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 Reinforcement Learning


Subwords as Skills: Tokenization for Sparse-Reward Reinforcement Learning

arXiv.org Artificial Intelligence

Exploration in sparse-reward reinforcement learning is difficult due to the requirement of long, coordinated sequences of actions in order to achieve any reward. Moreover, in continuous action spaces there are an infinite number of possible actions, which only increases the difficulty of exploration. One class of methods designed to address these issues forms temporally extended actions, often called skills, from interaction data collected in the same domain, and optimizes a policy on top of this new action space. Typically such methods require a lengthy pretraining phase, especially in continuous action spaces, in order to form the skills before reinforcement learning can begin. Given prior evidence that the full range of the continuous action space is not required in such tasks, we propose a novel approach to skill-generation with two components. First we discretize the action space through clustering, and second we leverage a tokenization technique borrowed from natural language processing to generate temporally extended actions. Such a method outperforms baselines for skill-generation in several challenging sparse-reward domains, and requires orders-of-magnitude less computation in skill-generation and online rollouts.


CyberForce: A Federated Reinforcement Learning Framework for Malware Mitigation

arXiv.org Artificial Intelligence

Recent research has shown that the integration of Reinforcement Learning (RL) with Moving Target Defense (MTD) can enhance cybersecurity in Internet-of-Things (IoT) devices. Nevertheless, the practicality of existing work is hindered by data privacy concerns associated with centralized data processing in RL, and the unsatisfactory time needed to learn right MTD techniques that are effective against a rising number of heterogeneous zero-day attacks. Thus, this work presents CyberForce, a framework that combines Federated and Reinforcement Learning (FRL) to collaboratively and privately learn suitable MTD techniques for mitigating zero-day attacks. CyberForce integrates device fingerprinting and anomaly detection to reward or penalize MTD mechanisms chosen by an FRL-based agent. The framework has been deployed and evaluated in a scenario consisting of ten physical devices of a real IoT platform affected by heterogeneous malware samples. A pool of experiments has demonstrated that CyberForce learns the MTD technique mitigating each attack faster than existing RL-based centralized approaches. In addition, when various devices are exposed to different attacks, CyberForce benefits from knowledge transfer, leading to enhanced performance and reduced learning time in comparison to recent works. Finally, different aggregation algorithms used during the agent learning process provide CyberForce with notable robustness to malicious attacks.


Knowledge-Driven Multi-Agent Reinforcement Learning for Computation Offloading in Cybertwin-Enabled Internet of Vehicles

arXiv.org Artificial Intelligence

By offloading computation-intensive tasks of vehicles to roadside units (RSUs), mobile edge computing (MEC) in the Internet of Vehicles (IoV) can relieve the onboard computation burden. However, existing model-based task offloading methods suffer from heavy computational complexity with the increase of vehicles and data-driven methods lack interpretability. To address these challenges, in this paper, we propose a knowledge-driven multi-agent reinforcement learning (KMARL) approach to reduce the latency of task offloading in cybertwin-enabled IoV. Specifically, in the considered scenario, the cybertwin serves as a communication agent for each vehicle to exchange information and make offloading decisions in the virtual space. To reduce the latency of task offloading, a KMARL approach is proposed to select the optimal offloading option for each vehicle, where graph neural networks are employed by leveraging domain knowledge concerning graph-structure communication topology and permutation invariance into neural networks. Numerical results show that our proposed KMARL yields higher rewards and demonstrates improved scalability compared with other methods, benefitting from the integration of domain knowledge.


