Reinforcement Learning
Edge Generation Scheduling for DAG Tasks Using Deep Reinforcement Learning
Sun, Binqi, Theile, Mirco, Qin, Ziyuan, Bernardini, Daniele, Roy, Debayan, Bastoni, Andrea, Caccamo, Marco
Directed acyclic graph (DAG) tasks are currently adopted in the real-time domain to model complex applications from the automotive, avionics, and industrial domains that implement their functionalities through chains of intercommunicating tasks. This paper studies the problem of scheduling real-time DAG tasks by presenting a novel schedulability test based on the concept of trivial schedulability. Using this schedulability test, we propose a new DAG scheduling framework (edge generation scheduling -- EGS) that attempts to minimize the DAG width by iteratively generating edges while guaranteeing the deadline constraint. We study how to efficiently solve the problem of generating edges by developing a deep reinforcement learning algorithm combined with a graph representation neural network to learn an efficient edge generation policy for EGS. We evaluate the effectiveness of the proposed algorithm by comparing it with state-of-the-art DAG scheduling heuristics and an optimal mixed-integer linear programming baseline. Experimental results show that the proposed algorithm outperforms the state-of-the-art by requiring fewer processors to schedule the same DAG tasks. The code is available at https://github.com/binqi-sun/egs.
HomeRobot: Open-Vocabulary Mobile Manipulation
Yenamandra, Sriram, Ramachandran, Arun, Yadav, Karmesh, Wang, Austin, Khanna, Mukul, Gervet, Theophile, Yang, Tsung-Yen, Jain, Vidhi, Clegg, Alexander William, Turner, John, Kira, Zsolt, Savva, Manolis, Chang, Angel, Chaplot, Devendra Singh, Batra, Dhruv, Mottaghi, Roozbeh, Bisk, Yonatan, Paxton, Chris
HomeRobot (noun): An affordable compliant robot that navigates homes and manipulates a wide range of objects in order to complete everyday tasks. Open-Vocabulary Mobile Manipulation (OVMM) is the problem of picking any object in any unseen environment, and placing it in a commanded location. This is a foundational challenge for robots to be useful assistants in human environments, because it involves tackling sub-problems from across robotics: perception, language understanding, navigation, and manipulation are all essential to OVMM. In addition, integration of the solutions to these sub-problems poses its own substantial challenges. To drive research in this area, we introduce the HomeRobot OVMM benchmark, where an agent navigates household environments to grasp novel objects and place them on target receptacles. HomeRobot has two components: a simulation component, which uses a large and diverse curated object set in new, high-quality multi-room home environments; and a real-world component, providing a software stack for the low-cost Hello Robot Stretch to encourage replication of real-world experiments across labs. We implement both reinforcement learning and heuristic (model-based) baselines and show evidence of sim-to-real transfer. Our baselines achieve a 20% success rate in the real world; our experiments identify ways future research work improve performance. See videos on our website: https://ovmm.github.io/.
Taming "data-hungry" reinforcement learning? Stability in continuous state-action spaces
Duan, Yaqi, Wainwright, Martin J.
We introduce a novel framework for analyzing reinforcement learning (RL) in continuous state-action spaces, and use it to prove fast rates of convergence in both off-line and on-line settings. Our analysis highlights two key stability properties, relating to how changes in value functions and/or policies affect the Bellman operator and occupation measures. We argue that these properties are satisfied in many continuous state-action Markov decision processes, and demonstrate how they arise naturally when using linear function approximation methods. Our analysis offers fresh perspectives on the roles of pessimism and optimism in off-line and on-line RL, and highlights the connection between off-line RL and transfer learning.
Experiment Planning with Function Approximation
Pacchiano, Aldo, Lee, Jonathan N., Brunskill, Emma
We study the problem of experiment planning with function approximation in contextual bandit problems. In settings where there is a significant overhead to deploying adaptive algorithms--for example, when the execution of the data collection policies is required to be distributed, or a human in the loop is needed to implement these policies--producing in advance a set of policies for data collection is paramount. We study the setting where a large dataset of contexts but not rewards is available and may be used by the learner to design an effective data collection strategy. Although when rewards are linear this problem has been well studied [53], results are still missing for more complex reward models. In this work we propose two experiment planning strategies compatible with function approximation. The first is an eluder planning and sampling procedure that can recover optimality guarantees depending on the eluder dimension [42] of the reward function class. For the second, we show that a uniform sampler achieves competitive optimality rates in the setting where the number of actions is small. We finalize our results introducing a statistical gap fleshing out the fundamental differences between planning and adaptive learning and provide results for planning with model selection.
