Reinforcement Learning
Integrating machine learning paradigms and mixed-integer model predictive control for irrigation scheduling
Agyeman, Bernard T., Naouri, Mohamed, Appels, Willemijn, Liu, Jinfeng, Shah, Sirish L.
The agricultural sector currently faces significant challenges in water resource conservation and crop yield optimization, primarily due to concerns over freshwater scarcity. Traditional irrigation scheduling methods often prove inadequate in meeting the needs of large-scale irrigation systems. To address this issue, this paper proposes a predictive irrigation scheduler that leverages the three paradigms of machine learning to optimize irrigation schedules. The proposed scheduler employs the k-means clustering approach to divide the field into distinct irrigation management zones based on soil hydraulic parameters and topology information. Furthermore, a long short-term memory network is employed to develop dynamic models for each management zone, enabling accurate predictions of soil moisture dynamics. Formulated as a mixed-integer model predictive control problem, the scheduler aims to maximize water uptake while minimizing overall water consumption and irrigation costs. To tackle the mixed-integer optimization challenge, the proximal policy optimization algorithm is utilized to train a reinforcement learning agent responsible for making daily irrigation decisions. To evaluate the performance of the proposed scheduler, a 26.4-hectare field in Lethbridge, Canada, was chosen as a case study for the 2015 and 2022 growing seasons. The results demonstrate the superiority of the proposed scheduler compared to a traditional irrigation scheduling method in terms of water use efficiency and crop yield improvement for both growing seasons. Notably, the proposed scheduler achieved water savings ranging from 6.4% to 22.8%, along with yield increases ranging from 2.3% to 4.3%.
Deep Policy Gradient Methods in Commodity Markets
The energy transition has increased the reliance on intermittent energy sources, destabilizing energy markets and causing unprecedented volatility, culminating in the global energy crisis of 2021. In addition to harming producers and consumers, volatile energy markets may jeopardize vital decarbonization efforts. Traders play an important role in stabilizing markets by providing liquidity and reducing volatility. Several mathematical and statistical models have been proposed for forecasting future returns. However, developing such models is non-trivial due to financial markets' low signal-to-noise ratios and nonstationary dynamics. This thesis investigates the effectiveness of deep reinforcement learning methods in commodities trading. It formalizes the commodities trading problem as a continuing discrete-time stochastic dynamical system. This system employs a novel time-discretization scheme that is reactive and adaptive to market volatility, providing better statistical properties for the sub-sampled financial time series. Two policy gradient algorithms, an actor-based and an actor-critic-based, are proposed for optimizing a transaction-cost- and risk-sensitive trading agent. The agent maps historical price observations to market positions through parametric function approximators utilizing deep neural network architectures, specifically CNNs and LSTMs. On average, the deep reinforcement learning models produce an 83 percent higher Sharpe ratio than the buy-and-hold baseline when backtested on front-month natural gas futures from 2017 to 2022. The backtests demonstrate that the risk tolerance of the deep reinforcement learning agents can be adjusted using a risk-sensitivity term. The actor-based policy gradient algorithm performs significantly better than the actor-critic-based algorithm, and the CNN-based models perform slightly better than those based on the LSTM.
Mediated Multi-Agent Reinforcement Learning
Ivanov, Dmitry, Zisman, Ilya, Chernyshev, Kirill
The majority of Multi-Agent Reinforcement Learning (MARL) literature equates the cooperation of self-interested agents in mixed environments to the problem of social welfare maximization, allowing agents to arbitrarily share rewards and private information. This results in agents that forgo their individual goals in favour of social good, which can potentially be exploited by selfish defectors. We argue that cooperation also requires agents' identities and boundaries to be respected by making sure that the emergent behaviour is an equilibrium, i.e., a convention that no agent can deviate from and receive higher individual payoffs. Inspired by advances in mechanism design, we propose to solve the problem of cooperation, defined as finding socially beneficial equilibrium, by using mediators. A mediator is a benevolent entity that may act on behalf of agents, but only for the agents that agree to it. We show how a mediator can be trained alongside agents with policy gradient to maximize social welfare subject to constraints that encourage agents to cooperate through the mediator. Our experiments in matrix and iterative games highlight the potential power of applying mediators in MARL.
