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 Reinforcement Learning


BERRY: Bit Error Robustness for Energy-Efficient Reinforcement Learning-Based Autonomous Systems

arXiv.org Artificial Intelligence

Autonomous systems, such as Unmanned Aerial Vehicles (UAVs), are expected to run complex reinforcement learning (RL) models to execute fully autonomous position-navigation-time tasks within stringent onboard weight and power constraints. We observe that reducing onboard operating voltage can benefit the energy efficiency of both the computation and flight mission, however, it can also result in on-chip bit failures that are detrimental to mission safety and performance. To this end, we propose BERRY, a robust learning framework to improve bit error robustness and energy efficiency for RL-enabled autonomous systems. BERRY supports robust learning, both offline and on-board the UAV, and for the first time, demonstrates the practicality of robust low-voltage operation on UAVs that leads to high energy savings in both compute-level operation and system-level quality-of-flight. We perform extensive experiments on 72 autonomous navigation scenarios and demonstrate that BERRY generalizes well across environments, UAVs, autonomy policies, operating voltages and fault patterns, and consistently improves robustness, efficiency and mission performance, achieving up to 15.62% reduction in flight energy, 18.51% increase in the number of successful missions, and 3.43x processing energy reduction.


Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA Games

arXiv.org Artificial Intelligence

Going from research to production, especially for large and complex software systems, is fundamentally a hard problem. In large-scale game production, one of the main reasons is that the development environment can be very different from the final product. In this technical paper we describe an effort to add an experimental reinforcement learning system to an existing automated game testing solution based on scripted bots in order to increase its capacity. We report on how this reinforcement learning system was integrated with the aim to increase test coverage similar to [1] in a set of AAA games including Battlefield 2042 and Dead Space (2023). The aim of this technical paper is to show a use-case of leveraging reinforcement learning in game production and cover some of the largest time sinks anyone who wants to make the same journey for their game may encounter. Furthermore, to help the game industry to adopt this technology faster, we propose a few research directions that we believe will be valuable and necessary for making machine learning, and especially reinforcement learning, an effective tool in game production.


Robust Driving Policy Learning with Guided Meta Reinforcement Learning

arXiv.org Artificial Intelligence

Although deep reinforcement learning (DRL) has shown promising results for autonomous navigation in interactive traffic scenarios, existing work typically adopts a fixed behavior policy to control social vehicles in the training environment. This may cause the learned driving policy to overfit the environment, making it difficult to interact well with vehicles with different, unseen behaviors. In this work, we introduce an efficient method to train diverse driving policies for social vehicles as a single meta-policy. By randomizing the interaction-based reward functions of social vehicles, we can generate diverse objectives and efficiently train the meta-policy through guiding policies that achieve specific objectives. We further propose a training strategy to enhance the robustness of the ego vehicle's driving policy using the environment where social vehicles are controlled by the learned meta-policy. Our method successfully learns an ego driving policy that generalizes well to unseen situations with out-of-distribution (OOD) social agents' behaviors in a challenging uncontrolled T-intersection scenario.


Benchmarking Potential Based Rewards for Learning Humanoid Locomotion

arXiv.org Artificial Intelligence

The main challenge in developing effective reinforcement learning (RL) pipelines is often the design and tuning the reward functions. Well-designed shaping reward can lead to significantly faster learning. Naively formulated rewards, however, can conflict with the desired behavior and result in overfitting or even erratic performance if not properly tuned. In theory, the broad class of potential based reward shaping (PBRS) can help guide the learning process without affecting the optimal policy. Although several studies have explored the use of potential based reward shaping to accelerate learning convergence, most have been limited to grid-worlds and low-dimensional systems, and RL in robotics has predominantly relied on standard forms of reward shaping. In this paper, we benchmark standard forms of shaping with PBRS for a humanoid robot. We find that in this high-dimensional system, PBRS has only marginal benefits in convergence speed. However, the PBRS reward terms are significantly more robust to scaling than typical reward shaping approaches, and thus easier to tune.


PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games

arXiv.org Artificial Intelligence

In recent years, Game AI research has made important breakthroughs using Reinforcement Learning (RL). Despite this, RL for modern tabletop games has gained little to no attention, even when they offer a range of unique challenges compared to video games. To bridge this gap, we introduce PyTAG, a Python API for interacting with the Tabletop Games framework (TAG). TAG contains a growing set of more than 20 modern tabletop games, with a common API for AI agents. We present techniques for training RL agents in these games and introduce baseline results after training Proximal Policy Optimisation algorithms on a subset of games. Finally, we discuss the unique challenges complex modern tabletop games provide, now open to RL research through PyTAG.


