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 Reinforcement Learning


Multi-Agent Reinforcement Learning for the Low-Level Control of a Quadrotor UAV

arXiv.org Artificial Intelligence

This paper presents multi-agent reinforcement learning frameworks for the low-level control of a quadrotor UAV. While single-agent reinforcement learning has been successfully applied to quadrotors, training a single monolithic network is often data-intensive and time-consuming. To address this, we decompose the quadrotor dynamics into the translational dynamics and the yawing dynamics, and assign a reinforcement learning agent to each part for efficient training and performance improvements. The proposed multi-agent framework for quadrotor low-level control that leverages the underlying structures of the quadrotor dynamics is a unique contribution. Further, we introduce regularization terms to mitigate steady-state errors and to avoid aggressive control inputs. Through benchmark studies with sim-to-sim transfer, it is illustrated that the proposed multi-agent reinforcement learning substantially improves the convergence rate of the training and the stability of the controlled dynamics.


Intersection-free Robot Manipulation with Soft-Rigid Coupled Incremental Potential Contact

arXiv.org Artificial Intelligence

This paper presents a novel simulation platform, ZeMa, designed for robotic manipulation tasks concerning soft objects. Such simulation ideally requires three properties: two-way soft-rigid coupling, intersection-free guarantees, and frictional contact modeling, with acceptable runtime suitable for deep and reinforcement learning tasks. Current simulators often satisfy only a subset of these needs, primarily focusing on distinct rigid-rigid or soft-soft interactions. The proposed ZeMa prioritizes physical accuracy and integrates the incremental potential contact method, offering unified dynamics simulation for both soft and rigid objects. It efficiently manages soft-rigid contact, operating 75x faster than baseline tools with similar methodologies like IPC-GraspSim. To demonstrate its applicability, we employ it for parallel grasp generation, penetrated grasp repair, and reinforcement learning for grasping, successfully transferring the trained RL policy to real-world scenarios.


Learning-Augmented Scheduling for Solar-Powered Electric Vehicle Charging

arXiv.org Artificial Intelligence

We tackle the complex challenge of scheduling the charging of electric vehicles (EVs) equipped with solar panels and batteries, particularly under out-of-distribution (OOD) conditions. Traditional scheduling approaches, such as reinforcement learning (RL) and model predictive control (MPC), often fail to provide satisfactory results when faced with OOD data, struggling to balance robustness (worst-case performance) and consistency (near-optimal average performance). To address this gap, we introduce a novel learning-augmented policy. This policy employs a dynamic robustness budget, which is adapted in real-time based on the reinforcement learning policy's performance. Specifically, it leverages the temporal difference (TD) error, a measure of the learning policy's prediction accuracy, to assess the trustworthiness of the machine-learned policy. This method allows for a more effective balance between consistency and robustness in EV charging schedules, significantly enhancing adaptability and efficiency in real-world, unpredictable environments. Our results demonstrate that this approach markedly improves scheduling effectiveness and reliability, particularly in OOD contexts, paving the way for more resilient and adaptive EV charging systems.


State2Explanation: Concept-Based Explanations to Benefit Agent Learning and User Understanding

arXiv.org Artificial Intelligence

As more non-AI experts use complex AI systems for daily tasks, there has been an increasing effort to develop methods that produce explanations of AI decision making that are understandable by non-AI experts. Towards this effort, leveraging higher-level concepts and producing concept-based explanations have become a popular method. Most concept-based explanations have been developed for classification techniques, and we posit that the few existing methods for sequential decision making are limited in scope. In this work, we first contribute a desiderata for defining "concepts" in sequential decision making settings. Additionally, inspired by the Protรฉgรฉ Effect which states explaining knowledge often reinforces one's self-learning, we explore how concept-based explanations of an RL agent's decision making can in turn improve the agent's learning rate, as well as improve end-user understanding of the agent's decision making. To this end, we contribute a unified framework, State2Explanation (S2E), that involves learning a joint embedding model between state-action pairs and concept-based explanations, and leveraging such learned model to both (1) inform reward shaping during an agent's training, and (2) provide explanations to end-users at deployment for improved task performance. Our experimental validations, in Connect 4 and Lunar Lander, demonstrate the success of S2E in providing a dual-benefit, successfully informing reward shaping and improving agent learning rate, as well as significantly improving end user task performance at deployment time.


A Safe Deep Reinforcement Learning Approach for Energy Efficient Federated Learning in Wireless Communication Networks

arXiv.org Artificial Intelligence

Progressing towards a new era of Artificial Intelligence (AI) - enabled wireless networks, concerns regarding the environmental impact of AI have been raised both in industry and academia. Federated Learning (FL) has emerged as a key privacy preserving decentralized AI technique. Despite efforts currently being made in FL, its environmental impact is still an open problem. Targeting the minimization of the overall energy consumption of an FL process, we propose the orchestration of computational and communication resources of the involved devices to minimize the total energy required, while guaranteeing a certain performance of the model. To this end, we propose a Soft Actor Critic Deep Reinforcement Learning (DRL) solution, where a penalty function is introduced during training, penalizing the strategies that violate the constraints of the environment, and contributing towards a safe RL process. A device level synchronization method, along with a computationally cost effective FL environment are proposed, with the goal of further reducing the energy consumption and communication overhead. Evaluation results show the effectiveness and robustness of the proposed scheme compared to four state-of-the-art baseline solutions on different network environments and FL architectures, achieving a decrease of up to 94% in the total energy consumption.


