Reinforcement Learning
TRC: Trust Region Conditional Value at Risk for Safe Reinforcement Learning
As safety is of paramount importance in robotics, reinforcement learning that reflects safety, called safe RL, has been studied extensively. In safe RL, we aim to find a policy which maximizes the desired return while satisfying the defined safety constraints. There are various types of constraints, among which constraints on conditional value at risk (CVaR) effectively lower the probability of failures caused by high costs since CVaR is a conditional expectation obtained above a certain percentile. In this paper, we propose a trust region-based safe RL method with CVaR constraints, called TRC. We first derive the upper bound on CVaR and then approximate the upper bound in a differentiable form in a trust region. Using this approximation, a subproblem to get policy gradients is formulated, and policies are trained by iteratively solving the subproblem. TRC is evaluated through safe navigation tasks in simulations with various robots and a sim-to-real environment with a Jackal robot from Clearpath. Compared to other safe RL methods, the performance is improved by 1.93 times while the constraints are satisfied in all experiments.
Efficient Off-Policy Safe Reinforcement Learning Using Trust Region Conditional Value at Risk
This paper aims to solve a safe reinforcement learning (RL) problem with risk measure-based constraints. As risk measures, such as conditional value at risk (CVaR), focus on the tail distribution of cost signals, constraining risk measures can effectively prevent a failure in the worst case. An on-policy safe RL method, called TRC, deals with a CVaR-constrained RL problem using a trust region method and can generate policies with almost zero constraint violations with high returns. However, to achieve outstanding performance in complex environments and satisfy safety constraints quickly, RL methods are required to be sample efficient. To this end, we propose an off-policy safe RL method with CVaR constraints, called off-policy TRC. If off-policy data from replay buffers is directly used to train TRC, the estimation error caused by the distributional shift results in performance degradation. To resolve this issue, we propose novel surrogate functions, in which the effect of the distributional shift can be reduced, and introduce an adaptive trust-region constraint to ensure a policy not to deviate far from replay buffers. The proposed method has been evaluated in simulation and real-world environments and satisfied safety constraints within a few steps while achieving high returns even in complex robotic tasks.
Age-Based Scheduling for Mobile Edge Computing: A Deep Reinforcement Learning Approach
He, Xingqiu, You, Chaoqun, Quek, Tony Q. S.
With the rapid development of Mobile Edge Computing (MEC), various real-time applications have been deployed to benefit people's daily lives. The performance of these applications relies heavily on the freshness of collected environmental information, which can be quantified by its Age of Information (AoI). In the traditional definition of AoI, it is assumed that the status information can be actively sampled and directly used. However, for many MEC-enabled applications, the desired status information is updated in an event-driven manner and necessitates data processing. To better serve these applications, we propose a new definition of AoI and, based on the redefined AoI, we formulate an online AoI minimization problem for MEC systems. Notably, the problem can be interpreted as a Markov Decision Process (MDP), thus enabling its solution through Reinforcement Learning (RL) algorithms. Nevertheless, the traditional RL algorithms are designed for MDPs with completely unknown system dynamics and hence usually suffer long convergence times. To accelerate the learning process, we introduce Post-Decision States (PDSs) to exploit the partial knowledge of the system's dynamics. We also combine PDSs with deep RL to further improve the algorithm's applicability, scalability, and robustness. Numerical results demonstrate that our algorithm outperforms the benchmarks under various scenarios.
