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 Reinforcement Learning


Network Slicing via Transfer Learning aided Distributed Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has been increasingly employed to handle the dynamic and complex resource management in network slicing. The deployment of DRL policies in real networks, however, is complicated by heterogeneous cell conditions. In this paper, we propose a novel transfer learning (TL) aided multi-agent deep reinforcement learning (MADRL) approach with inter-agent similarity analysis for inter-cell inter-slice resource partitioning. First, we design a coordinated MADRL method with information sharing to intelligently partition resource to slices and manage inter-cell interference. Second, we propose an integrated TL method to transfer the learned DRL policies among different local agents for accelerating the policy deployment. The method is composed of a new domain and task similarity measurement approach and a new knowledge transfer approach, which resolves the problem of from whom to transfer and how to transfer. We evaluated the proposed solution with extensive simulations in a system-level simulator and show that our approach outperforms the state-of-the-art solutions in terms of performance, convergence speed and sample efficiency. Moreover, by applying TL, we achieve an additional gain over 27% higher than the coordinate MADRL approach without TL.


Learning rewards for robotic ultrasound scanning using probabilistic temporal ranking

arXiv.org Artificial Intelligence

Informative path-planning is a well established approach to visual-servoing and active viewpoint selection in robotics, but typically assumes that a suitable cost function or goal state is known. This work considers the inverse problem, where the goal of the task is unknown, and a reward function needs to be inferred from exploratory example demonstrations provided by a demonstrator, for use in a downstream informative path-planning policy. Unfortunately, many existing reward inference strategies are unsuited to this class of problems, due to the exploratory nature of the demonstrations. In this paper, we propose an alternative approach to cope with the class of problems where these sub-optimal, exploratory demonstrations occur. We hypothesise that, in tasks which require discovery, successive states of any demonstration are progressively more likely to be associated with a higher reward, and use this hypothesis to generate time-based binary comparison outcomes and infer reward functions that support these ranks, under a probabilistic generative model. We formalise this \emph{probabilistic temporal ranking} approach and show that it improves upon existing approaches to perform reward inference for autonomous ultrasound scanning, a novel application of learning from demonstration in medical imaging while also being of value across a broad range of goal-oriented learning from demonstration tasks. \keywords{Visual servoing \and reward inference \and probabilistic temporal ranking


Transferable Curricula through Difficulty Conditioned Generators

arXiv.org Artificial Intelligence

Advancements in reinforcement learning (RL) have demonstrated superhuman performance in complex tasks such as Starcraft, Go, Chess etc. However, knowledge transfer from Artificial "Experts" to humans remain a significant challenge. A promising avenue for such transfer would be the use of curricula. Recent methods in curricula generation focuses on training RL agents efficiently, yet such methods rely on surrogate measures to track student progress, and are not suited for training robots in the real world (or more ambitiously humans). In this paper, we introduce a method named Parameterized Environment Response Model (PERM) that shows promising results in training RL agents in parameterized environments. Inspired by Item Response Theory, PERM seeks to model difficulty of environments and ability of RL agents directly. Given that RL agents and humans are trained more efficiently under the "zone of proximal development", our method generates a curriculum by matching the difficulty of an environment to the current ability of the student. In addition, PERM can be trained offline and does not employ non-stationary measures of student ability, making it suitable for transfer between students. We demonstrate PERM's ability to represent the environment parameter space, and training with RL agents with PERM produces a strong performance in deterministic environments. Lastly, we show that our method is transferable between students, without any sacrifice in training quality.


MFCCGAN: A Novel MFCC-Based Speech Synthesizer Using Adversarial Learning

arXiv.org Artificial Intelligence

In this paper, we introduce MFCCGAN as a novel speech synthesizer based on adversarial learning that adopts MFCCs as input and generates raw speech waveforms. Benefiting the GAN model capabilities, it produces speech with higher intelligibility than a rule-based MFCC-based speech synthesizer WORLD. We evaluated the model based on a popular intrusive objective speech intelligibility measure (STOI) and quality (NISQA score). Experimental results show that our proposed system outperforms Librosa MFCC- inversion (by an increase of about 26% up to 53% in STOI and 16% up to 78% in NISQA score) and a rise of about 10% in intelligibility and about 4% in naturalness in comparison with conventional rule-based vocoder WORLD that used in the CycleGAN-VC family. However, WORLD needs additional data like F0. Finally, using perceptual loss in discriminators based on STOI could improve the quality more. WebMUSHRA-based subjective tests also show the quality of the proposed approach.


Harnessing Mixed Offline Reinforcement Learning Datasets via Trajectory Weighting

arXiv.org Artificial Intelligence

Most offline reinforcement learning (RL) algorithms return a target policy maximizing a trade-off between (1) the expected performance gain over the behavior policy that collected the dataset, and (2) the risk stemming from the out-of-distribution-ness of the induced state-action occupancy. It follows that the performance of the target policy is strongly related to the performance of the behavior policy and, thus, the trajectory return distribution of the dataset. We show that in mixed datasets consisting of mostly low-return trajectories and minor high-return trajectories, state-of-the-art offline RL algorithms are overly restrained by low-return trajectories and fail to exploit high-performing trajectories to the fullest. To overcome this issue, we show that, in deterministic MDPs with stochastic initial states, the dataset sampling can be re-weighted to induce an artificial dataset whose behavior policy has a higher return. This re-weighted sampling strategy may be combined with any offline RL algorithm. We further analyze that the opportunity for performance improvement over the behavior policy correlates with the positive-sided variance of the returns of the trajectories in the dataset. We empirically show that while CQL, IQL, and TD3+BC achieve only a part of this potential policy improvement, these same algorithms combined with our reweighted sampling strategy fully exploit the dataset. Furthermore, we empirically demonstrate that, despite its theoretical limitation, the approach may still be efficient in stochastic environments. The code is available at https://github.com/Improbable-AI/harness-offline-rl.


