Goto

Collaborating Authors

 Reinforcement Learning


Using Reinforcement Learning to Optimize Responses in Care Processes: A Case Study on Aggression Incidents

arXiv.org Artificial Intelligence

Previous studies have used prescriptive process monitoring to find actionable policies in business processes and conducted case studies in similar domains, such as the loan application process and the traffic fine process. However, care processes tend to be more dynamic and complex. For example, at any stage of a care process, a multitude of actions is possible. In this paper, we follow the reinforcement approach and train a Markov decision process using event data from a care process. The goal was to find optimal policies for staff members when clients are displaying any type of aggressive behavior. We used the reinforcement learning algorithms Q-learning and SARSA to find optimal policies. Results showed that the policies derived from these algorithms are similar to the most frequent actions currently used but provide the staff members with a few more options in certain situations.


BeBOP -- Combining Reactive Planning and Bayesian Optimization to Solve Robotic Manipulation Tasks

arXiv.org Artificial Intelligence

Robotic systems for manipulation tasks are increasingly expected to be easy to configure for new tasks. While in the past, robot programs were often written statically and tuned manually, the current, faster transition times call for robust, modular and interpretable solutions that also allow a robotic system to learn how to perform a task. We propose the method Behavior-based Bayesian Optimization and Planning (BeBOP) that combines two approaches for generating behavior trees: we build the structure using a reactive planner and learn specific parameters with Bayesian optimization. The method is evaluated on a set of robotic manipulation benchmarks and is shown to outperform state-of-the-art reinforcement learning algorithms by being up to 46 times faster while simultaneously being less dependent on reward shaping. We also propose a modification to the uncertainty estimate for the random forest surrogate models that drastically improves the results.


All by Myself: Learning Individualized Competitive Behaviour with a Contrastive Reinforcement Learning optimization

arXiv.org Artificial Intelligence

In a competitive game scenario, a set of agents have to learn decisions that maximize their goals and minimize their adversaries' goals at the same time. Besides dealing with the increased dynamics of the scenarios due to the opponents' actions, they usually have to understand how to overcome the opponent's strategies. Most of the common solutions, usually based on continual learning or centralized multi-agent experiences, however, do not allow the development of personalized strategies to face individual opponents. In this paper, we propose a novel model composed of three neural layers that learn a representation of a competitive game, learn how to map the strategy of specific opponents, and how to disrupt them. The entire model is trained online, using a composed loss based on a contrastive optimization, to learn competitive and multiplayer games. We evaluate our model on a pokemon duel scenario and the four-player competitive Chef's Hat card game. Our experiments demonstrate that our model achieves better performance when playing against offline, online, and competitive-specific models, in particular when playing against the same opponent multiple times. We also present a discussion on the impact of our model, in particular on how well it deals with on specific strategy learning for each of the two scenarios.


Robust Offline Reinforcement Learning -- Certify the Confidence Interval

arXiv.org Artificial Intelligence

Currently, reinforcement learning (RL), especially deep RL, has received more and more attention in the research area. However, the security of RL has been an obvious problem due to the attack manners becoming mature. In order to defend against such adversarial attacks, several practical approaches are developed, such as adversarial training, data filtering, etc. However, these methods are mostly based on empirical algorithms and experiments, without rigorous theoretical analysis of the robustness of the algorithms. In this paper, we develop an algorithm to certify the robustness of a given policy offline with random smoothing, which could be proven and conducted as efficiently as ones without random smoothing. Experiments on different environments confirm the correctness of our algorithm.


Residual Scheduling: A New Reinforcement Learning Approach to Solving Job Shop Scheduling Problem

arXiv.org Artificial Intelligence

Job-shop scheduling problem (JSP) is a mathematical optimization problem widely used in industries like manufacturing, and flexible JSP (FJSP) is also a common variant. Since they are NP-hard, it is intractable to find the optimal solution for all cases within reasonable times. Thus, it becomes important to develop efficient heuristics to solve JSP/FJSP. A kind of method of solving scheduling problems is construction heuristics, which constructs scheduling solutions via heuristics. Recently, many methods for construction heuristics leverage deep reinforcement learning (DRL) with graph neural networks (GNN). In this paper, we propose a new approach, named residual scheduling, to solving JSP/FJSP. In this new approach, we remove irrelevant machines and jobs such as those finished, such that the states include the remaining (or relevant) machines and jobs only. Our experiments show that our approach reaches state-of-the-art (SOTA) among all known construction heuristics on most well-known open JSP and FJSP benchmarks. In addition, we also observe that even though our model is trained for scheduling problems of smaller sizes, our method still performs well for scheduling problems of large sizes. Interestingly in our experiments, our approach even reaches zero gap for 49 among 50 JSP instances whose job numbers are more than 150 on 20 machines.


Self-Refined Large Language Model as Automated Reward Function Designer for Deep Reinforcement Learning in Robotics

arXiv.org Artificial Intelligence

Although Deep Reinforcement Learning (DRL) has achieved notable success in numerous robotic applications, designing a high-performing reward function remains a challenging task that often requires substantial manual input. Recently, Large Language Models (LLMs) have been extensively adopted to address tasks demanding in-depth common-sense knowledge, such as reasoning and planning. Recognizing that reward function design is also inherently linked to such knowledge, LLM offers a promising potential in this context. Motivated by this, we propose in this work a novel LLM framework with a self-refinement mechanism for automated reward function design. The framework commences with the LLM formulating an initial reward function based on natural language inputs. Then, the performance of the reward function is assessed, and the results are presented back to the LLM for guiding its self-refinement process. We examine the performance of our proposed framework through a variety of continuous robotic control tasks across three diverse robotic systems. The results indicate that our LLM-designed reward functions are able to rival or even surpass manually designed reward functions, highlighting the efficacy and applicability of our approach.


