Reinforcement Learning
Multi-Timescale Control and Communications with Deep Reinforcement Learning -- Part II: Control-Aware Radio Resource Allocation
Lei, Lei, Liu, Tong, Zheng, Kan, Xuemin, null, Shen, null
In Part I of this two-part paper (Multi-Timescale Control and Communications with Deep Reinforcement Learning -- Part I: Communication-Aware Vehicle Control), we decomposed the multi-timescale control and communications (MTCC) problem in Cellular Vehicle-to-Everything (C-V2X) system into a communication-aware Deep Reinforcement Learning (DRL)-based platoon control (PC) sub-problem and a control-aware DRL-based radio resource allocation (RRA) sub-problem. We focused on the PC sub-problem and proposed the MTCC-PC algorithm to learn an optimal PC policy given an RRA policy. In this paper (Part II), we first focus on the RRA sub-problem in MTCC assuming a PC policy is given, and propose the MTCC-RRA algorithm to learn the RRA policy. Specifically, we incorporate the PC advantage function in the RRA reward function, which quantifies the amount of PC performance degradation caused by observation delay. Moreover, we augment the state space of RRA with PC action history for a more well-informed RRA policy. In addition, we utilize reward shaping and reward backpropagation prioritized experience replay (RBPER) techniques to efficiently tackle the multi-agent and sparse reward problems, respectively. Finally, a sample- and computational-efficient training approach is proposed to jointly learn the PC and RRA policies in an iterative process. In order to verify the effectiveness of the proposed MTCC algorithm, we performed experiments using real driving data for the leading vehicle, where the performance of MTCC is compared with those of the baseline DRL algorithms.
Learning and reusing primitive behaviours to improve Hindsight Experience Replay sample efficiency
Sanchez, Francisco Roldan, Wang, Qiang, Bulens, David Cordova, McGuinness, Kevin, Redmond, Stephen, O'Connor, Noel
Hindsight Experience Replay (HER) is a technique used in reinforcement learning (RL) that has proven to be very efficient for training off-policy RL-based agents to solve goal-based robotic manipulation tasks using sparse rewards. Even though HER improves the sample efficiency of RL-based agents by learning from mistakes made in past experiences, it does not provide any guidance while exploring the environment. This leads to very large training times due to the volume of experience required to train an agent using this replay strategy. In this paper, we propose a method that uses primitive behaviours that have been previously learned to solve simple tasks in order to guide the agent toward more rewarding actions during exploration while learning other more complex tasks. This guidance, however, is not executed by a manually designed curriculum, but rather using a critic network to decide at each timestep whether or not to use the actions proposed by the previously-learned primitive policies. We evaluate our method by comparing its performance against HER and other more efficient variations of this algorithm in several block manipulation tasks. We demonstrate the agents can learn a successful policy faster when using our proposed method, both in terms of sample efficiency and computation time. Code is available at https://github.com/franroldans/qmp-her.
On Practical Robust Reinforcement Learning: Practical Uncertainty Set and Double-Agent Algorithm
Robust reinforcement learning (RRL) aims at seeking a robust policy to optimize the worst case performance over an uncertainty set of Markov decision processes (MDPs). This set contains some perturbed MDPs from a nominal MDP (N-MDP) that generate samples for training, which reflects some potential mismatches between training (i.e., N-MDP) and true environments. In this paper we present an elaborated uncertainty set by excluding some implausible MDPs from the existing sets. Under this uncertainty set, we develop a sample-based RRL algorithm (named ARQ-Learning) for tabular setting and characterize its finite-time error bound. Also, it is proved that ARQ-Learning converges as fast as the standard Q-Learning and robust Q-Learning while ensuring better robustness. We introduce an additional pessimistic agent which can tackle the major bottleneck for the extension of ARQ-Learning into the cases with larger or continuous state spaces. Incorporating this idea into RL algorithms, we propose double-agent algorithms for model-free RRL. Via experiments, we demonstrate the effectiveness of the proposed algorithms.
