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 Reinforcement Learning


Information-Theoretic State Variable Selection for Reinforcement Learning

arXiv.org Artificial Intelligence

Identifying the most suitable variables to represent the state is a fundamental challenge in Reinforcement Learning (RL). These variables must efficiently capture the information necessary for making optimal decisions. In order to address this problem, in this paper, we introduce the Transfer Entropy Redundancy Criterion (TERC), an information-theoretic criterion, which determines if there is \textit{entropy transferred} from state variables to actions during training. We define an algorithm based on TERC that provably excludes variables from the state that have no effect on the final performance of the agent, resulting in more sample efficient learning. Experimental results show that this speed-up is present across three different algorithm classes (represented by tabular Q-learning, Actor-Critic, and Proximal Policy Optimization (PPO)) in a variety of environments. Furthermore, to highlight the differences between the proposed methodology and the current state-of-the-art feature selection approaches, we present a series of controlled experiments on synthetic data, before generalizing to real-world decision-making tasks. We also introduce a representation of the problem that compactly captures the transfer of information from state variables to actions as Bayesian networks.


Open the Black Box: Step-based Policy Updates for Temporally-Correlated Episodic Reinforcement Learning

arXiv.org Artificial Intelligence

Current advancements in reinforcement learning (RL) have predominantly focused on learning step-based policies that generate actions for each perceived state. While these methods efficiently leverage step information from environmental interaction, they often ignore the temporal correlation between actions, resulting in inefficient exploration and unsmooth trajectories that are challenging to implement on real hardware. Episodic RL (ERL) seeks to overcome these challenges by exploring in parameters space that capture the correlation of actions. However, these approaches typically compromise data efficiency, as they treat trajectories as opaque \emph{black boxes}. In this work, we introduce a novel ERL algorithm, Temporally-Correlated Episodic RL (TCE), which effectively utilizes step information in episodic policy updates, opening the 'black box' in existing ERL methods while retaining the smooth and consistent exploration in parameter space. TCE synergistically combines the advantages of step-based and episodic RL, achieving comparable performance to recent ERL methods while maintaining data efficiency akin to state-of-the-art (SoTA) step-based RL.


Global Convergence of Natural Policy Gradient with Hessian-aided Momentum Variance Reduction

arXiv.org Artificial Intelligence

Natural policy gradient (NPG) and its variants are widely-used policy search methods in reinforcement learning. Inspired by prior work, a new NPG variant coined NPG-HM is developed in this paper, which utilizes the Hessian-aided momentum technique for variance reduction, while the sub-problem is solved via the stochastic gradient descent method. It is shown that NPG-HM can achieve the global last iterate $\epsilon$-optimality with a sample complexity of $\mathcal{O}(\epsilon^{-2})$, which is the best known result for natural policy gradient type methods under the generic Fisher non-degenerate policy parameterizations. The convergence analysis is built upon a relaxed weak gradient dominance property tailored for NPG under the compatible function approximation framework, as well as a neat way to decompose the error when handling the sub-problem. Moreover, numerical experiments on Mujoco-based environments demonstrate the superior performance of NPG-HM over other state-of-the-art policy gradient methods.


Limits of Actor-Critic Algorithms for Decision Tree Policies Learning in IBMDPs

arXiv.org Artificial Intelligence

Interpretability of AI models allows for user safety checks to build trust in such AIs. In particular, Decision Trees (DTs) provide a global look at the learned model and transparently reveal which features of the input are critical for making a decision. However, interpretability is hindered if the DT is too large. To learn compact trees, a recent Reinforcement Learning (RL) framework has been proposed to explore the space of DTs using deep RL. This framework augments a decision problem (e.g. a supervised classification task) with additional actions that gather information about the features of an otherwise hidden input. By appropriately penalizing these actions, the agent learns to optimally trade-off size and performance of DTs. In practice, a reactive policy for a partially observable Markov decision process (MDP) needs to be learned, which is still an open problem. We show in this paper that deep RL can fail even on simple toy tasks of this class. However, when the underlying decision problem is a supervised classification task, we show that finding the optimal tree can be cast as a fully observable Markov decision problem and be solved efficiently, giving rise to a new family of algorithms for learning DTs that go beyond the classical greedy maximization ones.


Asynchronous Parallel Reinforcement Learning for Optimizing Propulsive Performance in Fin Ray Control

arXiv.org Artificial Intelligence

Fish fin rays constitute a sophisticated control system for ray-finned fish, facilitating versatile locomotion within complex fluid environments. Despite extensive research on the kinematics and hydrodynamics of fish locomotion, the intricate control strategies in fin-ray actuation remain largely unexplored. While deep reinforcement learning (DRL) has demonstrated potential in managing complex nonlinear dynamics; its trial-and-error nature limits its application to problems involving computationally demanding environmental interactions. This study introduces a cutting-edge off-policy DRL algorithm, interacting with a fluid-structure interaction (FSI) environment to acquire intricate fin-ray control strategies tailored for various propulsive performance objectives. To enhance training efficiency and enable scalable parallelism, an innovative asynchronous parallel training (APT) strategy is proposed, which fully decouples FSI environment interactions and policy/value network optimization. The results demonstrated the success of the proposed method in discovering optimal complex policies for fin-ray actuation control, resulting in a superior propulsive performance compared to the optimal sinusoidal actuation function identified through a parametric grid search. The merit and effectiveness of the APT approach are also showcased through comprehensive comparison with conventional DRL training strategies in numerical experiments of controlling nonlinear dynamics.


