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 Reinforcement Learning


RL-MPCA: A Reinforcement Learning Based Multi-Phase Computation Allocation Approach for Recommender Systems

arXiv.org Artificial Intelligence

Recommender systems aim to recommend the most suitable items to users from a large number of candidates. Their computation cost grows as the number of user requests and the complexity of services (or models) increases. Under the limitation of computation resources (CRs), how to make a trade-off between computation cost and business revenue becomes an essential question. The existing studies focus on dynamically allocating CRs in queue truncation scenarios (i.e., allocating the size of candidates), and formulate the CR allocation problem as an optimization problem with constraints. Some of them focus on single-phase CR allocation, and others focus on multi-phase CR allocation but introduce some assumptions about queue truncation scenarios. However, these assumptions do not hold in other scenarios, such as retrieval channel selection and prediction model selection. Moreover, existing studies ignore the state transition process of requests between different phases, limiting the effectiveness of their approaches. This paper proposes a Reinforcement Learning (RL) based Multi-Phase Computation Allocation approach (RL-MPCA), which aims to maximize the total business revenue under the limitation of CRs. RL-MPCA formulates the CR allocation problem as a Weakly Coupled MDP problem and solves it with an RL-based approach. Specifically, RL-MPCA designs a novel deep Q-network to adapt to various CR allocation scenarios, and calibrates the Q-value by introducing multiple adaptive Lagrange multipliers (adaptive-$\lambda$) to avoid violating the global CR constraints. Finally, experiments on the offline simulation environment and online real-world recommender system validate the effectiveness of our approach.


RL-LOGO: Deep Reinforcement Learning Localization for Logo Recognition

arXiv.org Artificial Intelligence

This paper proposes a novel logo image recognition approach incorporating a localization technique based on reinforcement learning. Logo recognition is an image classification task identifying a brand in an image. As the size and position of a logo vary widely from image to image, it is necessary to determine its position for accurate recognition. However, because there is no annotation for the position coordinates, it is impossible to train and infer the location of the logo in the image. Therefore, we propose a deep reinforcement learning localization method for logo recognition (RL-LOGO). It utilizes deep reinforcement learning to identify a logo region in images without annotations of the positions, thereby improving classification accuracy. We demonstrated a significant improvement in accuracy compared with existing methods in several published benchmarks. Specifically, we achieved an 18-point accuracy improvement over competitive methods on the complex dataset Logo-2K+. This demonstrates that the proposed method is a promising approach to logo recognition in real-world applications.


Inverse Reinforcement Learning with Unknown Reward Model based on Structural Risk Minimization

arXiv.org Artificial Intelligence

Inverse reinforcement learning (IRL) usually assumes the model of the reward function is pre-specified and estimates the parameter only. However, how to determine a proper reward model is nontrivial. A simplistic model is less likely to contain the real reward function, while a model with high complexity leads to substantial computation cost and risks overfitting. This paper addresses this trade-off in IRL model selection by introducing the structural risk minimization (SRM) method from statistical learning. SRM selects an optimal reward function class from a hypothesis set minimizing both estimation error and model complexity. To formulate an SRM scheme for IRL, we estimate policy gradient by demonstration serving as empirical risk and establish the upper bound of Rademacher complexity of hypothesis classes as model penalty. The learning guarantee is further presented. In particular, we provide explicit SRM for the common linear weighted sum setting in IRL. Simulations demonstrate the performance and efficiency of our scheme.


Visual Spatial Attention and Proprioceptive Data-Driven Reinforcement Learning for Robust Peg-in-Hole Task Under Variable Conditions

arXiv.org Artificial Intelligence

Anchor-bolt insertion is a peg-in-hole task performed in the construction field for holes in concrete. Efforts have been made to automate this task, but the variable lighting and hole surface conditions, as well as the requirements for short setup and task execution time make the automation challenging. In this study, we introduce a vision and proprioceptive data-driven robot control model for this task that is robust to challenging lighting and hole surface conditions. This model consists of a spatial attention point network (SAP) and a deep reinforcement learning (DRL) policy that are trained jointly end-to-end to control the robot. The model is trained in an offline manner, with a sample-efficient framework designed to reduce training time and minimize the reality gap when transferring the model to the physical world. Through evaluations with an industrial robot performing the task in 12 unknown holes, starting from 16 different initial positions, and under three different lighting conditions (two with misleading shadows), we demonstrate that SAP can generate relevant attention points of the image even in challenging lighting conditions. We also show that the proposed model enables task execution with higher success rate and shorter task completion time than various baselines. Due to the proposed model's high effectiveness even in severe lighting, initial positions, and hole conditions, and the offline training framework's high sample-efficiency and short training time, this approach can be easily applied to construction.


General Method for Solving Four Types of SAT Problems

arXiv.org Artificial Intelligence

Existing methods provide varying algorithms for different types of Boolean satisfiability problems (SAT), lacking a general solution framework. Accordingly, this study proposes a unified framework DCSAT based on integer programming and reinforcement learning (RL) algorithm to solve different types of SAT problems such as MaxSAT, Weighted MaxSAT, PMS, WPMS. Specifically, we first construct a consolidated integer programming representation for four types of SAT problems by adjusting objective function coefficients. Secondly, we construct an appropriate reinforcement learning models based on the 0-1 integer programming for SAT problems. Based on the binary tree search structure, we apply the Monte Carlo tree search (MCTS) method on SAT problems. Finally, we prove that this method can find all optimal Boolean assignments based on Wiener-khinchin law of large Numbers. We experimentally verify that this paradigm can prune the unnecessary search space to find the optimal Boolean assignments for the problem. Furthermore, the proposed method can provide diverse labels for supervised learning methods for SAT problems.


