability and significant fluctua-tions in system structure. These challenges manifest in slow convergence speed and low learning efficiency. To tackle this issue, this paper presents a novel multi-AGV path planning method named Particle Filters - Double Deep Q-Network (PF-DDQN)via leveraging Particle Filters (PF) and RL algorithm. Firstly, the proposed method leverages the imprecise weight values of the network as state values to formulate thestate space equation.Subsequently, the DDQN model is optimized to acquire the optimal true weight values through the iterative fusion process of neural networksand PF in order to enhance the optimization efficiency of the proposedmethod. Lastly, the performance of the proposed method is validated by different numerical simulations. The simulation results demonstrate that the proposed methoddominates the traditional DDQN algorithm in terms of path planning superiority andtraining time indicator by 92.62% and 76.88%, respectively. Therefore, the proposedmethod could be considered as a vital alternative in the field of multi-AGV path planning.