Feeding control and water quality monitoring in aquaculture systems: Opportunities and challenges
Aljehani, Fahad, N'Doye, Ibrahima, Laleg-Kirati, Taous-Meriem
Aquaculture systems can benefit from the recent development of advanced control strategies to reduce operating costs and fish loss and increase growth production efficiency, resulting in fish welfare and health. Monitoring the water quality and controlling feeding are fundamental elements of balancing fish productivity and shaping the fish growth process. Currently, most fish-feeding processes are conducted manually in different phases and rely on time-consuming and challenging artificial discrimination. The feeding control approach influences fish growth and breeding through the feed conversion rate; hence, controlling these feeding parameters is crucial for enhancing fish welfare and minimizing general fishery costs. The high concentration of environmental factors, such as a high ammonia concentration and pH, affect the water quality and fish survival. Therefore, there is a critical need to develop control strategies to determine optimal, efficient, and reliable feeding processes and monitor water quality. This paper reviews the main control design techniques for fish growth in aquaculture systems, namely algorithms that optimize the feeding and water quality of a dynamic fish growth process. Specifically, we review model-based control approaches and model-free reinforcement learning strategies to optimize the growth and survival of the fish or track a desired reference live-weight growth trajectory. The model-free framework uses an approximate fish growth dynamic model and does not satisfy constraints. We discuss how model-based approaches can support a reinforcement learning framework to efficiently handle constraint satisfaction and find better trajectories and policies from value-based reinforcement learning.
Langevin Thompson Sampling with Logarithmic Communication: Bandits and Reinforcement Learning
Karbasi, Amin, Kuang, Nikki Lijing, Ma, Yi-An, Mitra, Siddharth
Thompson sampling (TS) is widely used in sequential decision making due to its ease of use and appealing empirical performance. However, many existing analytical and empirical results for TS rely on restrictive assumptions on reward distributions, such as belonging to conjugate families, which limits their applicability in realistic scenarios. Moreover, sequential decision making problems are often carried out in a batched manner, either due to the inherent nature of the problem or to serve the purpose of reducing communication and computation costs. In this work, we jointly study these problems in two popular settings, namely, stochastic multi-armed bandits (MABs) and infinite-horizon reinforcement learning (RL), where TS is used to learn the unknown reward distributions and transition dynamics, respectively. We propose batched $\textit{Langevin Thompson Sampling}$ algorithms that leverage MCMC methods to sample from approximate posteriors with only logarithmic communication costs in terms of batches. Our algorithms are computationally efficient and maintain the same order-optimal regret guarantees of $\mathcal{O}(\log T)$ for stochastic MABs, and $\mathcal{O}(\sqrt{T})$ for RL. We complement our theoretical findings with experimental results.
Density-Aware Reinforcement Learning to Optimise Energy Efficiency in UAV-Assisted Networks
Omoniwa, Babatunji, Galkin, Boris, Dusparic, Ivana
Unmanned aerial vehicles (UAVs) serving as aerial base stations can be deployed to provide wireless connectivity to mobile users, such as vehicles. However, the density of vehicles on roads often varies spatially and temporally primarily due to mobility and traffic situations in a geographical area, making it difficult to provide ubiquitous service. Moreover, as energy-constrained UAVs hover in the sky while serving mobile users, they may be faced with interference from nearby UAV cells or other access points sharing the same frequency band, thereby impacting the system's energy efficiency (EE). Recent multi-agent reinforcement learning (MARL) approaches applied to optimise the users' coverage worked well in reasonably even densities but might not perform as well in uneven users' distribution, i.e., in urban road networks with uneven concentration of vehicles. In this work, we propose a density-aware communication-enabled multi-agent decentralised double deep Q-network (DACEMAD-DDQN) approach that maximises the total system's EE by jointly optimising the trajectory of each UAV, the number of connected users, and the UAVs' energy consumption while keeping track of dense and uneven users' distribution. Our result outperforms state-of-the-art MARL approaches in terms of EE by as much as 65% - 85%.
