Reinforcement Learning
Optimal service resource management strategy for IoT-based health information system considering value co-creation of users
Fang, Ji, Lee, Vincent CS, Wang, Haiyan
This paper explores optimal service resource management strategy, a continuous challenge for health information service to enhance service performance, optimise service resource utilisation and deliver interactive health information service. An adaptive optimal service resource management strategy was developed considering a value co-creation model in health information service with a focus on collaborative and interactive with users. The deep reinforcement learning algorithm was embedded in the Internet of Things (IoT)-based health information service system (I-HISS) to allocate service resources by controlling service provision and service adaptation based on user engagement behaviour. The simulation experiments were conducted to evaluate the significance of the proposed algorithm under different user reactions to the health information service.
Context-aware Communication for Multi-agent Reinforcement Learning
Effective communication protocols in multi-agent reinforcement learning (MARL) are critical to fostering cooperation and enhancing team performance. To leverage communication, many previous works have proposed to compress local information into a single message and broadcast it to all reachable agents. This simplistic messaging mechanism, however, may fail to provide adequate, critical, and relevant information to individual agents, especially in severely bandwidth-limited scenarios. This motivates us to develop context-aware communication schemes for MARL, aiming to deliver personalized messages to different agents. Our communication protocol, named CACOM, consists of two stages. In the first stage, agents exchange coarse representations in a broadcast fashion, providing context for the second stage. Following this, agents utilize attention mechanisms in the second stage to selectively generate messages personalized for the receivers. Furthermore, we employ the learned step size quantization (LSQ) technique for message quantization to reduce the communication overhead. To evaluate the effectiveness of CACOM, we integrate it with both actor-critic and value-based MARL algorithms. Empirical results on cooperative benchmark tasks demonstrate that CACOM provides evident performance gains over baselines under communication-constrained scenarios. The code is publicly available at https://github.com/LXXXXR/CACOM.
Prepare Non-classical Collective Spin State by Reinforcement Learning
Zhao, X. L., Zhao, Y. M., Li, M., Li, T. T., Liu, Q., Guo, S., Yi, X. X.
We propose a scheme leveraging reinforcement learning to engineer control fields for generating non-classical states. It is exemplified by the application to prepare spin squeezed state for an open collective spin model where a linear control term is designed to govern the dynamics. The reinforcement learning agent determines the temporal sequence of control pulses, commencing from coherent spin state in an environment characterized by dissipation and dephasing. When compared to constant control scenarios, this approach provides various control sequences maintaining collective spin squeezing and entanglement. It is observed that denser application of the control pulses enhances the performance of the outcomes. Furthermore, there is a minor enhancement in the performance by adding control actions. The proposed strategy demonstrates increased effectiveness for larger systems. And thermal excitations of the reservoir are detrimental to the control outcomes. It should be confirmed that this is an open-loop strategy by closed-loop simulation, circumventing collapse of quantum state induced by measurements. Thanks to the flexible replaceability of the optimization modules and the controlled system, this research paves the way for its application in manipulating other quantum systems.
Augmenting Replay in World Models for Continual Reinforcement Learning
Yang, Luke, Kuhlmann, Levin, Kowadlo, Gideon
In continual RL, the environment of a reinforcement learning (RL) agent undergoes change. A successful system should appropriately balance the conflicting requirements of retaining agent performance on already learned tasks, stability, whilst learning new tasks, plasticity. The first-in-first-out buffer is commonly used to enhance learning in such settings but requires significant memory. We explore the application of an augmentation to this buffer which alleviates the memory constraints, and use it with a world model model-based reinforcement learning algorithm, to evaluate its effectiveness in facilitating continual learning. We evaluate the effectiveness of our method in Procgen and Atari RL benchmarks and show that the distribution matching augmentation to the replay-buffer used in the context of latent world models can successfully prevent catastrophic forgetting with significantly reduced computational overhead. Yet, we also find such a solution to not be entirely infallible, and other failure modes such as the opposite -- lacking plasticity and being unable to learn a new task -- to be a potential limitation in continual learning systems.
A comparison of RL-based and PID controllers for 6-DOF swimming robots: hybrid underwater object tracking
Lotfi, Faraz, Virji, Khalil, Dudek, Nicholas, Dudek, Gregory
In this paper, we present an exploration and assessment of employing a centralized deep Q-network (DQN) controller as a substitute for the prevalent use of PID controllers in the context of 6DOF swimming robots. Our primary focus centers on illustrating this transition with the specific case of underwater object tracking. DQN offers advantages such as data efficiency and off-policy learning, while remaining simpler to implement than other reinforcement learning methods. Given the absence of a dynamic model for our robot, we propose an RL agent to control this multi-input-multi-output (MIMO) system, where a centralized controller may offer more robust control than distinct PIDs. Our approach involves initially using classical controllers for safe exploration, then gradually shifting to DQN to take full control of the robot. We divide the underwater tracking task into vision and control modules. We use established methods for vision-based tracking and introduce a centralized DQN controller. By transmitting bounding box data from the vision module to the control module, we enable adaptation to various objects and effortless vision system replacement. Furthermore, dealing with low-dimensional data facilitates cost-effective online learning for the controller. Our experiments, conducted within a Unity-based simulator, validate the effectiveness of a centralized RL agent over separated PID controllers, showcasing the applicability of our framework for training the underwater RL agent and improved performance compared to traditional control methods. The code for both real and simulation implementations is at https://github.com/FARAZLOTFI/underwater-object-tracking.