Soft-Bellman Equilibrium in Affine Markov Games: Forward Solutions and Inverse Learning

arXiv.org Artificial Intelligence

Markov games model interactions among multiple players in a stochastic, dynamic environment. Each player in a Markov game maximizes its expected total discounted reward, which depends upon the policies of the other players. We formulate a class of Markov games, termed affine Markov games, where an affine reward function couples the players' actions. We introduce a novel solution concept, the soft-Bellman equilibrium, where each player is boundedly rational and chooses a soft-Bellman policy rather than a purely rational policy as in the well-known Nash equilibrium concept. We provide conditions for the existence and uniqueness of the soft-Bellman equilibrium and propose a nonlinear least-squares algorithm to compute such an equilibrium in the forward problem. We then solve the inverse game problem of inferring the players' reward parameters from observed state-action trajectories via a projected-gradient algorithm. Experiments in a predator-prey OpenAI Gym environment show that the reward parameters inferred by the proposed algorithm outperform those inferred by a baseline algorithm: they reduce the Kullback-Leibler divergence between the equilibrium policies and observed policies by at least two orders of magnitude.


Constrained Reinforcement Learning using Distributional Representation for Trustworthy Quadrotor UAV Tracking Control

arXiv.org Artificial Intelligence

Simultaneously accurate and reliable tracking control for quadrotors in complex dynamic environments is challenging. As aerodynamics derived from drag forces and moment variations are chaotic and difficult to precisely identify, most current quadrotor tracking systems treat them as simple `disturbances' in conventional control approaches. We propose a novel, interpretable trajectory tracker integrating a Distributional Reinforcement Learning disturbance estimator for unknown aerodynamic effects with a Stochastic Model Predictive Controller (SMPC). The proposed estimator `Constrained Distributional Reinforced disturbance estimator' (ConsDRED) accurately identifies uncertainties between true and estimated values of aerodynamic effects. Simplified Affine Disturbance Feedback is used for control parameterization to guarantee convexity, which we then integrate with a SMPC. We theoretically guarantee that ConsDRED achieves at least an optimal global convergence rate and a certain sublinear rate if constraints are violated with an error decreases as the width and the layer of neural network increase. To demonstrate practicality, we show convergent training in simulation and real-world experiments, and empirically verify that ConsDRED is less sensitive to hyperparameter settings compared with canonical constrained RL approaches. We demonstrate our system improves accumulative tracking errors by at least 70% compared with the recent art. Importantly, the proposed framework, ConsDRED-SMPC, balances the tradeoff between pursuing high performance and obeying conservative constraints for practical implementations


Neuroevolution is a Competitive Alternative to Reinforcement Learning for Skill Discovery

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (RL) has emerged as a powerful paradigm for training neural policies to solve complex control tasks. However, these policies tend to be overfit to the exact specifications of the task and environment they were trained on, and thus do not perform well when conditions deviate slightly or when composed hierarchically to solve even more complex tasks. Recent work has shown that training a mixture of policies, as opposed to a single one, that are driven to explore different regions of the state-action space can address this shortcoming by generating a diverse set of behaviors, referred to as skills, that can be collectively used to great effect in adaptation tasks or for hierarchical planning. This is typically realized by including a diversity term - often derived from information theory - in the objective function optimized by RL. However these approaches often require careful hyperparameter tuning to be effective. In this work, we demonstrate that less widely-used neuroevolution methods, specifically Quality Diversity (QD), are a competitive alternative to information-theory-augmented RL for skill discovery. Through an extensive empirical evaluation comparing eight state-of-the-art algorithms (four flagship algorithms from each line of work) on the basis of (i) metrics directly evaluating the skills' diversity, (ii) the skills' performance on adaptation tasks, and (iii) the skills' performance when used as primitives for hierarchical planning; QD methods are found to provide equal, and sometimes improved, performance whilst being less sensitive to hyperparameters and more scalable. As no single method is found to provide near-optimal performance across all environments, there is a rich scope for further research which we support by proposing future directions and providing optimized open-source implementations.


Navigation Through Endoluminal Channels Using Q-Learning

arXiv.org Artificial Intelligence

In this paper, we present a novel approach to navigating endoluminal channels, specifically within the bronchial tubes, using Q-learning, a reinforcement learning algorithm. The proposed method involves training a Q-learning agent to navigate a simulated environment resembling bronchial tubes, with the ultimate goal of enabling the navigation of real bronchial tubes. We discuss the formulation of the problem, the simulation environment, the Q-learning algorithm, and the results of our experiments. Our results demonstrate the agent's ability to learn effective navigation strategies and reach predetermined goals within the simulated environment. This research contributes to the development of autonomous robotic systems for medical applications, particularly in challenging anatomical environments.