Ada-NAV: Adaptive Trajectory-Based Sample Efficient Policy Learning for Robotic Navigation

arXiv.org Artificial Intelligence

Reinforcement learning has gained significant traction in the field of robotic navigation. However, a persistent challenge is its sample inefficiency, primarily due to the inherent complexities of encouraging exploration. During training, the mobile agent must explore as much as possible to efficiently learn optimal behaviors. We introduce Ada-NAV, a novel adaptive trajectory length scheme designed to enhance the training sample efficiency of reinforcement learning algorithms in robotic navigation tasks. Unlike traditional approaches that treat trajectory length as a fixed hyperparameter, Ada-NAV dynamically adjusts it based on the entropy of the underlying navigation policy. We empirically validate the efficacy of AdaNAV using two popular policy gradient methods: REINFORCE and Proximal Policy Optimization (PPO). We demonstrate through both simulated and real-world robotic experiments that Ada-NAV outperforms conventional methods that employ constant or randomly sampled trajectory lengths. Specifically, for a fixed sample budget, Ada-NAV achieves an 18% increase in navigation success rate, a 20-38% reduction in navigation path length, and a 9.32% decrease in elevation costs. Furthermore, we showcase the versatility of Ada-NAV by integrating it with the Clearpath Husky robot, illustrating its applicability in complex, outdoor environments.


Sample-efficient Model-based Reinforcement Learning for Quantum Control

arXiv.org Artificial Intelligence

We propose a model-based reinforcement learning (RL) approach for noisy time-dependent gate optimization with improved sample complexity over model-free RL. Sample complexity is the number of controller interactions with the physical system. Leveraging an inductive bias, inspired by recent advances in neural ordinary differential equations (ODEs), we use an auto-differentiable ODE parametrised by a learnable Hamiltonian ansatz to represent the model approximating the environment whose time-dependent part, including the control, is fully known. Control alongside Hamiltonian learning of continuous time-independent parameters is addressed through interactions with the system. We demonstrate an order of magnitude advantage in the sample complexity of our method over standard model-free RL in preparing some standard unitary gates with closed and open system dynamics, in realistic numerical experiments incorporating single shot measurements, arbitrary Hilbert space truncations and uncertainty in Hamiltonian parameters. Also, the learned Hamiltonian can be leveraged by existing control methods like GRAPE for further gradient-based optimization with the controllers found by RL as initializations. Our algorithm that we apply on nitrogen vacancy (NV) centers and transmons in this paper is well suited for controlling partially characterised one and two qubit systems.


Subject-driven Text-to-Image Generation via Apprenticeship Learning

arXiv.org Artificial Intelligence

Recent text-to-image generation models like DreamBooth have made remarkable progress in generating highly customized images of a target subject, by fine-tuning an ``expert model'' for a given subject from a few examples. However, this process is expensive, since a new expert model must be learned for each subject. In this paper, we present SuTI, a Subject-driven Text-to-Image generator that replaces subject-specific fine tuning with in-context learning. Given a few demonstrations of a new subject, SuTI can instantly generate novel renditions of the subject in different scenes, without any subject-specific optimization. SuTI is powered by apprenticeship learning, where a single apprentice model is learned from data generated by a massive number of subject-specific expert models. Specifically, we mine millions of image clusters from the Internet, each centered around a specific visual subject. We adopt these clusters to train a massive number of expert models, each specializing in a different subject. The apprentice model SuTI then learns to imitate the behavior of these fine-tuned experts. SuTI can generate high-quality and customized subject-specific images 20x faster than optimization-based SoTA methods. On the challenging DreamBench and DreamBench-v2, our human evaluation shows that SuTI significantly outperforms existing models like InstructPix2Pix, Textual Inversion, Imagic, Prompt2Prompt, Re-Imagen and DreamBooth, especially on the subject and text alignment aspects.


Square-root regret bounds for continuous-time episodic Markov decision processes

arXiv.org Artificial Intelligence

Reinforcement learning (RL) studies the problem of sequential decision making in an unknown environment by carefully balancing between exploration (learning) and exploitation (optimizing) (Sutton and Barto 2018). While the RL study has a relatively long history, it has received considerable attention in the past decades due to the explosion of available data and rapid improvement of computing power. A hitherto default mathematical framework for RL is Markov decision process (MDP), where the agent does not know the transition probabilities and can observe a reward resulting from an action but does not know the reward function itself. There has been extensive research on RL for discrete-time MDPs (DTMDPs); see, e.g., Jaksch et al. (2010), Osband and Van Roy (2017), Azar et al. (2017), Jin et al. (2018). However, much less attention has been paid to RL for continuous-time MDPs, whereas there are many real-world applications where one needs to interact with the unknown environment and learn the optimal strategies continuously in time. Examples include autonomous driving, control of queueing systems, control of infectious diseases, preventive maintenance and robot navigation; see, e.g., Guo and Hernández-Lerma (2009), Piunovskiy and Zhang (2020), Chapter 11 of Puterman (2014) and the references therein. In this paper we study RL for tabular continuous-time Markov decision processes (CTMDPs) in the finite-horizon, episodic setting, where an agent interacts with the unknown environment in episodes of a fixed length with finite state and action spaces. The study of model-based (i.e. the underlying models are assumed to be known) finite-horizon CTMDPs has a very long history, probably dating back to Miller (1968), with vast applications including queueing optimization (Lippman 1976), dynamic pricing (Gallego and Van Ryzin 1994), and finance and insurance (Bäuerle and