Optimal Attack and Defense for Reinforcement Learning
McMahan, Jeremy, Wu, Young, Zhu, Xiaojin, Xie, Qiaomin
To ensure the usefulness of Reinforcement Learning (RL) in real systems, it is crucial to ensure they are robust to noise and adversarial attacks. In adversarial RL, an external attacker has the power to manipulate the victim agent's interaction with the environment. We study the full class of online manipulation attacks, which include (i) state attacks, (ii) observation attacks (which are a generalization of perceived-state attacks), (iii) action attacks, and (iv) reward attacks. We show the attacker's problem of designing a stealthy attack that maximizes its own expected reward, which often corresponds to minimizing the victim's value, is captured by a Markov Decision Process (MDP) that we call a meta-MDP since it is not the true environment but a higher level environment induced by the attacked interaction. We show that the attacker can derive optimal attacks by planning in polynomial time or learning with polynomial sample complexity using standard RL techniques. We argue that the optimal defense policy for the victim can be computed as the solution to a stochastic Stackelberg game, which can be further simplified into a partially-observable turn-based stochastic game (POTBSG). Neither the attacker nor the victim would benefit from deviating from their respective optimal policies, thus such solutions are truly robust. Although the defense problem is NP-hard, we show that optimal Markovian defenses can be computed (learned) in polynomial time (sample complexity) in many scenarios.
Online Influence Maximization: Concept and Algorithm
In this survey, we offer an extensive overview of the Online Influence Maximization (IM) problem by covering both theoretical aspects and practical applications. For the integrity of the article and because the online algorithm takes an offline oracle as a subroutine, we first make a clear definition of the Offline IM problem and summarize those commonly used Offline IM algorithms, which include traditional approximation or heuristic algorithms and ML-based algorithms. Then, we give a standard definition of the Online IM problem and a basic Combinatorial Multi-Armed Bandit (CMAB) framework, CMAB-T. Here, we summarize three types of feedback in the CMAB model and discuss in detail how to study the Online IM problem based on the CMAB-T model. This paves the way for solving the Online IM problem by using online learning methods. Furthermore, we have covered almost all Online IM algorithms up to now, focusing on characteristics and theoretical guarantees of online algorithms for different feedback types. Here, we elaborately explain their working principle and how to obtain regret bounds. Besides, we also collect plenty of innovative ideas about problem definition and algorithm designs and pioneering works for variants of the Online IM problem and their corresponding algorithms. Finally, we encapsulate current challenges and outline prospective research directions from four distinct perspectives.
Anomaly Detection via Learning-Based Sequential Controlled Sensing
Joseph, Geethu, Zhong, Chen, Gursoy, M. Cenk, Velipasalar, Senem, Varshney, Pramod K.
In this paper, we address the problem of detecting anomalies among a given set of binary processes via learning-based controlled sensing. Each process is parameterized by a binary random variable indicating whether the process is anomalous. To identify the anomalies, the decision-making agent is allowed to observe a subset of the processes at each time instant. Also, probing each process has an associated cost. Our objective is to design a sequential selection policy that dynamically determines which processes to observe at each time with the goal to minimize the delay in making the decision and the total sensing cost. We cast this problem as a sequential hypothesis testing problem within the framework of Markov decision processes. This formulation utilizes both a Bayesian log-likelihood ratio-based reward and an entropy-based reward. The problem is then solved using two approaches: 1) a deep reinforcement learning-based approach where we design both deep Q-learning and policy gradient actor-critic algorithms; and 2) a deep active inference-based approach. Using numerical experiments, we demonstrate the efficacy of our algorithms and show that our algorithms adapt to any unknown statistical dependence pattern of the processes.
Controlgym: Large-Scale Safety-Critical Control Environments for Benchmarking Reinforcement Learning Algorithms
Zhang, Xiangyuan, Mao, Weichao, Mowlavi, Saviz, Benosman, Mouhacine, Başar, Tamer
We introduce controlgym, a library of thirty-six safety-critical industrial control settings, and ten infinite-dimensional partial differential equation (PDE)-based control problems. Integrated within the OpenAI Gym/Gymnasium (Gym) framework, controlgym allows direct applications of standard reinforcement learning (RL) algorithms like stable-baselines3. Our control environments complement those in Gym with continuous, unbounded action and observation spaces, motivated by real-world control applications. Moreover, the PDE control environments uniquely allow the users to extend the state dimensionality of the system to infinity while preserving the intrinsic dynamics. This feature is crucial for evaluating the scalability of RL algorithms for control. This project serves the learning for dynamics & control (L4DC) community, aiming to explore key questions: the convergence of RL algorithms in learning control policies; the stability and robustness issues of learning-based controllers; and the scalability of RL algorithms to high- and potentially infinite-dimensional systems. We open-source the controlgym project at https://github.com/xiangyuan-zhang/controlgym.