Mini-BEHAVIOR: A Procedurally Generated Benchmark for Long-horizon Decision-Making in Embodied AI

arXiv.org Artificial Intelligence

We present Mini-BEHAVIOR, a novel benchmark for embodied AI that challenges agents to use reasoning and decision-making skills to solve complex activities that resemble everyday human challenges. The Mini-BEHAVIOR environment is a fast, realistic Gridworld environment that offers the benefits of rapid prototyping and ease of use while preserving a symbolic level of physical realism and complexity found in complex embodied AI benchmarks. We introduce key features such as procedural generation, to enable the creation of countless task variations and support open-ended learning. Mini-BEHAVIOR provides implementations of various household tasks from the original BEHAVIOR benchmark, along with starter code for data collection and reinforcement learning agent training. In essence, Mini-BEHAVIOR offers a fast, open-ended benchmark for evaluating decision-making and planning solutions in embodied AI. It serves as a user-friendly entry point for research and facilitates the evaluation and development of solutions, simplifying their assessment and development while advancing the field of embodied AI.


Designing Discontinuities

arXiv.org Artificial Intelligence

Discontinuities can be fairly arbitrary but also cause a significant impact on outcomes in larger systems. Indeed, their arbitrariness is why they have been used to infer causal relationships among variables in numerous settings. Regression discontinuity from econometrics assumes the existence of a discontinuous variable that splits the population into distinct partitions to estimate the causal effects of a given phenomenon. Here we consider the design of partitions for a given discontinuous variable to optimize a certain effect previously studied using regression discontinuity. To do so, we propose a quantization-theoretic approach to optimize the effect of interest, first learning the causal effect size of a given discontinuous variable and then applying dynamic programming for optimal quantization design of discontinuities to balance the gain and loss in that effect size. We also develop a computationally-efficient reinforcement learning algorithm for the dynamic programming formulation of optimal quantization. We demonstrate our approach by designing optimal time zone borders for counterfactuals of social capital, social mobility, and health. This is based on regression discontinuity analyses we perform on novel data, which may be of independent empirical interest.


Attention-Based Recurrence for Multi-Agent Reinforcement Learning under Stochastic Partial Observability

arXiv.org Artificial Intelligence

Stochastic partial observability poses a major challenge for decentralized coordination in multi-agent reinforcement learning but is largely neglected in state-of-the-art research due to a strong focus on state-based centralized training for decentralized execution (CTDE) and benchmarks that lack sufficient stochasticity like StarCraft Multi-Agent Challenge (SMAC). In this paper, we propose Attention-based Embeddings of Recurrence In multi-Agent Learning (AERIAL) to approximate value functions under stochastic partial observability. AERIAL replaces the true state with a learned representation of multi-agent recurrence, considering more accurate information about decentralized agent decisions than state-based CTDE. We then introduce MessySMAC, a modified version of SMAC with stochastic observations and higher variance in initial states, to provide a more general and configurable benchmark regarding stochastic partial observability. We evaluate AERIAL in Dec-Tiger as well as in a variety of SMAC and MessySMAC maps, and compare the results with state-based CTDE. Furthermore, we evaluate the robustness of AERIAL and state-based CTDE against various stochasticity configurations in MessySMAC.


A Bayesian Framework of Deep Reinforcement Learning for Joint O-RAN/MEC Orchestration

arXiv.org Artificial Intelligence

Multi-access Edge Computing (MEC) can be implemented together with Open Radio Access Network (O-RAN) over commodity platforms to offer low-cost deployment and bring the services closer to end-users. In this paper, a joint O-RAN/MEC orchestration using a Bayesian deep reinforcement learning (RL)-based framework is proposed that jointly controls the O-RAN functional splits, the allocated resources and hosting locations of the O-RAN/MEC services across geo-distributed platforms, and the routing for each O-RAN/MEC data flow. The goal is to minimize the long-term overall network operation cost and maximize the MEC performance criterion while adapting possibly time-varying O-RAN/MEC demands and resource availability. This orchestration problem is formulated as Markov decision process (MDP). However, the system consists of multiple BSs that share the same resources and serve heterogeneous demands, where their parameters have non-trivial relations. Consequently, finding the exact model of the underlying system is impractical, and the formulated MDP renders in a large state space with multi-dimensional discrete action. To address such modeling and dimensionality issues, a novel model-free RL agent is proposed for our solution framework. The agent is built from Double Deep Q-network (DDQN) that tackles the large state space and is then incorporated with action branching, an action decomposition method that effectively addresses the multi-dimensional discrete action with linear increase complexity. Further, an efficient exploration-exploitation strategy under a Bayesian framework using Thomson sampling is proposed to improve the learning performance and expedite its convergence. Trace-driven simulations are performed using an O-RAN-compliant model. The results show that our approach is data-efficient (i.e., converges faster) and increases the returned reward by 32\% than its non-Bayesian version.


Active Third-Person Imitation Learning

arXiv.org Machine Learning

We consider the problem of third-person imitation learning with the additional challenge that the learner must select the perspective from which they observe the expert. In our setting, each perspective provides only limited information about the expert's behavior, and the learning agent must carefully select and combine information from different perspectives to achieve competitive performance. This setting is inspired by real-world imitation learning applications, e.g., in robotics, a robot might observe a human demonstrator via camera and receive information from different perspectives depending on the camera's position. We formalize the aforementioned active third-person imitation learning problem, theoretically analyze its characteristics, and propose a generative adversarial network-based active learning approach. Empirically, we demstrate that our proposed approach can effectively learn from expert demonstrations and explore the importance of different architectural choices for the learner's performance.