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 Reinforcement Learning


Steady-State Error Compensation for Reinforcement Learning with Quadratic Rewards

arXiv.org Artificial Intelligence

The selection of a reward function in Reinforcement Learning (RL) has garnered significant attention because of its impact on system performance. Issues of steady-state error often manifest when quadratic reward functions are employed. Although existing solutions using absolute-value-type reward functions partially address this problem, they tend to induce substantial fluctuations in specific system states, leading to abrupt changes. In response to this challenge, this study proposes an approach that introduces an integral term. By integrating this term into quadratic-type reward functions, the RL algorithm is adeptly tuned, augmenting the system's consideration of long-term rewards and, consequently, alleviating concerns related to steady-state errors. Through experiments and performance evaluations on the Adaptive Cruise Control (ACC) model and lane change models, we validate that the proposed method not only effectively diminishes steady-state errors but also results in smoother variations in system states.


FGeo-DRL: Deductive Reasoning for Geometric Problems through Deep Reinforcement Learning

arXiv.org Artificial Intelligence

The human-like automatic deductive reasoning has always been one of the most challenging open problems in the interdiscipline of mathematics and artificial intelligence. This paper is the third in a series of our works. We built a neural-symbolic system, called FGeoDRL, to automatically perform human-like geometric deductive reasoning. The neural part is an AI agent based on reinforcement learning, capable of autonomously learning problem-solving methods from the feedback of a formalized environment, without the need for human supervision. It leverages a pre-trained natural language model to establish a policy network for theorem selection and employ Monte Carlo Tree Search for heuristic exploration. The symbolic part is a reinforcement learning environment based on geometry formalization theory and FormalGeo, which models GPS as a Markov Decision Process. In this formal symbolic system, the known conditions and objectives of the problem form the state space, while the set of theorems forms the action space. Leveraging FGeoDRL, we have achieved readable and verifiable automated solutions to geometric problems. Experiments conducted on the formalgeo7k dataset have achieved a problem-solving success rate of 86.40%. The project is available at https://github.com/PersonNoName/FGeoDRL.


Learning-enabled Flexible Job-shop Scheduling for Scalable Smart Manufacturing

arXiv.org Artificial Intelligence

In smart manufacturing systems (SMSs), flexible job-shop scheduling with transportation constraints (FJSPT) is essential to optimize solutions for maximizing productivity, considering production flexibility based on automated guided vehicles (AGVs). Recent developments in deep reinforcement learning (DRL)-based methods for FJSPT have encountered a scale generalization challenge. These methods underperform when applied to environment at scales different from their training set, resulting in low-quality solutions. To address this, we introduce a novel graph-based DRL method, named the Heterogeneous Graph Scheduler (HGS). Our method leverages locally extracted relational knowledge among operations, machines, and vehicle nodes for scheduling, with a graph-structured decision-making framework that reduces encoding complexity and enhances scale generalization. Our performance evaluation, conducted with benchmark datasets, reveals that the proposed method outperforms traditional dispatching rules, meta-heuristics, and existing DRL-based approaches in terms of makespan performance, even on large-scale instances that have not been experienced during training.


Nearly Minimax Optimal Regret for Learning Linear Mixture Stochastic Shortest Path

arXiv.org Machine Learning

We study the Stochastic Shortest Path (SSP) problem with a linear mixture transition kernel, where an agent repeatedly interacts with a stochastic environment and seeks to reach certain goal state while minimizing the cumulative cost. Existing works often assume a strictly positive lower bound of the cost function or an upper bound of the expected length for the optimal policy. In this paper, we propose a new algorithm to eliminate these restrictive assumptions. Our algorithm is based on extended value iteration with a fine-grained variance-aware confidence set, where the variance is estimated recursively from high-order moments. Our algorithm achieves an $\tilde{\mathcal O}(dB_*\sqrt{K})$ regret bound, where $d$ is the dimension of the feature mapping in the linear transition kernel, $B_*$ is the upper bound of the total cumulative cost for the optimal policy, and $K$ is the number of episodes. Our regret upper bound matches the $\Omega(dB_*\sqrt{K})$ lower bound of linear mixture SSPs in Min et al. (2022), which suggests that our algorithm is nearly minimax optimal.


Towards Robust Model-Based Reinforcement Learning Against Adversarial Corruption

arXiv.org Machine Learning

This study tackles the challenges of adversarial corruption in model-based reinforcement learning (RL), where the transition dynamics can be corrupted by an adversary. Existing studies on corruption-robust RL mostly focus on the setting of model-free RL, where robust least-square regression is often employed for value function estimation. However, these techniques cannot be directly applied to model-based RL. In this paper, we focus on model-based RL and take the maximum likelihood estimation (MLE) approach to learn transition model. Our work encompasses both online and offline settings. In the online setting, we introduce an algorithm called corruption-robust optimistic MLE (CR-OMLE), which leverages total-variation (TV)-based information ratios as uncertainty weights for MLE. We prove that CR-OMLE achieves a regret of $\tilde{\mathcal{O}}(\sqrt{T} + C)$, where $C$ denotes the cumulative corruption level after $T$ episodes. We also prove a lower bound to show that the additive dependence on $C$ is optimal. We extend our weighting technique to the offline setting, and propose an algorithm named corruption-robust pessimistic MLE (CR-PMLE). Under a uniform coverage condition, CR-PMLE exhibits suboptimality worsened by $\mathcal{O}(C/n)$, nearly matching the lower bound. To the best of our knowledge, this is the first work on corruption-robust model-based RL algorithms with provable guarantees.


