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 Reinforcement Learning


Trend-Based SAC Beam Control Method with Zero-Shot in Superconducting Linear Accelerator

arXiv.org Artificial Intelligence

The superconducting linear accelerator is a highly flexiable facility for modern scientific discoveries, necessitating weekly reconfiguration and tuning. Accordingly, minimizing setup time proves essential in affording users with ample experimental time. We propose a trend-based soft actor-critic(TBSAC) beam control method with strong robustness, allowing the agents to be trained in a simulated environment and applied to the real accelerator directly with zero-shot. To validate the effectiveness of our method, two different typical beam control tasks were performed on China Accelerator Facility for Superheavy Elements (CAFe II) and a light particle injector(LPI) respectively. The orbit correction tasks were performed in three cryomodules in CAFe II seperately, the time required for tuning has been reduced to one-tenth of that needed by human experts, and the RMS values of the corrected orbit were all less than 1mm. The other transmission efficiency optimization task was conducted in the LPI, our agent successfully optimized the transmission efficiency of radio-frequency quadrupole(RFQ) to over $85\%$ within 2 minutes. The outcomes of these two experiments offer substantiation that our proposed TBSAC approach can efficiently and effectively accomplish beam commissioning tasks while upholding the same standard as skilled human experts. As such, our method exhibits potential for future applications in other accelerator commissioning fields.


DIFFER: Decomposing Individual Reward for Fair Experience Replay in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Cooperative multi-agent reinforcement learning (MARL) is a challenging task, as agents must learn complex and diverse individual strategies from a shared team reward. However, existing methods struggle to distinguish and exploit important individual experiences, as they lack an effective way to decompose the team reward into individual rewards. To address this challenge, we propose DIFFER, a powerful theoretical framework for decomposing individual rewards to enable fair experience replay in MARL. By enforcing the invariance of network gradients, we establish a partial differential equation whose solution yields the underlying individual reward function. The individual TD-error can then be computed from the solved closed-form individual rewards, indicating the importance of each piece of experience in the learning task and guiding the training process. Our method elegantly achieves an equivalence to the original learning framework when individual experiences are homogeneous, while also adapting to achieve more muscular efficiency and fairness when diversity is observed.Our extensive experiments on popular benchmarks validate the effectiveness of our theory and method, demonstrating significant improvements in learning efficiency and fairness.


Digital Twin-Based 3D Map Management for Edge-Assisted Mobile Augmented Reality

arXiv.org Artificial Intelligence

In this paper, we design a 3D map management scheme for edge-assisted mobile augmented reality (MAR) to support the pose estimation of individual MAR device, which uploads camera frames to an edge server. Our objective is to minimize the pose estimation uncertainty of the MAR device by periodically selecting a proper set of camera frames for uploading to update the 3D map. To address the challenges of the dynamic uplink data rate and the time-varying pose of the MAR device, we propose a digital twin (DT)-based approach to 3D map management. First, a DT is created for the MAR device, which emulates 3D map management based on predicting subsequent camera frames. Second, a model-based reinforcement learning (MBRL) algorithm is developed, utilizing the data collected from both the actual and the emulated data to manage the 3D map. With extensive emulated data provided by the DT, the MBRL algorithm can quickly provide an adaptive map management policy in a highly dynamic environment. Simulation results demonstrate that the proposed DT-based 3D map management outperforms benchmark schemes by achieving lower pose estimation uncertainty and higher data efficiency in dynamic environments.


The Curious Price of Distributional Robustness in Reinforcement Learning with a Generative Model

arXiv.org Artificial Intelligence

This paper investigates model robustness in reinforcement learning (RL) to reduce the sim-to-real gap in practice. We adopt the framework of distributionally robust Markov decision processes (RMDPs), aimed at learning a policy that optimizes the worst-case performance when the deployed environment falls within a prescribed uncertainty set around the nominal MDP. Despite recent efforts, the sample complexity of RMDPs remained mostly unsettled regardless of the uncertainty set in use. It was unclear if distributional robustness bears any statistical consequences when benchmarked against standard RL. Assuming access to a generative model that draws samples based on the nominal MDP, we characterize the sample complexity of RMDPs when the uncertainty set is specified via either the total variation (TV) distance or $\chi^2$ divergence. The algorithm studied here is a model-based method called {\em distributionally robust value iteration}, which is shown to be near-optimal for the full range of uncertainty levels. Somewhat surprisingly, our results uncover that RMDPs are not necessarily easier or harder to learn than standard MDPs. The statistical consequence incurred by the robustness requirement depends heavily on the size and shape of the uncertainty set: in the case w.r.t.~the TV distance, the minimax sample complexity of RMDPs is always smaller than that of standard MDPs; in the case w.r.t.~the $\chi^2$ divergence, the sample complexity of RMDPs can often far exceed the standard MDP counterpart.


A Small Gain Analysis of Single Timescale Actor Critic

arXiv.org Artificial Intelligence

We consider a version of actor-critic which uses proportional step-sizes and only one critic update with a single sample from the stationary distribution per actor step. We provide an analysis of this method using the small-gain theorem. Specifically, we prove that this method can be used to find a stationary point, and that the resulting sample complexity improves the state of the art for actor-critic methods to $O \left(\mu^{-2} \epsilon^{-2} \right)$ to find an $\epsilon$-approximate stationary point where $\mu$ is the condition number associated with the critic.