Handling Cost and Constraints with Off-Policy Deep Reinforcement Learning
Markowitz, Jared, Silverberg, Jesse, Collins, Gary
By reusing data throughout training, off-policy deep reinforcement learning algorithms offer improved sample efficiency relative to on-policy approaches. For continuous action spaces, the most popular methods for off-policy learning include policy improvement steps where a learned state-action ($Q$) value function is maximized over selected batches of data. These updates are often paired with regularization to combat associated overestimation of $Q$ values. With an eye toward safety, we revisit this strategy in environments with "mixed-sign" reward functions; that is, with reward functions that include independent positive (incentive) and negative (cost) terms. This setting is common in real-world applications, and may be addressed with or without constraints on the cost terms. We find the combination of function approximation and a term that maximizes $Q$ in the policy update to be problematic in such environments, because systematic errors in value estimation impact the contributions from the competing terms asymmetrically. This results in overemphasis of either incentives or costs and may severely limit learning. We explore two remedies to this issue. First, consistent with prior work, we find that periodic resetting of $Q$ and policy networks can be used to reduce value estimation error and improve learning in this setting. Second, we formulate novel off-policy actor-critic methods for both unconstrained and constrained learning that do not explicitly maximize $Q$ in the policy update. We find that this second approach, when applied to continuous action spaces with mixed-sign rewards, consistently and significantly outperforms state-of-the-art methods augmented by resetting. We further find that our approach produces agents that are both competitive with popular methods overall and more reliably competent on frequently-studied control problems that do not have mixed-sign rewards.
Optimizing ZX-Diagrams with Deep Reinforcement Learning
Nägele, Maximilian, Marquardt, Florian
ZX-diagrams are a powerful graphical language for the description of quantum processes with applications in fundamental quantum mechanics, quantum circuit optimization, tensor network simulation, and many more. The utility of ZX-diagrams relies on a set of local transformation rules that can be applied to them without changing the underlying quantum process they describe. These rules can be exploited to optimize the structure of ZX-diagrams for a range of applications. However, finding an optimal sequence of transformation rules is generally an open problem. In this work, we bring together ZX-diagrams with reinforcement learning, a machine learning technique designed to discover an optimal sequence of actions in a decision-making problem and show that a trained reinforcement learning agent can significantly outperform other optimization techniques like a greedy strategy or simulated annealing. The use of graph neural networks to encode the policy of the agent enables generalization to diagrams much bigger than seen during the training phase.
DGMem: Learning Visual Navigation Policy without Any Labels by Dynamic Graph Memory
Cai, Wenzhe, Wang, Teng, Cheng, Guangran, Xu, Lele, Sun, Changyin
In recent years, learning-based approaches have demonstrated significant promise in addressing intricate navigation tasks. Traditional methods for training deep neural network navigation policies rely on meticulously designed reward functions or extensive teleoperation datasets as navigation demonstrations. However, the former is often confined to simulated environments, and the latter demands substantial human labor, making it a time-consuming process. Our vision is for robots to autonomously learn navigation skills and adapt their behaviors to environmental changes without any human intervention. In this work, we discuss the self-supervised navigation problem and present Dynamic Graph Memory (DGMem), which facilitates training only with on-board observations. With the help of DGMem, agents can actively explore their surroundings, autonomously acquiring a comprehensive navigation policy in a data-efficient manner without external feedback. Our method is evaluated in photorealistic 3D indoor scenes, and empirical studies demonstrate the effectiveness of DGMem.