Goto

Collaborating Authors

 Reinforcement Learning


Impact of Computation in Integral Reinforcement Learning for Continuous-Time Control

arXiv.org Artificial Intelligence

Integral reinforcement learning (IntRL) demands the precise computation of the utility function's integral at its policy evaluation (PEV) stage. This is achieved through quadrature rules, which are weighted sums of utility functions evaluated from state samples obtained in discrete time. Our research reveals a critical yet underexplored phenomenon: the choice of the computational method -- in this case, the quadrature rule -- can significantly impact control performance. This impact is traced back to the fact that computational errors introduced in the PEV stage can affect the policy iteration's convergence behavior, which in turn affects the learned controller. To elucidate how computation impacts control, we draw a parallel between IntRL's policy iteration and Newton's method applied to the Hamilton-Jacobi-Bellman equation. In this light, computational error in PEV manifests as an extra error term in each iteration of Newton's method, with its upper bound proportional to the computational error. Further, we demonstrate that when the utility function resides in a reproducing kernel Hilbert space (RKHS), the optimal quadrature is achievable by employing Bayesian quadrature with the RKHS-inducing kernel function. We prove that the local convergence rates for IntRL using the trapezoidal rule and Bayesian quadrature with a Mat\'ern kernel to be $O(N^{-2})$ and $O(N^{-b})$, where $N$ is the number of evenly-spaced samples and $b$ is the Mat\'ern kernel's smoothness parameter. These theoretical findings are finally validated by two canonical control tasks.


Independent Learning in Constrained Markov Potential Games

arXiv.org Artificial Intelligence

Constrained Markov games offer a formal mathematical framework for modeling multi-agent reinforcement learning problems where the behavior of the agents is subject to constraints. In this work, we focus on the recently introduced class of constrained Markov Potential Games. While centralized algorithms have been proposed for solving such constrained games, the design of converging independent learning algorithms tailored for the constrained setting remains an open question. We propose an independent policy gradient algorithm for learning approximate constrained Nash equilibria: Each agent observes their own actions and rewards, along with a shared state. Inspired by the optimization literature, our algorithm performs proximal-point-like updates augmented with a regularized constraint set. Each proximal step is solved inexactly using a stochastic switching gradient algorithm. Notably, our algorithm can be implemented independently without a centralized coordination mechanism requiring turn-based agent updates. Under some technical constraint qualification conditions, we establish convergence guarantees towards constrained approximate Nash equilibria. We perform simulations to illustrate our results.


Emergency Caching: Coded Caching-based Reliable Map Transmission in Emergency Networks

arXiv.org Artificial Intelligence

Many rescue missions demand effective perception and real-time decision making, which highly rely on effective data collection and processing. In this study, we propose a three-layer architecture of emergency caching networks focusing on data collection and reliable transmission, by leveraging efficient perception and edge caching technologies. Based on this architecture, we propose a disaster map collection framework that integrates coded caching technologies. Our framework strategically caches coded fragments of maps across unmanned aerial vehicles (UAVs), fostering collaborative uploading for augmented transmission reliability. Additionally, we establish a comprehensive probability model to assess the effective recovery area of disaster maps. Towards the goal of utility maximization, we propose a deep reinforcement learning (DRL) based algorithm that jointly makes decisions about cooperative UAVs selection, bandwidth allocation and coded caching parameter adjustment, accommodating the real-time map updates in a dynamic disaster situation. Our proposed scheme is more effective than the non-coding caching scheme, as validated by simulation.


Sample-Efficient Preference-based Reinforcement Learning with Dynamics Aware Rewards

arXiv.org Artificial Intelligence

Preference-based reinforcement learning (PbRL) aligns a robot behavior with human preferences via a reward function learned from binary feedback over agent behaviors. We show that dynamics-aware reward functions improve the sample efficiency of PbRL by an order of magnitude. In our experiments we iterate between: (1) learning a dynamics-aware state-action representation (z^{sa}) via a self-supervised temporal consistency task, and (2) bootstrapping the preference-based reward function from (z^{sa}), which results in faster policy learning and better final policy performance. For example, on quadruped-walk, walker-walk, and cheetah-run, with 50 preference labels we achieve the same performance as existing approaches with 500 preference labels, and we recover 83\% and 66\% of ground truth reward policy performance versus only 38\% and 21\%. The performance gains demonstrate the benefits of explicitly learning a dynamics-aware reward model. Repo: \texttt{https://github.com/apple/ml-reed}.


Feedback Efficient Online Fine-Tuning of Diffusion Models

arXiv.org Machine Learning

Diffusion models excel at modeling complex data distributions, including those of images, proteins, and small molecules. However, in many cases, our goal is to model parts of the distribution that maximize certain properties: for example, we may want to generate images with high aesthetic quality, or molecules with high bioactivity. It is natural to frame this as a reinforcement learning (RL) problem, in which the objective is to fine-tune a diffusion model to maximize a reward function that corresponds to some property. Even with access to online queries of the ground-truth reward function, efficiently discovering high-reward samples can be challenging: they might have a low probability in the initial distribution, and there might be many infeasible samples that do not even have a well-defined reward (e.g., unnatural images or physically impossible molecules). In this work, we propose a novel reinforcement learning procedure that efficiently explores on the manifold of feasible samples. We present a theoretical analysis providing a regret guarantee, as well as empirical validation across three domains: images, biological sequences, and molecules.


