Reinforcement Learning
Policy-Based Reinforcement Learning for Assortative Matching in Human Behavior Modeling
This paper explores human behavior in virtual networked communities, specifically individuals or groups' potential and expressive capacity to respond to internal and external stimuli, with assortative matching as a typical example. A modeling approach based on Multi-Agent Reinforcement Learning (MARL) is proposed, adding a multi-head attention function to the A3C algorithm to enhance learning effectiveness. This approach simulates human behavior in certain scenarios through various environmental parameter settings and agent action strategies. In our experiment, reinforcement learning is employed to serve specific agents that learn from environment status and competitor behaviors, optimizing strategies to achieve better results. The simulation includes individual and group levels, displaying possible paths to forming competitive advantages. This modeling approach provides a means for further analysis of the evolutionary dynamics of human behavior, communities, and organizations in various socioeconomic issues.
Machine Learning for Autonomous Vehicle's Trajectory Prediction: A comprehensive survey, Challenges, and Future Research Directions
Bharilya, Vibha, Kumar, Neetesh
Autonomous Vehicles (AVs) have emerged as a promising solution by replacing human drivers with advanced computer-aided decision-making systems. However, for AVs to effectively navigate the road, they must possess the capability to predict the future behavior of nearby traffic participants, similar to the predictive driving abilities of human drivers. Building upon existing literature is crucial to advance the field and develop a comprehensive understanding of trajectory prediction methods in the context of automated driving. To address this need, we have undertaken a comprehensive review that focuses on trajectory prediction methods for AVs, with a particular emphasis on machine learning techniques including deep learning and reinforcement learning-based approaches. We have extensively examined over two hundred studies related to trajectory prediction in the context of AVs. The paper begins with an introduction to the general problem of predicting vehicle trajectories and provides an overview of the key concepts and terminology used throughout. After providing a brief overview of conventional methods, this review conducts a comprehensive evaluation of several deep learning-based techniques. Each method is summarized briefly, accompanied by a detailed analysis of its strengths and weaknesses. The discussion further extends to reinforcement learning-based methods. This article also examines the various datasets and evaluation metrics that are commonly used in trajectory prediction tasks. Encouraging an unbiased and objective discussion, we compare two major learning processes, considering specific functional features. By identifying challenges in the existing literature and outlining potential research directions, this review significantly contributes to the advancement of knowledge in the domain of AV trajectory prediction.
On the Effective Horizon of Inverse Reinforcement Learning
Xu, Yiqing, Doshi-Velez, Finale, Hsu, David
Inverse reinforcement learning (IRL) algorithms often rely on (forward) reinforcement learning or planning over a given time horizon to compute an approximately optimal policy for a hypothesized reward function and then match this policy with expert demonstrations. The time horizon plays a critical role in determining both the accuracy of reward estimate and the computational efficiency of IRL algorithms. Interestingly, an effective time horizon shorter than the ground-truth value often produces better results faster. This work formally analyzes this phenomenon and provides an explanation: the time horizon controls the complexity of an induced policy class and mitigates overfitting with limited data. This analysis leads to a principled choice of the effective horizon for IRL. It also prompts us to reexamine the classic IRL formulation: it is more natural to learn jointly the reward and the effective horizon together rather than the reward alone with a given horizon. Our experimental results confirm the theoretical analysis.
Bi-Touch: Bimanual Tactile Manipulation with Sim-to-Real Deep Reinforcement Learning
Lin, Yijiong, Church, Alex, Yang, Max, Li, Haoran, Lloyd, John, Zhang, Dandan, Lepora, Nathan F.