$K$-Nearest-Neighbor Resampling for Off-Policy Evaluation in Stochastic Control
Giegrich, Michael, Oomen, Roel, Reisinger, Christoph
In reinforcement learning (RL), off-policy evaluation (OPE) deals with the problem of estimating the value of a target policy with observations generated from a different behavior policy. OPE methods are typically applied to sequential decision making problems where observational data is available but experimentation with the environment directly is not possible or costly. More broadly, OPE methods are a widely researched subject in RL (see, e.g., [60, 23, 58] for recent overviews), however, relatively little attention has been paid to stochastic environments where the stochasticity depends on the chosen actions and state and action spaces are continuous. For example, common benchmark problems are either deterministic or have finite state and/or action spaces (see, e.g., [60, 23]). Notwithstanding this, stochastic control problems are precisely concerned with the setting where a decision process affects random transitions. Stochastic control is a field closely related to reinforcement learning and its methods have been applied to a wide range of high-stakes decision-making problems in diverse fields such as operations research [24, 41], economics [31, 29], electrical engineering [44, 17], autonomous driving [62] and finance [15, 55]. In the stochastic control literature, optimal policies are often represented as deterministic feedback policies (i.e., as deterministic functions of the current state) and, in the episodic case, are non-stationary due to the impact of a finite time-horizon. Stochastic control environments pose a challenging setting for OPE methods. For example, classical methods like importance sampling (IS) [50] struggle with deterministic target policies in continuous action spaces due to the severe policy mismatch between the target and the behavior policy (see, e.g.
Fully Spiking Actor Network with Intra-layer Connections for Reinforcement Learning
Chen, Ding, Peng, Peixi, Huang, Tiejun, Tian, Yonghong
With the help of special neuromorphic hardware, spiking neural networks (SNNs) are expected to realize artificial intelligence (AI) with less energy consumption. It provides a promising energy-efficient way for realistic control tasks by combining SNNs with deep reinforcement learning (DRL). In this paper, we focus on the task where the agent needs to learn multi-dimensional deterministic policies to control, which is very common in real scenarios. Recently, the surrogate gradient method has been utilized for training multi-layer SNNs, which allows SNNs to achieve comparable performance with the corresponding deep networks in this task. Most existing spike-based RL methods take the firing rate as the output of SNNs, and convert it to represent continuous action space (i.e., the deterministic policy) through a fully-connected (FC) layer. However, the decimal characteristic of the firing rate brings the floating-point matrix operations to the FC layer, making the whole SNN unable to deploy on the neuromorphic hardware directly. To develop a fully spiking actor network without any floating-point matrix operations, we draw inspiration from the non-spiking interneurons found in insects and employ the membrane voltage of the non-spiking neurons to represent the action. Before the non-spiking neurons, multiple population neurons are introduced to decode different dimensions of actions. Since each population is used to decode a dimension of action, we argue that the neurons in each population should be connected in time domain and space domain. Hence, the intra-layer connections are used in output populations to enhance the representation capacity. Finally, we propose a fully spiking actor network with intra-layer connections (ILC-SAN).
Graph Learning-based Fleet Scheduling for Urban Air Mobility under Operational Constraints, Varying Demand & Uncertainties
Paul, Steve, Witter, Jhoel, Chowdhury, Souma
This paper develops a graph reinforcement learning approach to online planning of the schedule and destinations of electric aircraft that comprise an urban air mobility (UAM) fleet operating across multiple vertiports. This fleet scheduling problem is formulated to consider time-varying demand, constraints related to vertiport capacity, aircraft capacity and airspace safety guidelines, uncertainties related to take-off delay, weather-induced route closures, and unanticipated aircraft downtime. Collectively, such a formulation presents greater complexity, and potentially increased realism, than in existing UAM fleet planning implementations. To address these complexities, a new policy architecture is constructed, primary components of which include: graph capsule conv-nets for encoding vertiport and aircraft-fleet states both abstracted as graphs; transformer layers encoding time series information on demand and passenger fare; and a Multi-head Attention-based decoder that uses the encoded information to compute the probability of selecting each available destination for an aircraft. Trained with Proximal Policy Optimization, this policy architecture shows significantly better performance in terms of daily averaged profits on unseen test scenarios involving 8 vertiports and 40 aircraft, when compared to a random baseline and genetic algorithm-derived optimal solutions, while being nearly 1000 times faster in execution than the latter.