Interview with Elizabeth Ondula: Applied reinforcement learning

AIHub

This can help make the field stronger. There will also always be a lot of problems to address, and AI can help, but it can only help if there are enough people working on those problems. I really enjoy social gatherings, including going to parties or just being out with people. I also just started writing poetry. I signed up to a poetry class over the summer which I'm looking forward to attending. As well as my mentors and advisor, my friends and community, I've found the following resources helpful during my PhD:


Hybrid Inverse Reinforcement Learning

arXiv.org Artificial Intelligence

The inverse reinforcement learning approach to imitation learning is a double-edged sword. On the one hand, it can enable learning from a smaller number of expert demonstrations with more robustness to error compounding than behavioral cloning approaches. On the other hand, it requires that the learner repeatedly solve a computationally expensive reinforcement learning (RL) problem. Often, much of this computation is wasted searching over policies very dissimilar to the expert's. In this work, we propose using hybrid RL -- training on a mixture of online and expert data -- to curtail unnecessary exploration. Intuitively, the expert data focuses the learner on good states during training, which reduces the amount of exploration required to compute a strong policy. Notably, such an approach doesn't need the ability to reset the learner to arbitrary states in the environment, a requirement of prior work in efficient inverse RL. More formally, we derive a reduction from inverse RL to expert-competitive RL (rather than globally optimal RL) that allows us to dramatically reduce interaction during the inner policy search loop while maintaining the benefits of the IRL approach. This allows us to derive both model-free and model-based hybrid inverse RL algorithms with strong policy performance guarantees. Empirically, we find that our approaches are significantly more sample efficient than standard inverse RL and several other baselines on a suite of continuous control tasks.


Intelligent Agricultural Management Considering N$_2$O Emission and Climate Variability with Uncertainties

arXiv.org Artificial Intelligence

This study examines how artificial intelligence (AI), especially Reinforcement Learning (RL), can be used in farming to boost crop yields, fine-tune nitrogen use and watering, and reduce nitrate runoff and greenhouse gases, focusing on Nitrous Oxide (N$_2$O) emissions from soil. Facing climate change and limited agricultural knowledge, we use Partially Observable Markov Decision Processes (POMDPs) with a crop simulator to model AI agents' interactions with farming environments. We apply deep Q-learning with Recurrent Neural Network (RNN)-based Q networks for training agents on optimal actions. Also, we develop Machine Learning (ML) models to predict N$_2$O emissions, integrating these predictions into the simulator. Our research tackles uncertainties in N$_2$O emission estimates with a probabilistic ML approach and climate variability through a stochastic weather model, offering a range of emission outcomes to improve forecast reliability and decision-making. By incorporating climate change effects, we enhance agents' climate adaptability, aiming for resilient agricultural practices. Results show these agents can align crop productivity with environmental concerns by penalizing N$_2$O emissions, adapting effectively to climate shifts like warmer temperatures and less rain. This strategy improves farm management under climate change, highlighting AI's role in sustainable agriculture.


Model approximation in MDPs with unbounded per-step cost

arXiv.org Artificial Intelligence

We consider the problem of designing a control policy for an infinite-horizon discounted cost Markov decision process $\mathcal{M}$ when we only have access to an approximate model $\hat{\mathcal{M}}$. How well does an optimal policy $\hat{\pi}^{\star}$ of the approximate model perform when used in the original model $\mathcal{M}$? We answer this question by bounding a weighted norm of the difference between the value function of $\hat{\pi}^\star $ when used in $\mathcal{M}$ and the optimal value function of $\mathcal{M}$. We then extend our results and obtain potentially tighter upper bounds by considering affine transformations of the per-step cost. We further provide upper bounds that explicitly depend on the weighted distance between cost functions and weighted distance between transition kernels of the original and approximate models. We present examples to illustrate our results.


Enhanced Deep Q-Learning for 2D Self-Driving Cars: Implementation and Evaluation on a Custom Track Environment

arXiv.org Artificial Intelligence

This research project presents the implementation of a Deep Q-Learning Network (DQN) for a self-driving car on a 2-dimensional (2D) custom track, with the objective of enhancing the DQN network's performance. It encompasses the development of a custom driving environment using Pygame on a track surrounding the University of Memphis map, as well as the design and implementation of the DQN model. The algorithm utilizes data from 7 sensors installed in the car, which measure the distance between the car and the track. These sensors are positioned in front of the vehicle, spaced 20 degrees apart, enabling them to sense a wide area ahead. We successfully implemented the DQN and also a modified version of the DQN with a priority-based action selection mechanism, which we refer to as modified DQN. The model was trained over 1000 episodes, and the average reward received by the agent was found to be around 40, which is approximately 60% higher than the original DQN and around 50% higher than the vanilla neural network.