Natural and Robust Walking using Reinforcement Learning without Demonstrations in High-Dimensional Musculoskeletal Models

arXiv.org Artificial Intelligence

Humans excel at robust bipedal walking in complex natural environments. In each step, they adequately tune the interaction of biomechanical muscle dynamics and neuronal signals to be robust against uncertainties in ground conditions. However, it is still not fully understood how the nervous system resolves the musculoskeletal redundancy to solve the multi-objective control problem considering stability, robustness, and energy efficiency. In computer simulations, energy minimization has been shown to be a successful optimization target, reproducing natural walking with trajectory optimization or reflex-based control methods. However, these methods focus on particular motions at a time and the resulting controllers are limited when compensating for perturbations. In robotics, reinforcement learning~(RL) methods recently achieved highly stable (and efficient) locomotion on quadruped systems, but the generation of human-like walking with bipedal biomechanical models has required extensive use of expert data sets. This strong reliance on demonstrations often results in brittle policies and limits the application to new behaviors, especially considering the potential variety of movements for high-dimensional musculoskeletal models in 3D. Achieving natural locomotion with RL without sacrificing its incredible robustness might pave the way for a novel approach to studying human walking in complex natural environments. Videos: https://sites.google.com/view/naturalwalkingrl


Bootstrapping Adaptive Human-Machine Interfaces with Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Adaptive interfaces can help users perform sequential decision-making tasks like robotic teleoperation given noisy, high-dimensional command signals (e.g., from a brain-computer interface). Recent advances in human-in-the-loop machine learning enable such systems to improve by interacting with users, but tend to be limited by the amount of data that they can collect from individual users in practice. In this paper, we propose a reinforcement learning algorithm to address this by training an interface to map raw command signals to actions using a combination of offline pre-training and online fine-tuning. To address the challenges posed by noisy command signals and sparse rewards, we develop a novel method for representing and inferring the user's long-term intent for a given trajectory. We primarily evaluate our method's ability to assist users who can only communicate through noisy, high-dimensional input channels through a user study in which 12 participants performed a simulated navigation task by using their eye gaze to modulate a 128-dimensional command signal from their webcam. The results show that our method enables successful goal navigation more often than a baseline directional interface, by learning to denoise user commands signals and provide shared autonomy assistance. We further evaluate on a simulated Sawyer pushing task with eye gaze control, and the Lunar Lander game with simulated user commands, and find that our method improves over baseline interfaces in these domains as well. Extensive ablation experiments with simulated user commands empirically motivate each component of our method.


CPU frequency scheduling of real-time applications on embedded devices with temporal encoding-based deep reinforcement learning

arXiv.org Artificial Intelligence

Small devices are frequently used in IoT and smart-city applications to perform periodic dedicated tasks with soft deadlines. This work focuses on developing methods to derive efficient power-management methods for periodic tasks on small devices. We first study the limitations of the existing Linux built-in methods used in small devices. We illustrate three typical workload/system patterns that are challenging to manage with Linux's built-in solutions. We develop a reinforcement-learning-based technique with temporal encoding to derive an effective DVFS governor even with the presence of the three system patterns. The derived governor uses only one performance counter, the same as the built-in Linux mechanism, and does not require an explicit task model for the workload. We implemented a prototype system on the Nvidia Jetson Nano Board and experimented with it with six applications, including two self-designed and four benchmark applications. Under different deadline constraints, our approach can quickly derive a DVFS governor that can adapt to performance requirements and outperform the built-in Linux approach in energy saving. On Mibench workloads, with performance slack ranging from 0.04 s to 0.4 s, the proposed method can save 3% - 11% more energy compared to Ondemand. AudioReg and FaceReg applications tested have 5%- 14% energy-saving improvement. We have open-sourced the implementation of our in-kernel quantized neural network engine. The codebase can be found at: https://github.com/coladog/tinyagent.