Achieving Sample and Computational Efficient Reinforcement Learning by Action Space Reduction via Grouping

arXiv.org Artificial Intelligence

Reinforcement learning often needs to deal with the exponential growth of states and actions when exploring optimal control in high-dimensional spaces (often known as the curse of dimensionality). In this work, we address this issue by learning the inherent structure of action-wise similar MDP to appropriately balance the performance degradation versus sample/computational complexity. In particular, we partition the action spaces into multiple groups based on the similarity in transition distribution and reward function, and build a linear decomposition model to capture the difference between the intra-group transition kernel and the intra-group rewards. Both our theoretical analysis and experiments reveal a \emph{surprising and counter-intuitive result}: while a more refined grouping strategy can reduce the approximation error caused by treating actions in the same group as identical, it also leads to increased estimation error when the size of samples or the computation resources is limited. This finding highlights the grouping strategy as a new degree of freedom that can be optimized to minimize the overall performance loss. To address this issue, we formulate a general optimization problem for determining the optimal grouping strategy, which strikes a balance between performance loss and sample/computational complexity. We further propose a computationally efficient method for selecting a nearly-optimal grouping strategy, which maintains its computational complexity independent of the size of the action space.


Sum-Rate Maximization of RSMA-based Aerial Communications with Energy Harvesting: A Reinforcement Learning Approach

arXiv.org Artificial Intelligence

In this letter, we investigate a joint power and beamforming design problem for rate-splitting multiple access (RSMA)-based aerial communications with energy harvesting, where a self-sustainable aerial base station serves multiple users by utilizing the harvested energy. Considering maximizing the sum-rate from the long-term perspective, we utilize a deep reinforcement learning (DRL) approach, namely the soft actor-critic algorithm, to restrict the maximum transmission power at each time based on the stochastic property of the channel environment, harvested energy, and battery power information. Moreover, for designing precoders and power allocation among all the private/common streams of the RSMA, we employ sequential least squares programming (SLSQP) using the Han-Powell quasi-Newton method to maximize the sum-rate for the given transmission power via DRL. Numerical results show the superiority of the proposed scheme over several baseline methods in terms of the average sum-rate performance.


Learning from Visual Observation via Offline Pretrained State-to-Go Transformer

arXiv.org Artificial Intelligence

Learning from visual observation (LfVO), aiming at recovering policies from only visual observation data, is promising yet a challenging problem. Existing LfVO approaches either only adopt inefficient online learning schemes or require additional task-specific information like goal states, making them not suited for open-ended tasks. To address these issues, we propose a two-stage framework for learning from visual observation. In the first stage, we introduce and pretrain State-to-Go (STG) Transformer offline to predict and differentiate latent transitions of demonstrations. Subsequently, in the second stage, the STG Transformer provides intrinsic rewards for downstream reinforcement learning tasks where an agent learns merely from intrinsic rewards. Empirical results on Atari and Minecraft show that our proposed method outperforms baselines and in some tasks even achieves performance comparable to the policy learned from environmental rewards. These results shed light on the potential of utilizing video-only data to solve difficult visual reinforcement learning tasks rather than relying on complete offline datasets containing states, actions, and rewards. The project's website and code can be found at https://sites.google.com/view/stgtransformer.


Beyond OOD State Actions: Supported Cross-Domain Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) aims to learn a policy using only pre-collected and fixed data. Although avoiding the time-consuming online interactions in RL, it poses challenges for out-of-distribution (OOD) state actions and often suffers from data inefficiency for training. Despite many efforts being devoted to addressing OOD state actions, the latter (data inefficiency) receives little attention in offline RL. To address this, this paper proposes the cross-domain offline RL, which assumes offline data incorporate additional source-domain data from varying transition dynamics (environments), and expects it to contribute to the offline data efficiency. To do so, we identify a new challenge of OOD transition dynamics, beyond the common OOD state actions issue, when utilizing cross-domain offline data. Then, we propose our method BOSA, which employs two support-constrained objectives to address the above OOD issues. Through extensive experiments in the crossdomain offline RL setting, we demonstrate BOSA can greatly improve offline data efficiency: using only 10% of the target data, BOSA could achieve 74.4% of the SOTA offline RL performance that uses 100% of the target data. Additionally, we also show BOSA can be effortlessly plugged into model-based offline RL and noising data augmentation techniques (used for generating source-domain data), which naturally avoids the potential dynamics mismatch between target-domain data and newly generated source-domain data.


Robust Recovery Motion Control for Quadrupedal Robots via Learned Terrain Imagination

arXiv.org Artificial Intelligence

Quadrupedal robots have emerged as a cutting-edge platform for assisting humans, finding applications in tasks related to inspection and exploration in remote areas. Nevertheless, their floating base structure renders them susceptible to fall in cluttered environments, where manual recovery by a human operator may not always be feasible. Several recent studies have presented recovery controllers employing deep reinforcement learning algorithms. However, these controllers are not specifically designed to operate effectively in cluttered environments, such as stairs and slopes, which restricts their applicability. In this study, we propose a robust all-terrain recovery policy to facilitate rapid and secure recovery in cluttered environments. We substantiate the superiority of our proposed approach through simulations and real-world tests encompassing various terrain types.