A reinforcement learning approach for VQA validation: an application to diabetic macular edema grading

arXiv.org Artificial Intelligence

Recent advances in machine learning models have greatly increased the performance of automated methods in medical image analysis. However, the internal functioning of such models is largely hidden, which hinders their integration in clinical practice. Explainability and trust are viewed as important aspects of modern methods, for the latter's widespread use in clinical communities. As such, validation of machine learning models represents an important aspect and yet, most methods are only validated in a limited way. In this work, we focus on providing a richer and more appropriate validation approach for highly powerful Visual Question Answering (VQA) algorithms. To better understand the performance of these methods, which answer arbitrary questions related to images, this work focuses on an automatic visual Turing test (VTT). That is, we propose an automatic adaptive questioning method, that aims to expose the reasoning behavior of a VQA algorithm. Specifically, we introduce a reinforcement learning (RL) agent that observes the history of previously asked questions, and uses it to select the next question to pose. We demonstrate our approach in the context of evaluating algorithms that automatically answer questions related to diabetic macular edema (DME) grading. The experiments show that such an agent has similar behavior to a clinician, whereby asking questions that are relevant to key clinical concepts.


Amortised Experimental Design and Parameter Estimation for User Models of Pointing

arXiv.org Artificial Intelligence

User models play an important role in interaction design, supporting automation of interaction design choices. In order to do so, model parameters must be estimated from user data. While very large amounts of user data are sometimes required, recent research has shown how experiments can be designed so as to gather data and infer parameters as efficiently as possible, thereby minimising the data requirement. In the current article, we investigate a variant of these methods that amortises the computational cost of designing experiments by training a policy for choosing experimental designs with simulated participants. Our solution learns which experiments provide the most useful data for parameter estimation by interacting with in-silico agents sampled from the model space thereby using synthetic data rather than vast amounts of human data. The approach is demonstrated for three progressively complex models of pointing.


Reinforcement Learning for Credit Index Option Hedging

arXiv.org Artificial Intelligence

Hedging consists in investing to reduce the risk of adverse price movements of financial instruments, and it is one of the main concerns in finance. In this paper we focus on the concept of option hedging, where an option is a contract which offers the buyer the opportunity to buy or sell the underlying asset at a predefined strike price in the future. In particular, the options considered here are credit index options i.e., the underlying is a Credit Default Swap (CDS) index. Option hedging is based on a mathematical theory started with Black & Scholes (B&S) (Black & Scholes, 1973). This theory is motivated by a strong set of assumptions which tend to be unrealistic (Yalincak, 2012).


Task Space Control of Hydraulic Construction Machines using Reinforcement Learning

arXiv.org Artificial Intelligence

Teleoperation is vital in the construction industry, allowing safe machine manipulation from a distance. However, controlling machines at a joint level requires extensive training due to their complex degrees of freedom. Task space control offers intuitive maneuvering, but precise control often requires dynamic models, posing challenges for hydraulic machines. To address this, we use a data-driven actuator model to capture machine dynamics in real-world operations. By integrating this model into simulation and reinforcement learning, an optimal control policy for task space control is obtained.


Off-Policy Average Reward Actor-Critic with Deterministic Policy Search

arXiv.org Artificial Intelligence

The average reward criterion is relatively less studied as most existing works in the Reinforcement Learning literature consider the discounted reward criterion. There are few recent works that present on-policy average reward actor-critic algorithms, but average reward off-policy actor-critic is relatively less explored. In this work, we present both on-policy and off-policy deterministic policy gradient theorems for the average reward performance criterion. Using these theorems, we also present an Average Reward Off-Policy Deep Deterministic Policy Gradient (ARO-DDPG) Algorithm. We first show asymptotic convergence analysis using the ODE-based method. Subsequently, we provide a finite time analysis of the resulting stochastic approximation scheme with linear function approximator and obtain an $\epsilon$-optimal stationary policy with a sample complexity of $\Omega(\epsilon^{-2.5})$. We compare the average reward performance of our proposed ARO-DDPG algorithm and observe better empirical performance compared to state-of-the-art on-policy average reward actor-critic algorithms over MuJoCo-based environments.