Bimanual manipulation with tactile feedback will be key to human-level robot dexterity. However, this topic is less explored than single-arm settings, partly due to the availability of suitable hardware along with the complexity of designing effective controllers for tasks with relatively large state-action spaces. Here we introduce a dual-arm tactile robotic system (Bi-Touch) based on the Tactile Gym 2.0 setup that integrates two affordable industrial-level robot arms with low-cost high-resolution tactile sensors (TacTips). We present a suite of bimanual manipulation tasks tailored towards tactile feedback: bi-pushing, bi-reorienting and bi-gathering. To learn effective policies, we introduce appropriate reward functions for these tasks and propose a novel goal-update mechanism with deep reinforcement learning. We also apply these policies to real-world settings with a tactile sim-to-real approach. Our analysis highlights and addresses some challenges met during the sim-to-real application, e.g. the learned policy tended to squeeze an object in the bi-reorienting task due to the sim-to-real gap. Finally, we demonstrate the generalizability and robustness of this system by experimenting with different unseen objects with applied perturbations in the real world. Code and videos are available at https://sites.google.com/view/bi-touch/.
Sequential Experimental Design for X-Ray CT Using Deep Reinforcement Learning
Wang, Tianyuan, Lucka, Felix, van Leeuwen, Tristan
In X-ray Computed Tomography (CT), projections from many angles are acquired and used for 3D reconstruction. To make CT suitable for in-line quality control, reducing the number of angles while maintaining reconstruction quality is necessary. Sparse-angle tomography is a popular approach for obtaining 3D reconstructions from limited data. To optimize its performance, one can adapt scan angles sequentially to select the most informative angles for each scanned object. Mathematically, this corresponds to solving and optimal experimental design (OED) problem. OED problems are high-dimensional, non-convex, bi-level optimization problems that cannot be solved online, i.e., during the scan. To address these challenges, we pose the OED problem as a partially observable Markov decision process in a Bayesian framework, and solve it through deep reinforcement learning. The approach learns efficient non-greedy policies to solve a given class of OED problems through extensive offline training rather than solving a given OED problem directly via numerical optimization. As such, the trained policy can successfully find the most informative scan angles online. We use a policy training method based on the Actor-Critic approach and evaluate its performance on 2D tomography with synthetic data.
DSSE: a drone swarm search environment
Castanares, Manuel, Carrete, Luis F. S., Damiani, Enrico F., de Abreu, Leonardo D. M., Brancalion, Josรฉ Fernando B., Barth, Fabrรญcio J.
The Drone Swarm Search project is an environment, based on PettingZoo, that is to be used in conjunction with multi-agent (or single-agent) reinforcement learning algorithms. It is an environment in which the agents (drones), have to find the targets (shipwrecked people). The agents do not know the position of the target and do not receive rewards related to their own distance to the target(s). However, the agents receive the probabilities of the target(s) being in a certain cell of the map. The aim of this project is to aid in the study of reinforcement learning algorithms that require dynamic probabilities as inputs.
Learning Decentralized Partially Observable Mean Field Control for Artificial Collective Behavior
Cui, Kai, Hauck, Sascha, Fabian, Christian, Koeppl, Heinz
Recent reinforcement learning (RL) methods have achieved success in various domains. However, multi-agent RL (MARL) remains a challenge in terms of decentralization, partial observability and scalability to many agents. Meanwhile, collective behavior requires resolution of the aforementioned challenges, and remains of importance to many state-of-the-art applications such as active matter physics, self-organizing systems, opinion dynamics, and biological or robotic swarms. Here, MARL via mean field control (MFC) offers a potential solution to scalability, but fails to consider decentralized and partially observable systems. In this paper, we enable decentralized behavior of agents under partial information by proposing novel models for decentralized partially observable MFC (Dec-POMFC), a broad class of problems with permutation-invariant agents allowing for reduction to tractable single-agent Markov decision processes (MDP) with single-agent RL solution. We provide rigorous theoretical results, including a dynamic programming principle, together with optimality guarantees for Dec-POMFC solutions applied to finite swarms of interest. Algorithmically, we propose Dec-POMFC-based policy gradient methods for MARL via centralized training and decentralized execution, together with policy gradient approximation guarantees. In addition, we improve upon state-of-the-art histogram-based MFC by kernel methods, which is of separate interest also for fully observable MFC. We evaluate numerically on representative collective behavior tasks such as adapted Kuramoto and Vicsek swarming models, being on par with state-of-the-art MARL. Overall, our framework takes a step towards RL-based engineering of artificial collective behavior via MFC.