Human as AI Mentor: Enhanced Human-in-the-loop Reinforcement Learning for Safe and Efficient Autonomous Driving
Huang, Zilin, Sheng, Zihao, Ma, Chengyuan, Chen, Sikai
Despite significant progress in autonomous vehicles (AVs), the development of driving policies that ensure both the safety of AVs and traffic flow efficiency has not yet been fully explored. In this paper, we propose an enhanced human-in-the-loop reinforcement learning method, termed the Human as AI mentor-based deep reinforcement learning (HAIM-DRL) framework, which facilitates safe and efficient autonomous driving in mixed traffic platoon. Drawing inspiration from the human learning process, we first introduce an innovative learning paradigm that effectively injects human intelligence into AI, termed Human as AI mentor (HAIM). In this paradigm, the human expert serves as a mentor to the AI agent. While allowing the agent to sufficiently explore uncertain environments, the human expert can take control in dangerous situations and demonstrate correct actions to avoid potential accidents. On the other hand, the agent could be guided to minimize traffic flow disturbance, thereby optimizing traffic flow efficiency. In detail, HAIM-DRL leverages data collected from free exploration and partial human demonstrations as its two training sources. Remarkably, we circumvent the intricate process of manually designing reward functions; instead, we directly derive proxy state-action values from partial human demonstrations to guide the agents' policy learning. Additionally, we employ a minimal intervention technique to reduce the human mentor's cognitive load. Comparative results show that HAIM-DRL outperforms traditional methods in driving safety, sampling efficiency, mitigation of traffic flow disturbance, and generalizability to unseen traffic scenarios. The code and demo videos for this paper can be accessed at: https://zilin-huang.github.io/HAIM-DRL-website/
Unified Learning from Demonstrations, Corrections, and Preferences during Physical Human-Robot Interaction
Mehta, Shaunak A., Losey, Dylan P.
Humans can leverage physical interaction to teach robot arms. This physical interaction takes multiple forms depending on the task, the user, and what the robot has learned so far. State-of-the-art approaches focus on learning from a single modality, or combine multiple interaction types by assuming that the robot has prior information about the human's intended task. By contrast, in this paper we introduce an algorithmic formalism that unites learning from demonstrations, corrections, and preferences. Our approach makes no assumptions about the tasks the human wants to teach the robot; instead, we learn a reward model from scratch by comparing the human's inputs to nearby alternatives. We first derive a loss function that trains an ensemble of reward models to match the human's demonstrations, corrections, and preferences. The type and order of feedback is up to the human teacher: we enable the robot to collect this feedback passively or actively. We then apply constrained optimization to convert our learned reward into a desired robot trajectory. Through simulations and a user study we demonstrate that our proposed approach more accurately learns manipulation tasks from physical human interaction than existing baselines, particularly when the robot is faced with new or unexpected objectives. Videos of our user study are available at: https://youtu.be/FSUJsTYvEKU
Deep Reinforcement Multi-agent Learning framework for Information Gathering with Local Gaussian Processes for Water Monitoring
Luis, Samuel Yanes, Shutin, Dmitriy, Gómez, Juan Marchal, Reina, Daniel Gutiérrez, Marín, Sergio Toral
The conservation of hydrological resources involves continuously monitoring their contamination. A multi-agent system composed of autonomous surface vehicles is proposed in this paper to efficiently monitor the water quality. To achieve a safe control of the fleet, the fleet policy should be able to act based on measurements and to the the fleet state. It is proposed to use Local Gaussian Processes and Deep Reinforcement Learning to jointly obtain effective monitoring policies. Local Gaussian processes, unlike classical global Gaussian processes, can accurately model the information in a dissimilar spatial correlation which captures more accurately the water quality information. A Deep convolutional policy is proposed, that bases the decisions on the observation on the mean and variance of this model, by means of an information gain reward. Using a Double Deep Q-Learning algorithm, agents are trained to minimize the estimation error in a safe manner thanks to a Consensus-based heuristic. Simulation results indicate an improvement of up to 24% in terms of the mean absolute error with the proposed models. Also, training results with 1-3 agents indicate that our proposed approach returns 20% and 24% smaller average estimation errors for, respectively, monitoring water quality variables and monitoring algae blooms, as compared to state-of-the-art approaches