Simple, unified analysis of Johnson-Lindenstrauss with applications

arXiv.org Machine Learning

We present a simple and unified analysis of the Johnson-Lindenstrauss (JL) lemma, a cornerstone in the field of dimensionality reduction critical for managing high-dimensional data. Our approach not only simplifies the understanding but also unifies various constructions under the JL framework, including spherical, binary-coin, sparse JL, Gaussian and sub-Gaussian models. This simplification and unification make significant strides in preserving the intrinsic geometry of data, essential across diverse applications from streaming algorithms to reinforcement learning. Notably, we deliver the first rigorous proof of the spherical construction's effectiveness and provide a general class of sub-Gaussian constructions within this simplified framework. At the heart of our contribution is an innovative extension of the Hanson-Wright inequality to high dimensions, complete with explicit constants. By employing simple yet powerful probabilistic tools and analytical techniques, such as an enhanced diagonalization process, our analysis not only solidifies the JL lemma's theoretical foundation by removing an independence assumption but also extends its practical reach, showcasing its adaptability and importance in contemporary computational algorithms.


Multiple Access in the Era of Distributed Computing and Edge Intelligence

arXiv.org Artificial Intelligence

This paper focuses on the latest research and innovations in fundamental next-generation multiple access (NGMA) techniques and the coexistence with other key technologies for the sixth generation (6G) of wireless networks. In more detail, we first examine multi-access edge computing (MEC), which is critical to meeting the growing demand for data processing and computational capacity at the edge of the network, as well as network slicing. We then explore over-the-air (OTA) computing, which is considered to be an approach that provides fast and efficient computation of various functions. We also explore semantic communications, identified as an effective way to improve communication systems by focusing on the exchange of meaningful information, thus minimizing unnecessary data and increasing efficiency. The interrelationship between machine learning (ML) and multiple access technologies is also reviewed, with an emphasis on federated learning, federated distillation, split learning, reinforcement learning, and the development of ML-based multiple access protocols. Finally, the concept of digital twinning and its role in network management is discussed, highlighting how virtual replication of physical networks can lead to improvements in network efficiency and reliability.


Think2Drive: Efficient Reinforcement Learning by Thinking in Latent World Model for Quasi-Realistic Autonomous Driving (in CARLA-v2)

arXiv.org Artificial Intelligence

Real-world autonomous driving (AD) especially urban driving involves many corner cases. The lately released AD simulator CARLA v2 adds 39 common events in the driving scene, and provide more quasi-realistic testbed compared to CARLA v1. It poses new challenge to the community and so far no literature has reported any success on the new scenarios in V2 as existing works mostly have to rely on specific rules for planning yet they cannot cover the more complex cases in CARLA v2. In this work, we take the initiative of directly training a planner and the hope is to handle the corner cases flexibly and effectively, which we believe is also the future of AD. To our best knowledge, we develop the first model-based RL method named Think2Drive for AD, with a world model to learn the transitions of the environment, and then it acts as a neural simulator to train the planner. This paradigm significantly boosts the training efficiency due to the low dimensional state space and parallel computing of tensors in the world model. As a result, Think2Drive is able to run in an expert-level proficiency in CARLA v2 within 3 days of training on a single A6000 GPU, and to our best knowledge, so far there is no reported success (100\% route completion)on CARLA v2. We also propose CornerCase-Repository, a benchmark that supports the evaluation of driving models by scenarios. Additionally, we propose a new and balanced metric to evaluate the performance by route completion, infraction number, and scenario density, so that the driving score could give more information about the actual driving performance.


AttackGNN: Red-Teaming GNNs in Hardware Security Using Reinforcement Learning

arXiv.org Artificial Intelligence

Machine learning has shown great promise in addressing several critical hardware security problems. In particular, researchers have developed novel graph neural network (GNN)-based techniques for detecting intellectual property (IP) piracy, detecting hardware Trojans (HTs), and reverse engineering circuits, to name a few. These techniques have demonstrated outstanding accuracy and have received much attention in the community. However, since these techniques are used for security applications, it is imperative to evaluate them thoroughly and ensure they are robust and do not compromise the security of integrated circuits. In this work, we propose AttackGNN, the first red-team attack on GNN-based techniques in hardware security. To this end, we devise a novel reinforcement learning (RL) agent that generates adversarial examples, i.e., circuits, against the GNN-based techniques. We overcome three challenges related to effectiveness, scalability, and generality to devise a potent RL agent. We target five GNN-based techniques for four crucial classes of problems in hardware security: IP piracy, detecting/localizing HTs, reverse engineering, and hardware obfuscation. Through our approach, we craft circuits that fool all GNNs considered in this work. For instance, to evade IP piracy detection, we generate adversarial pirated circuits that fool the GNN-based defense into classifying our crafted circuits as not pirated. For attacking HT localization GNN, our attack generates HT-infested circuits that fool the defense on all tested circuits. We obtain a similar 100% success rate against GNNs for all classes of problems.


Deep Reinforcement Learning for Decentralized Multi-Robot Exploration With Macro Actions

arXiv.org Artificial Intelligence

Cooperative multi-robot teams need to be able to explore cluttered and unstructured environments while dealing with communication dropouts that prevent them from exchanging local information to maintain team coordination. Therefore, robots need to consider high-level teammate intentions during action selection. In this letter, we present the first Macro Action Decentralized Exploration Network (MADE-Net) using multi-agent deep reinforcement learning (DRL) to address the challenges of communication dropouts during multi-robot exploration in unseen, unstructured, and cluttered environments. Simulated robot team exploration experiments were conducted and compared against classical and DRL methods where MADE-Net outperformed all benchmark methods in terms of computation time, total travel distance, number of local interactions between robots, and exploration rate across various degrees of communication dropouts. A scalability study in 3D environments showed a decrease in exploration time with MADE-Net with increasing team and environment sizes. The experiments presented highlight the effectiveness and robustness of our method.