Diffusion Model-Augmented Behavioral Cloning
Wang, Hsiang-Chun, Chen, Shang-Fu, Hsu, Ming-Hao, Lai, Chun-Mao, Sun, Shao-Hua
Imitation learning addresses the challenge of learning by observing an expert's demonstrations without access to reward signals from environments. Most existing imitation learning methods that do not require interacting with environments either model the expert distribution as the conditional probability p(a|s) (e.g., behavioral cloning, BC) or the joint probability p(s, a). Despite its simplicity, modeling the conditional probability with BC usually struggles with generalization. While modeling the joint probability can improve generalization performance, the inference procedure is often time-consuming, and the model can suffer from manifold overfitting. This work proposes an imitation learning framework that benefits from modeling both the conditional and joint probability of the expert distribution. Our proposed diffusion model-augmented behavioral cloning (DBC) employs a diffusion model trained to model expert behaviors and learns a policy to optimize both the BC loss (conditional) and our proposed diffusion model loss (joint). DBC outperforms baselines in various continuous control tasks in navigation, robot arm manipulation, dexterous manipulation, and locomotion. We design additional experiments to verify the limitations of modeling either the conditional probability or the joint probability of the expert distribution, as well as compare different generative models. Ablation studies justify the effectiveness of our design choices. Recently, the success of deep reinforcement learning (DRL) (Mnih et al., 2015; Lillicrap et al., 2016; Arulkumaran et al., 2017) has inspired the research community to develop DRL frameworks to control robots, aiming to automate the process of designing sensing, planning, and control algorithms by letting the robot learn in an end-to-end fashion. Yet, acquiring complex skills through trial and error can still lead to undesired behaviors even with sophisticated reward design (Christiano et al., 2017; Leike et al., 2018; Lee et al., 2019). Moreover, the exploring process could damage expensive robotic platforms or even be dangerous to humans (Garcıa and Fernández, 2015; Levine et al., 2020). To overcome this issue, imitation learning (i.e., learning from demonstration) (Schaal, 1997; Osa et al., 2018) has received growing attention, whose aim is to learn a policy from expert demonstrations, which are often more accessible than appropriate reward functions for reinforcement learning. Among various imitation learning directions, adversarial imitation learning (Ho and Ermon, 2016; Zolna et al., 2021; Kostrikov et al., 2019) and inverse reinforcement learning (Ng and Russell, 2000; Abbeel and Ng, 2004) have achieved encouraging results in a variety of domains. Yet, these methods require interacting with environments, which can still be expensive or even dangerous. On the other hand, behavioral cloning (BC) (Pomerleau, 1989; Bain and Sammut, 1995) does not require interacting with environments.
Dynamic Memory-based Curiosity: A Bootstrap Approach for Exploration
Gao, Zijian, Li, YiYing, Xu, Kele, Zhai, Yuanzhao, Feng, Dawei, Ding, Bo, Mao, XinJun, Wang, Huaimin
The sparsity of extrinsic rewards poses a serious challenge for reinforcement learning (RL). Currently, many efforts have been made on curiosity which can provide a representative intrinsic reward for effective exploration. However, the challenge is still far from being solved. In this paper, we present a novel curiosity for RL, named DyMeCu, which stands for Dynamic Memory-based Curiosity. Inspired by human curiosity and information theory, DyMeCu consists of a dynamic memory and dual online learners. The curiosity arouses if memorized information can not deal with the current state, and the information gap between dual learners can be formulated as the intrinsic reward for agents, and then such state information can be consolidated into the dynamic memory. Compared with previous curiosity methods, DyMeCu can better mimic human curiosity with dynamic memory, and the memory module can be dynamically grown based on a bootstrap paradigm with dual learners. On multiple benchmarks including DeepMind Control Suite and Atari Suite, large-scale empirical experiments are conducted and the results demonstrate that DyMeCu outperforms competitive curiosity-based methods with or without extrinsic rewards. We will release the code to enhance reproducibility.
Provably Safe Reinforcement Learning: Conceptual Analysis, Survey, and Benchmarking
Krasowski, Hanna, Thumm, Jakob, Müller, Marlon, Schäfer, Lukas, Wang, Xiao, Althoff, Matthias
Ensuring the safety of reinforcement learning (RL) algorithms is crucial to unlock their potential for many real-world tasks. However, vanilla RL and most safe RL approaches do not guarantee safety. In recent years, several methods have been proposed to provide hard safety guarantees for RL, which is essential for applications where unsafe actions could have disastrous consequences. Nevertheless, there is no comprehensive comparison of these provably safe RL methods. Therefore, we introduce a categorization of existing provably safe RL methods, present the conceptual foundations for both continuous and discrete action spaces, and empirically benchmark existing methods. We categorize the methods based on how they adapt the action: action replacement, action projection, and action masking. Our experiments on an inverted pendulum and a quadrotor stabilization task indicate that action replacement is the best-performing approach for these applications despite its comparatively simple realization. Furthermore, adding a reward penalty, every time the safety verification is engaged, improved training performance in our experiments. Finally, we provide practical guidance on selecting provably safe RL approaches depending on the safety specification, RL algorithm, and type of action space.