Attention-based Reinforcement Learning for Combinatorial Optimization: Application to Job Shop Scheduling Problem
Lee, Jaejin, Kee, Seho, Janakiram, Mani, Runger, George
Job shop scheduling problems are one of the most important and challenging combinatorial optimization problems that have been tackled mainly by exact or approximate solution approaches. However, finding an exact solution can be infeasible for real-world problems, and even with an approximate solution approach, it can require a prohibitive amount of time to find a near-optimal solution, and the found solutions are not applicable to new problems in general. To address these challenges, we propose an attention-based reinforcement learning method for the class of job shop scheduling problems by integrating policy gradient reinforcement learning with a modified transformer architecture. An important result is that our trained learners in the proposed method can be reused to solve large-scale problems not used in training and demonstrate that our approach outperforms the results of recent studies and widely adopted heuristic rules.
Zero-shot Imitation Policy via Search in Demonstration Dataset
Malato, Federco, Leopold, Florian, Melnik, Andrew, Hautamaki, Ville
Behavioral cloning uses a dataset of demonstrations to learn a policy. To overcome computationally expensive training procedures and address the policy adaptation problem, we propose to use latent spaces of pre-trained foundation models to index a demonstration dataset, instantly access similar relevant experiences, and copy behavior from these situations. Actions from a selected similar situation can be performed by the agent until representations of the agent's current situation and the selected experience diverge in the latent space. Thus, we formulate our control problem as a dynamic search problem over a dataset of experts' demonstrations. We test our approach on BASALT MineRL-dataset in the latent representation of a Video Pre-Training model. We compare our model to state-of-the-art, Imitation Learning-based Minecraft agents. Our approach can effectively recover meaningful demonstrations and show human-like behavior of an agent in the Minecraft environment in a wide variety of scenarios. Experimental results reveal that performance of our search-based approach clearly wins in terms of accuracy and perceptual evaluation over learning-based models.
Curriculum-Based Reinforcement Learning for Quadrupedal Jumping: A Reference-free Design
Atanassov, Vassil, Ding, Jiatao, Kober, Jens, Havoutis, Ioannis, Della Santina, Cosimo
Deep reinforcement learning (DRL) has emerged as a promising solution to mastering explosive and versatile quadrupedal jumping skills. However, current DRL-based frameworks usually rely on well-defined reference trajectories, which are obtained by capturing animal motions or transferring experience from existing controllers. This work explores the possibility of learning dynamic jumping without imitating a reference trajectory. To this end, we incorporate a curriculum design into DRL so as to accomplish challenging tasks progressively. Starting from a vertical in-place jump, we then generalize the learned policy to forward and diagonal jumps and, finally, learn to jump across obstacles. Conditioned on the desired landing location, orientation, and obstacle dimensions, the proposed approach contributes to a wide range of jumping motions, including omnidirectional jumping and robust jumping, alleviating the effort to extract references in advance. Particularly, without constraints from the reference motion, a 90cm forward jump is achieved, exceeding previous records for similar robots reported in the existing literature. Additionally, continuous jumping on the soft grassy floor is accomplished, even when it is not encountered in the training stage. A supplementary video showing our results can be found at https://youtu.be/nRaMCrwU5X8 .
Iterative Data Smoothing: Mitigating Reward Overfitting and Overoptimization in RLHF
Zhu, Banghua, Jordan, Michael I., Jiao, Jiantao
A key ingredient in the roll-out of LLMs is the fine-tuning step, in which the models are brought into closer alignment with specific behavioral and normative goals. When no adequately fine-tuned, LLMs may exhibit undesirable and unpredictable behavior, including the fabrication of facts or the generation of biased and toxic content (Perez et al., 2022; Ganguli et al., 2022). The current approach towards mitigating such problems is to make use of reinforcement learning based on human assessments. In particular, Reinforcement Learning with Human Feedback (RLHF) proposes to use human assessments as a reward function from pairwise or multi-wise comparisons of model responses, and then fine-tune the language model based on the learned reward functions (Ziegler et al., 2019; Ouyang et al., 2022; Schulman et al., 2022). Following on from a supervised learning stage, a typical RLHF protocol involves two main steps: Reward learning: Sample prompts from a prompt dataset and generate multiple responses for the same prompt.
Evolving Reservoirs for Meta Reinforcement Learning
Léger, Corentin, Hamon, Gautier, Nisioti, Eleni, Hinaut, Xavier, Moulin-Frier, Clément
Animals often demonstrate a remarkable ability to adapt to their environments during their lifetime. They do so partly due to the evolution of morphological and neural structures. These structures capture features of environments shared between generations to bias and speed up lifetime learning. In this work, we propose a computational model for studying a mechanism that can enable such a process. We adopt a computational framework based on meta reinforcement learning as a model of the interplay between evolution and development. At the evolutionary scale, we evolve reservoirs, a family of recurrent neural networks that differ from conventional networks in that one optimizes not the synaptic weights, but hyperparameters controlling macro-level properties of the resulting network architecture. At the developmental scale, we employ these evolved reservoirs to facilitate the learning of a behavioral policy through Reinforcement Learning (RL). Within an RL agent, a reservoir encodes the environment state before providing it to an action policy. We evaluate our approach on several 2D and 3D simulated environments. Our results show that the evolution of reservoirs can improve the learning of diverse challenging tasks. We study in particular three hypotheses: the use of an architecture combining reservoirs and reinforcement learning could enable (1) solving tasks with partial observability, (2) generating oscillatory dynamics that facilitate the learning of locomotion tasks, and (3) facilitating the generalization of learned behaviors to new tasks unknown during the evolution phase.