Maneuver Decision-Making Through Automatic Curriculum Reinforcement Learning Without Handcrafted Reward functions
Maneuver decision-making is the core of unmanned combat aerial vehicle for autonomous air combat. To solve this problem, we propose an automatic curriculum reinforcement learning method, which enables agents to learn effective decisions in air combat from scratch. The range of initial states are used for distinguishing curricula of different difficulty levels, thereby maneuver decision is divided into a series of sub-tasks from easy to difficult, and test results are used to change sub-tasks. As sub-tasks change, agents gradually learn to complete a series of sub-tasks from easy to difficult, enabling them to make effective maneuvering decisions to cope with various states without the need to spend effort designing reward functions. The ablation studied show that the automatic curriculum learning proposed in this article is an essential component for training through reinforcement learning, namely, agents cannot complete effective decisions without curriculum learning. Simulation experiments show that, after training, agents are able to make effective decisions given different states, including tracking, attacking and escaping, which are both rational and interpretable.
Probabilistic Counterexample Guidance for Safer Reinforcement Learning (Extended Version)
Ji, Xiaotong, Filieri, Antonio
Safe exploration aims at addressing the limitations of Reinforcement Learning (RL) in safety-critical scenarios, where failures during trial-and-error learning may incur high costs. Several methods exist to incorporate external knowledge or to use proximal sensor data to limit the exploration of unsafe states. However, reducing exploration risks in unknown environments, where an agent must discover safety threats during exploration, remains challenging. In this paper, we target the problem of safe exploration by guiding the training with counterexamples of the safety requirement. Our method abstracts both continuous and discrete state-space systems into compact abstract models representing the safety-relevant knowledge acquired by the agent during exploration. We then exploit probabilistic counterexample generation to construct minimal simulation submodels eliciting safety requirement violations, where the agent can efficiently train offline to refine its policy towards minimising the risk of safety violations during the subsequent online exploration. We demonstrate our method's effectiveness in reducing safety violations during online exploration in preliminary experiments by an average of 40.3% compared with QL and DQN standard algorithms and 29.1% compared with previous related work, while achieving comparable cumulative rewards with respect to unrestricted exploration and alternative approaches.
Hiding in Plain Sight: Differential Privacy Noise Exploitation for Evasion-resilient Localized Poisoning Attacks in Multiagent Reinforcement Learning
Lately, differential privacy (DP) has been introduced in cooperative multiagent reinforcement learning (CMARL) to safeguard the agents' privacy against adversarial inference during knowledge sharing. Nevertheless, we argue that the noise introduced by DP mechanisms may inadvertently give rise to a novel poisoning threat, specifically in the context of private knowledge sharing during CMARL, which remains unexplored in the literature. To address this shortcoming, we present an adaptive, privacy-exploiting, and evasion-resilient localized poisoning attack (PeLPA) that capitalizes on the inherent DP-noise to circumvent anomaly detection systems and hinder the optimal convergence of the CMARL model. We rigorously evaluate our proposed PeLPA attack in diverse environments, encompassing both non-adversarial and multiple-adversarial contexts. Our findings reveal that, in a medium-scale environment, the PeLPA attack with attacker ratios of 20% and 40% can lead to an increase in average steps to goal by 50.69% and 64.41%, respectively. Furthermore, under similar conditions, PeLPA can result in a 1.4x and 1.6x computational time increase in optimal reward attainment and a 1.18x and 1.38x slower convergence for attacker ratios of 20% and 40%, respectively.