OCAtari: Object-Centric Atari 2600 Reinforcement Learning Environments
Delfosse, Quentin, Blรผml, Jannis, Gregori, Bjarne, Sztwiertnia, Sebastian, Kersting, Kristian
Cognitive science and psychology suggest that object-centric representations of complex scenes are a promising step towards enabling efficient abstract reasoning from low-level perceptual features. Yet, most deep reinforcement learning approaches rely on only pixel-based representations that do not capture the compositional properties of natural scenes. For this, we need environments and datasets that allow us to work and evaluate object-centric approaches. We present OCAtari, a set of environment that provides object-centric state representations of Atari games, the most-used evaluation framework for deep RL approaches. OCAtari also allows for RAM state manipulations of the games to change and create specific or even novel situations. The code base for this work is available at github.com/k4ntz/OC_Atari.
VIBR: Learning View-Invariant Value Functions for Robust Visual Control
Dupuis, Tom, Rabarisoa, Jaonary, Pham, Quoc-Cuong, Filliat, David
End-to-end reinforcement learning on images showed significant progress in the recent years. Data-based approach leverage data augmentation and domain randomization while representation learning methods use auxiliary losses to learn task-relevant features. Yet, reinforcement still struggles in visually diverse environments full of distractions and spurious noise. In this work, we tackle the problem of robust visual control at its core and present VIBR (View-Invariant Bellman Residuals), a method that combines multi-view training and invariant prediction to reduce out-of-distribution (OOD) generalization gap for RL based visuomotor control. Our model-free approach improve baselines performances without the need of additional representation learning objectives and with limited additional computational cost. We show that VIBR outperforms existing methods on complex visuo-motor control environment with high visual perturbation. Our approach achieves state-of the-art results on the Distracting Control Suite benchmark, a challenging benchmark still not solved by current methods, where we evaluate the robustness to a number of visual perturbators, as well as OOD generalization and extrapolation capabilities.
Simple Embodied Language Learning as a Byproduct of Meta-Reinforcement Learning
Liu, Evan Zheran, Suri, Sahaana, Mu, Tong, Zhou, Allan, Finn, Chelsea
Whereas machine learning models typically learn language by directly training on language tasks (e.g., next-word prediction), language emerges in human children as a byproduct of solving non-language tasks (e.g., acquiring food). Motivated by this observation, we ask: can embodied reinforcement learning (RL) agents also indirectly learn language from non-language tasks? Learning to associate language with its meaning requires a dynamic environment with varied language. Therefore, we investigate this question in a multi-task environment with language that varies across the different tasks. Specifically, we design an office navigation environment, where the agent's goal is to find a particular office, and office locations differ in different buildings (i.e., tasks). Each building includes a floor plan with a simple language description of the goal office's location, which can be visually read as an RGB image when visited. We find RL agents indeed are able to indirectly learn language. Agents trained with current meta-RL algorithms successfully generalize to reading floor plans with held-out layouts and language phrases, and quickly navigate to the correct office, despite receiving no direct language supervision.
Provably Efficient Offline Reinforcement Learning with Perturbed Data Sources
Shi, Chengshuai, Xiong, Wei, Shen, Cong, Yang, Jing
Existing theoretical studies on offline reinforcement learning (RL) mostly consider a dataset sampled directly from the target task. In practice, however, data often come from several heterogeneous but related sources. Motivated by this gap, this work aims at rigorously understanding offline RL with multiple datasets that are collected from randomly perturbed versions of the target task instead of from itself. An information-theoretic lower bound is derived, which reveals a necessary requirement on the number of involved sources in addition to that on the number of data samples. Then, a novel HetPEVI algorithm is proposed, which simultaneously considers the sample uncertainties from a finite number of data samples per data source and the source uncertainties due to a finite number of available data sources. Theoretical analyses demonstrate that HetPEVI can solve the target task as long as the data sources collectively provide a good data coverage. Moreover, HetPEVI is demonstrated to be optimal up to a polynomial factor of the horizon length. Finally, the study is extended to offline Markov games and offline robust RL, which demonstrates the generality of the proposed designs and theoretical analyses.