On the Interplay of Artificial Intelligence and Space-Air-Ground Integrated Networks: A Survey

arXiv.org Artificial Intelligence

Space-Air-Ground Integrated Networks (SAGINs), which incorporate space and aerial networks with terrestrial wireless systems, are vital enablers of the emerging sixth-generation (6G) wireless networks. Besides bringing significant benefits to various applications and services, SAGINs are envisioned to extend high-speed broadband coverage to remote areas, such as small towns or mining sites, or areas where terrestrial infrastructure cannot reach, such as airplanes or maritime use cases. However, due to the limited power and storage resources, as well as other constraints introduced by the design of terrestrial networks, SAGINs must be intelligently configured and controlled to satisfy the envisioned requirements. Meanwhile, Artificial Intelligence (AI) is another critical enabler of 6G. Due to massive amounts of available data, AI has been leveraged to address pressing challenges of current and future wireless networks. By adding AI and facilitating the decision-making and prediction procedures, SAGINs can effectively adapt to their surrounding environment, thus enhancing the performance of various metrics. In this work, we aim to investigate the interplay of AI and SAGINs by providing a holistic overview of state-of-the-art research in AI-enabled SAGINs. Specifically, we present a comprehensive overview of some potential applications of AI in SAGINs. We also cover open issues in employing AI and detail the contributions of SAGINs in the development of AI. Finally, we highlight some limitations of the existing research works and outline potential future research directions.


Visual Imitation Learning with Calibrated Contrastive Representation

arXiv.org Artificial Intelligence

Adversarial Imitation Learning (AIL) allows the agent to reproduce expert behavior with low-dimensional states and actions. However, challenges arise in handling visual states due to their less distinguishable representation compared to low-dimensional proprioceptive features. While existing methods resort to adopt complex network architectures or separate the process of learning representation and decision-making, they overlook valuable intra-agent information within demonstrations. To address this problem, this paper proposes a simple and effective solution by incorporating calibrated contrastive representative learning into visual AIL framework. Specifically, we present an image encoder in visual AIL, utilizing a combination of unsupervised and supervised contrastive learning to extract valuable features from visual states. Based on the fact that the improved agent often produces demonstrations of varying quality, we propose to calibrate the contrastive loss by treating each agent demonstrations as a mixed sample. The incorporation of contrastive learning can be jointly optimized with the AIL framework, without modifying the architecture or incurring significant computational costs. Experimental results on DMControl Suite demonstrate our proposed method is sample efficient and can outperform other compared methods from different aspects.


MoMA: Model-based Mirror Ascent for Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Model-based offline reinforcement learning methods (RL) have achieved state-of-the-art performance in many decision-making problems thanks to their sample efficiency and generalizability. Despite these advancements, existing model-based offline RL approaches either focus on theoretical studies without developing practical algorithms or rely on a restricted parametric policy space, thus not fully leveraging the advantages of an unrestricted policy space inherent to model-based methods. To address this limitation, we develop MoMA, a model-based mirror ascent algorithm with general function approximations under partial coverage of offline data. MoMA distinguishes itself from existing literature by employing an unrestricted policy class. In each iteration, MoMA conservatively estimates the value function by a minimization procedure within a confidence set of transition models in the policy evaluation step, then updates the policy with general function approximations instead of commonly-used parametric policy classes in the policy improvement step. Under some mild assumptions, we establish theoretical guarantees of MoMA by proving an upper bound on the suboptimality of the returned policy. We also provide a practically implementable, approximate version of the algorithm. The effectiveness of MoMA is demonstrated via numerical studies.


Multi-Agent Generative Adversarial Interactive Self-Imitation Learning for AUV Formation Control and Obstacle Avoidance

arXiv.org Artificial Intelligence

Multiple autonomous underwater vehicles (multi-AUV) can cooperatively accomplish tasks that a single AUV cannot complete. Recently, multi-agent reinforcement learning has been introduced to control of multi-AUV. However, designing efficient reward functions for various tasks of multi-AUV control is difficult or even impractical. Multi-agent generative adversarial imitation learning (MAGAIL) allows multi-AUV to learn from expert demonstration instead of pre-defined reward functions, but suffers from the deficiency of requiring optimal demonstrations and not surpassing provided expert demonstrations. This paper builds upon the MAGAIL algorithm by proposing multi-agent generative adversarial interactive self-imitation learning (MAGAISIL), which can facilitate AUVs to learn policies by gradually replacing the provided sub-optimal demonstrations with self-generated good trajectories selected by a human trainer. Our experimental results in a multi-AUV formation control and obstacle avoidance task on the Gazebo platform with AUV simulator of our lab show that AUVs trained via MAGAISIL can surpass the provided sub-optimal expert demonstrations and reach a performance close to or even better than MAGAIL with optimal demonstrations. Further results indicate that AUVs' policies trained via MAGAISIL can adapt to complex and different tasks as well as MAGAIL learning from optimal demonstrations.


Back-stepping Experience Replay with Application to Model-free Reinforcement Learning for a Soft Snake Robot

arXiv.org Artificial Intelligence

In this paper, we propose a novel technique, Back-stepping Experience Replay (BER), that is compatible with arbitrary off-policy reinforcement learning (RL) algorithms. BER aims to enhance learning efficiency in systems with approximate reversibility, reducing the need for complex reward shaping. The method constructs reversed trajectories using back-stepping transitions to reach random or fixed targets. Interpretable as a bi-directional approach, BER addresses inaccuracies in back-stepping transitions through a distillation of the replay experience during learning. Given the intricate nature of soft robots and their complex interactions with environments, we present an application of BER in a model-free RL approach for the locomotion and navigation of a soft snake robot, which is capable of serpentine motion enabled by anisotropic friction between the body and ground. In addition, a dynamic simulator is developed to assess the effectiveness and efficiency of the BER algorithm, in which the robot demonstrates successful learning (reaching a 100% success rate) and adeptly reaches random targets, achieving an average speed 48% faster than that of the best baseline approach.