Reinforcement Learning
Synthesis of Hierarchical Controllers Based on Deep Reinforcement Learning Policies
Delgrange, Florent, Avni, Guy, Lukina, Anna, Schilling, Christian, Nowé, Ann, Pérez, Guillermo A.
We propose a novel approach to the problem of controller design for environments modeled as Markov decision processes (MDPs). Specifically, we consider a hierarchical MDP a graph with each vertex populated by an MDP called a "room." We first apply deep reinforcement learning (DRL) to obtain low-level policies for each room, scaling to large rooms of unknown structure. We then apply reactive synthesis to obtain a high-level planner that chooses which low-level policy to execute in each room. The central challenge in synthesizing the planner is the need for modeling rooms. We address this challenge by developing a DRL procedure to train concise "latent" policies together with PAC guarantees on their performance. Unlike previous approaches, ours circumvents a model distillation step. Our approach combats sparse rewards in DRL and enables reusability of low-level policies. We demonstrate feasibility in a case study involving agent navigation amid moving obstacles.
Learning control strategy in soft robotics through a set of configuration spaces
Ménager, Etienne, Duriez, Christian
The ability of a soft robot to perform specific tasks is determined by its contact configuration, and transitioning between configurations is often necessary to reach a desired position or manipulate an object. Based on this observation, we propose a method for controlling soft robots that involves defining a graph of configuration spaces. Different agents, whether learned or not (convex optimization, expert trajectory, and collision detection), use the structure of the graph to solve the desired task. The graph and the agents are part of the prior knowledge that is intuitively integrated into the learning process. They are used to combine different optimization methods, improve sample efficiency, and provide interpretability. We construct the graph based on the contact configurations and demonstrate its effectiveness through two scenarios, a deformable beam in contact with its environment and a soft manipulator, where it outperforms the baseline in terms of stability, learning speed, and interpretability.
Mastering the Game of Guandan with Deep Reinforcement Learning and Behavior Regulating
Yanggong, Yifan, Pan, Hao, Wang, Lei
Games are a simplified model of reality and often serve as a favored platform for Artificial Intelligence (AI) research. Much of the research is concerned with game-playing agents and their decision making processes. The game of Guandan (literally, "throwing eggs") is a challenging game where even professional human players struggle to make the right decision at times. In this paper we propose a framework named GuanZero for AI agents to master this game using Monte-Carlo methods and deep neural networks. The main contribution of this paper is about regulating agents' behavior through a carefully designed neural network encoding scheme. We then demonstrate the effectiveness of the proposed framework by comparing it with state-of-the-art approaches.
Automated Design and Optimization of Distributed Filtering Circuits via Reinforcement Learning
Gao, Peng, Yu, Tao, Wang, Fei, Yuan, Ru-Yue
Designing distributed filtering circuits (DFCs) is complex and time-consuming, with the circuit performance relying heavily on the expertise and experience of electronics engineers. However, manual design methods tend to have exceedingly low-efficiency. This study proposes a novel end-to-end automated method for fabricating circuits to improve the design of DFCs. The proposed method harnesses reinforcement learning (RL) algorithms, eliminating the dependence on the design experience of engineers. Thus, it significantly reduces the subjectivity and constraints associated with circuit design. The experimental findings demonstrate clear improvements in both design efficiency and quality when comparing the proposed method with traditional engineer-driven methods. In particular, the proposed method achieves superior performance when designing complex or rapidly evolving DFCs. Furthermore, compared to existing circuit automation design techniques, the proposed method demonstrates superior design efficiency, highlighting the substantial potential of RL in circuit design automation.
Performance Improvement Bounds for Lipschitz Configurable Markov Decision Processes
The framework of the Configurable Markov Decision Processes (Conf-MDPs, Metelli et al., 2018, 2019, 2022) has been introduced in recent years to model a wide range of real-world scenarios in which an agent has the opportunity to alter some environmental parameters in order to improve its learning experience. Conf-MDPs can be thought to as an extension of the traditional Markov Decision Processes (MDP, Puterman, 1994) to account for scenarios that emerge quite often in the Reinforcement Learning (RL, Sutton and Barto, 2018) problems, in which the environment rarely represents an immutable entity and can, indeed, be subject to partial control. In the Conf-MDP framework, the activity of altering the environmental parameters is named environment configuration and serves different purposes. In the simplest scenario, the configuration is carried out by the agent itself that acts as a configurator. This might suggest, at a first sight, that environment configuration can be modeled within the agent actuation.