Robust Network Slicing: Multi-Agent Policies, Adversarial Attacks, and Defensive Strategies
Wang, Feng, Gursoy, M. Cenk, Velipasalar, Senem
In this paper, we present a multi-agent deep reinforcement learning (deep RL) framework for network slicing in a dynamic environment with multiple base stations and multiple users. In particular, we propose a novel deep RL framework with multiple actors and centralized critic (MACC) in which actors are implemented as pointer networks to fit the varying dimension of input. We evaluate the performance of the proposed deep RL algorithm via simulations to demonstrate its effectiveness. Subsequently, we develop a deep RL based jammer with limited prior information and limited power budget. The goal of the jammer is to minimize the transmission rates achieved with network slicing and thus degrade the network slicing agents' performance. We design a jammer with both listening and jamming phases and address jamming location optimization as well as jamming channel optimization via deep RL. We evaluate the jammer at the optimized location, generating interference attacks in the optimized set of channels by switching between the jamming phase and listening phase. We show that the proposed jammer can significantly reduce the victims' performance without direct feedback or prior knowledge on the network slicing policies. Finally, we devise a Nash-equilibrium-supervised policy ensemble mixed strategy profile for network slicing (as a defensive measure) and jamming. We evaluate the performance of the proposed policy ensemble algorithm by applying on the network slicing agents and the jammer agent in simulations to show its effectiveness.
From Optimization to Control: Quasi Policy Iteration
Kolarijani, Mohammad Amin Sharifi, Esfahani, Peyman Mohajerin
Recent control algorithms for Markov decision processes (MDPs) have been designed using an implicit analogy with well-established optimization algorithms. In this paper, we make this analogy explicit across four problem classes with a unified solution characterization. This novel framework, in turn, allows for a systematic transformation of algorithms from one domain to the other. In particular, we identify equivalent optimization and control algorithms that have already been pointed out in the existing literature, but mostly in a scattered way. With this unifying framework in mind, we then exploit two linear structural constraints specific to MDPs for approximating the Hessian in a second-order-type algorithm from optimization, namely, Anderson mixing. This leads to a novel first-order control algorithm that modifies the standard value iteration (VI) algorithm by incorporating two new directions and adaptive step sizes. While the proposed algorithm, coined as quasi-policy iteration, has the same computational complexity as VI, it interestingly exhibits an empirical convergence behavior similar to policy iteration with a very low sensitivity to the discount factor.
MVSA-Net: Multi-View State-Action Recognition for Robust and Deployable Trajectory Generation
Asali, Ehsan, Doshi, Prashant, Sun, Jin
The learn-from-observation (LfO) paradigm is a human-inspired mode for a robot to learn to perform a task simply by watching it being performed. LfO can facilitate robot integration on factory floors by minimizing disruption and reducing tedious programming. A key component of the LfO pipeline is a transformation of the depth camera frames to the corresponding task state and action pairs, which are then relayed to learning techniques such as imitation or inverse reinforcement learning for understanding the task parameters. While several existing computer vision models analyze videos for activity recognition, SA-Net specifically targets robotic LfO from RGB-D data. However, SA-Net and many other models analyze frame data captured from a single viewpoint. Their analysis is therefore highly sensitive to occlusions of the observed task, which are frequent in deployments. An obvious way of reducing occlusions is to simultaneously observe the task from multiple viewpoints and synchronously fuse the multiple streams in the model. Toward this, we present multi-view SA-Net, which generalizes the SA-Net model to allow the perception of multiple viewpoints of the task activity, integrate them, and better recognize the state and action in each frame. Performance evaluations on two distinct domains establish that MVSA-Net recognizes the state-action pairs under occlusion more accurately compared to single-view MVSA-Net and other baselines. Our ablation studies further evaluate its performance under different ambient conditions and establish the contribution of the architecture components. As such, MVSA-Net offers a significantly more robust and deployable state-action trajectory generation compared to previous methods.
Tactics2D: A Multi-agent Reinforcement Learning Environment for Driving Decision-making
Li, Yueyuan, Zhang, Songan, Jiang, Mingyang, Chen, Xingyuan, Yang, Ming
Tactics2D is an open-source multi-agent reinforcement learning library with a Python backend. Its goal is to provide a convenient toolset for researchers to develop decision-making algorithms for autonomous driving. The library includes diverse traffic scenarios implemented as gym-based environments equipped with multi-sensory capabilities and violation detection for traffic rules. Additionally, it features a reinforcement learning baseline tested with reasonable evaluation metrics. Tactics2D is highly modular and customizable. The source code of Tactics2D is available at https://github.com/WoodOxen/Tactics2D.