Interpretable Reward Redistribution in Reinforcement Learning: A Causal Approach

arXiv.org Artificial Intelligence

A major challenge in reinforcement learning is to determine which state-action pairs are responsible for future rewards that are delayed. Reward redistribution serves as a solution to re-assign credits for each time step from observed sequences. While the majority of current approaches construct the reward redistribution in an uninterpretable manner, we propose to explicitly model the contributions of state and action from a causal perspective, resulting in an interpretable reward redistribution and preserving policy invariance. In this paper, we start by studying the role of causal generative models in reward redistribution by characterizing the generation of Markovian rewards and trajectory-wise long-term return and further propose a framework, called Generative Return Decomposition (GRD), for policy optimization in delayed reward scenarios. Specifically, GRD first identifies the unobservable Markovian rewards and causal relations in the generative process. Then, GRD makes use of the identified causal generative model to form a compact representation to train policy over the most favorable subspace of the state space of the agent. Theoretically, we show that the unobservable Markovian reward function is identifiable, as well as the underlying causal structure and causal models. Experimental results show that our method outperforms state-of-the-art methods and the provided visualization further demonstrates the interpretability of our method. The project page is located at https://reedzyd.github.io/GenerativeReturnDecomposition/.


Markov $\alpha$-Potential Games: Equilibrium Approximation and Regret Analysis

arXiv.org Artificial Intelligence

This paper proposes a new notion of Markov ฮฑ-potential games to study Markov games. Two important classes of practically significant Markov games, Markov congestion games and the perturbed Markov team games, are analyzed in this framework of Markov ฮฑ-potential games, with explicit characterization of the upper bound for ฮฑ and its relation to game parameters. Moreover, any maximizer of the ฮฑ-potential function is shown to be an ฮฑ-stationary Nash equilibrium of the game. Furthermore, two algorithms for the Nash regret analysis, namely the projected gradient-ascent algorithm and the sequential maximum improvement algorithm, are presented and corroborated by numerical experiments. Key words: Markov ฮฑ-potential games; Markov potential games; Multi-agent reinforcement learning; Nash-regret; Markov congestion games; Perturbed Markov team games; Projected gradient-ascent algorithm; Sequential maximum improvement.


Independent and Decentralized Learning in Markov Potential Games

arXiv.org Artificial Intelligence

We propose a multi-agent reinforcement learning dynamics, and analyze its convergence in infinite-horizon discounted Markov potential games. We focus on the independent and decentralized setting, where players do not have knowledge of the game model and cannot coordinate. In each stage, players update their estimate of Q-function that evaluates their total contingent payoff based on the realized one-stage reward in an asynchronous manner. Then, players independently update their policies by incorporating an optimal one-stage deviation strategy based on the estimated Q-function. A key feature of the learning dynamics is that the Q-function estimates are updated at a faster timescale than the policies. We prove that the policies induced by our learning dynamics converge to the set of stationary Nash equilibria in Markov potential games with probability 1. Our results highlight the efficacy of simple learning dynamics in reaching to the set of stationary Nash equilibrium even in environments with minimal information available.


Analysing Factorizations of Action-Value Networks for Cooperative Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Recent years have seen the application of deep reinforcement learning techniques to cooperative multi-agent systems, with great empirical success. However, given the lack of theoretical insight, it remains unclear what the employed neural networks are learning, or how we should enhance their learning power to address the problems on which they fail. In this work, we empirically investigate the learning power of various network architectures on a series of one-shot games. Despite their simplicity, these games capture many of the crucial problems that arise in the multi-agent setting, such as an exponential number of joint actions or the lack of an explicit coordination mechanism. Our results extend those in [4] and quantify how well various approaches can represent the requisite value functions, and help us identify the reasons that can impede good performance, like sparsity of the values or too tight coordination requirements.


Clipped-Objective Policy Gradients for Pessimistic Policy Optimization

arXiv.org Artificial Intelligence

To facilitate efficient learning, policy gradient approaches to deep reinforcement learning (RL) are typically paired with variance reduction measures and strategies for making large but safe policy changes based on a batch of experiences. Natural policy gradient methods, including Trust Region Policy Optimization (TRPO), seek to produce monotonic improvement through bounded changes in policy outputs. Proximal Policy Optimization (PPO) is a commonly used, first-order algorithm that instead uses loss clipping to take multiple safe optimization steps per batch of data, replacing the bound on the single step of TRPO with regularization on multiple steps. In this work, we find that the performance of PPO, when applied to continuous action spaces, may be consistently improved through a simple change in objective. Instead of the importance sampling objective of PPO, we instead recommend a basic policy gradient, clipped in an equivalent fashion. While both objectives produce biased gradient estimates with respect to the RL objective, they also both display significantly reduced variance compared to the unbiased off-policy policy gradient. Additionally, we show that (1) the clipped-objective policy gradient (COPG) objective is on average "pessimistic" compared to both the PPO objective and (2) this pessimism promotes enhanced exploration. As a result, we empirically observe that COPG produces improved learning compared to PPO in single-task, constrained, and multi-task learning, without adding significant computational cost or complexity. Compared to TRPO, the COPG approach is seen to offer comparable or superior performance, while retaining the simplicity of a first-order method.