Social Environment Design
Zhang, Edwin, Zhao, Sadie, Wang, Tonghan, Hossain, Safwan, Gasztowtt, Henry, Zheng, Stephan, Parkes, David C., Tambe, Milind, Chen, Yiling
Artificial Intelligence (AI) holds promise as a technology that can be used to improve government and economic policy-making. This paper proposes a new research agenda towards this end by introducing Social Environment Design, a general framework for the use of AI for automated policy-making that connects with the Reinforcement Learning, EconCS, and Computational Social Choice communities. The framework seeks to capture general economic environments, includes voting on policy objectives, and gives a direction for the systematic analysis of government and economic policy through AI simulation. We highlight key open problems for future research in AI-based policy-making. By solving these challenges, we hope to achieve various social welfare objectives, thereby promoting more ethical and responsible decision making.
Computation Offloading for Multi-server Multi-access Edge Vehicular Networks: A DDQN-based Method
Wang, Siyu, Yang, Bo, Yu, Zhiwen, Cao, Xuelin, Zhang, Yan, Yuen, Chau
Abstract--In this paper, we investigate a multi-user offloading problem in the overlapping domain of a multi-server mobile edge computing system. We divide the original problem into two stages: the offloading decision making stage and the request scheduling stage. To prevent the terminal from going out of service area during offloading, we consider the mobility parameter of the terminal according to the human behaviour model when making the offloading decision, and then introduce a server evaluation mechanism based on both the mobility parameter and the server load to select the optimal offloading server. In order to fully utilise the server resources, we design a double deep Q-network (DDQN)-based reward evaluation algorithm that considers the priority of tasks when scheduling offload requests. The authors of [3] proposed an effective task scheduling algorithm based on dynamic priority, which significantly reduced With the development of Multi-access Edge Computing task completion time and improved QoS. In [4], the authors (MEC) technology, MEC servers are moving closer to the proposed a hybrid task offloading scheme based on deep reinforcement terminal devices (TDs), which can be served more efficiently learning that achieved vehicle-to-edge and vehicleto-vehicle as the transmission latency is greatly reduced [1].
Tiny Reinforcement Learning for Quadruped Locomotion using Decision Transformers
Akgün, Orhan Eren, Cuevas, Néstor, Farias, Matheus, Garces, Daniel
Resource-constrained robotic platforms are particularly useful for tasks that require low-cost hardware alternatives due to the risk of losing the robot, like in search-and-rescue applications, or the need for a large number of devices, like in swarm robotics. For this reason, it is crucial to find mechanisms for adapting reinforcement learning techniques to the constraints imposed by lower computational power and smaller memory capacities of these ultra low-cost robotic platforms. We try to address this need by proposing a method for making imitation learning deployable onto resource-constrained robotic platforms. Here we cast the imitation learning problem as a conditional sequence modeling task and we train a decision transformer using expert demonstrations augmented with a custom reward. Then, we compress the resulting generative model using software optimization schemes, including quantization and pruning. We test our method in simulation using Isaac Gym, a realistic physics simulation environment designed for reinforcement learning. We empirically demonstrate that our method achieves natural looking gaits for Bittle, a resource-constrained quadruped robot. We also run multiple simulations to show the effects of pruning and quantization on the performance of the model. Our results show that quantization (down to 4 bits) and pruning reduce model size by around 30\% while maintaining a competitive reward, making the model deployable in a resource-constrained system.
Stealthy Adversarial Attacks on Stochastic Multi-Armed Bandits
Wang, Zhiwei, Wang, Huazheng, Wang, Hongning
Adversarial attacks against stochastic multi-armed bandit (MAB) algorithms have been extensively studied in the literature. In this work, we focus on reward poisoning attacks and find most existing attacks can be easily detected by our proposed detection method based on the test of homogeneity, due to their aggressive nature in reward manipulations. This motivates us to study the notion of stealthy attack against stochastic MABs and investigate the resulting attackability. Our analysis shows that against two popularly employed MAB algorithms, UCB1 and $\epsilon$-greedy, the success of a stealthy attack depends on the environmental conditions and the realized reward of the arm pulled in the first round. We also analyze the situation for general MAB algorithms equipped with our attack detection method and find that it is possible to have a stealthy attack that almost always succeeds. This brings new insights into the security risks of MAB algorithms.
Deep Reinforcement Learning for Controlled Traversing of the Attractor Landscape of Boolean Models in the Context of Cellular Reprogramming
Mizera, Andrzej, Zarzycki, Jakub
Cellular reprogramming can be used for both the prevention and cure of different diseases. However, the efficiency of discovering reprogramming strategies with classical wet-lab experiments is hindered by lengthy time commitments and high costs. In this study, we develop a novel computational framework based on deep reinforcement learning that facilitates the identification of reprogramming strategies. For this aim, we formulate a control problem in the context of cellular reprogramming for the frameworks of BNs and PBNs under the asynchronous update mode. Furthermore, we introduce the notion of a pseudo-attractor and a procedure for identification of pseudo-attractor state during training. Finally, we devise a computational framework for solving the control problem, which we test on a number of different models.