Option-Aware Adversarial Inverse Reinforcement Learning for Robotic Control

arXiv.org Artificial Intelligence

Hierarchical Imitation Learning (HIL) has been proposed to recover highly-complex behaviors in long-horizon tasks from expert demonstrations by modeling the task hierarchy with the option framework. Existing methods either overlook the causal relationship between the subtask and its corresponding policy or cannot learn the policy in an end-to-end fashion, which leads to suboptimality. In this work, we develop a novel HIL algorithm based on Adversarial Inverse Reinforcement Learning and adapt it with the Expectation-Maximization algorithm in order to directly recover a hierarchical policy from the unannotated demonstrations. Further, we introduce a directed information term to the objective function to enhance the causality and propose a Variational Autoencoder framework for learning with our objectives in an end-to-end fashion. Theoretical justifications and evaluations on challenging robotic control tasks are provided to show the superiority of our algorithm. The codes are available at https://github.com/LucasCJYSDL/HierAIRL.


DeepFreight: Integrating Deep Reinforcement Learning and Mixed Integer Programming for Multi-transfer Truck Freight Delivery

arXiv.org Artificial Intelligence

With the freight delivery demands and shipping costs increasing rapidly, intelligent control of fleets to enable efficient and cost-conscious solutions becomes an important problem. In this paper, we propose DeepFreight, a model-free deep-reinforcement-learning-based algorithm for multi-transfer freight delivery, which includes two closely-collaborative components: truck-dispatch and package-matching. Specifically, a deep multi-agent reinforcement learning framework called QMIX is leveraged to learn a dispatch policy, with which we can obtain the multi-step joint vehicle dispatch decisions for the fleet with respect to the delivery requests. Then an efficient multi-transfer matching algorithm is executed to assign the delivery requests to the trucks. Also, DeepFreight is integrated with a Mixed-Integer Linear Programming optimizer for further optimization. The evaluation results show that the proposed system is highly scalable and ensures a 100\% delivery success while maintaining low delivery-time and fuel consumption. The codes are available at https://github.com/LucasCJYSDL/DeepFreight.


A Data-driven Pricing Scheme for Optimal Routing through Artificial Currencies

arXiv.org Artificial Intelligence

Mobility systems often suffer from a high price of anarchy due to the uncontrolled behavior of selfish users. This may result in societal costs that are significantly higher compared to what could be achieved by a centralized system-optimal controller. Monetary tolling schemes can effectively align the behavior of selfish users with the system-optimum. Yet, they inevitably discriminate the population in terms of income. Artificial currencies were recently presented as an effective alternative that can achieve the same performance, whilst guaranteeing fairness among the population. However, those studies were based on behavioral models that may differ from practical implementations. This paper presents a data-driven approach to automatically adapt artificial-currency tolls within repetitive-game settings. We first consider a parallel-arc setting whereby users commute on a daily basis from an individual origin to an individual destination, choosing a route in exchange of an artificial-currency price or reward, while accounting for the impact of the choices of the other users on travel discomfort. Second, we devise a model-based reinforcement learning controller that autonomously learns the optimal pricing policy by interacting with the proposed framework considering the closeness of the observed aggregate flows to a desired system-optimal distribution as a reward function. Our numerical results show that the proposed data-driven pricing scheme can effectively align the users' flows with the system optimum, significantly reducing the societal costs with respect to the uncontrolled flows (by about 15% and 25% depending on the scenario), and respond to environmental changes in a robust and efficient manner.


Skill-Based Reinforcement Learning with Intrinsic Reward Matching

arXiv.org Artificial Intelligence

While unsupervised skill discovery has shown promise in autonomously acquiring behavioral primitives, there is still a large methodological disconnect between task-agnostic skill pretraining and downstream, task-aware finetuning. We present Intrinsic Reward Matching (IRM), which unifies these two phases of learning via the $\textit{skill discriminator}$, a pretraining model component often discarded during finetuning. Conventional approaches finetune pretrained agents directly at the policy level, often relying on expensive environment rollouts to empirically determine the optimal skill. However, often the most concise yet complete description of a task is the reward function itself, and skill learning methods learn an $\textit{intrinsic}$ reward function via the discriminator that corresponds to the skill policy. We propose to leverage the skill discriminator to $\textit{match}$ the intrinsic and downstream task rewards and determine the optimal skill for an unseen task without environment samples, consequently finetuning with greater sample-efficiency. Furthermore, we generalize IRM to sequence skills for complex, long-horizon tasks and demonstrate that IRM enables us to utilize pretrained skills far more effectively than previous skill selection methods on both the Fetch tabletop and Franka Kitchen robot manipulation benchmarks.


Q-learning Decision Transformer: Leveraging Dynamic Programming for Conditional Sequence Modelling in Offline RL

arXiv.org Artificial Intelligence

Recent works have shown that tackling offline reinforcement learning (RL) with a conditional policy produces promising results. The Decision Transformer (DT) combines the conditional policy approach and a transformer architecture, showing competitive performance against several benchmarks. However, DT lacks stitching ability -- one of the critical abilities for offline RL to learn the optimal policy from sub-optimal trajectories. This issue becomes particularly significant when the offline dataset only contains sub-optimal trajectories. On the other hand, the conventional RL approaches based on Dynamic Programming (such as Q-learning) do not have the same limitation; however, they suffer from unstable learning behaviours, especially when they rely on function approximation in an off-policy learning setting. In this paper, we propose the Q-learning Decision Transformer (QDT) to address the shortcomings of DT by leveraging the benefits of Dynamic Programming (Q-learning). It utilises the Dynamic Programming results to relabel the return-to-go in the training data to then train the DT with the relabelled data. Our approach efficiently exploits the benefits of these two approaches and compensates for each other's shortcomings to achieve better performance. We empirically show these in both simple toy environments and the more complex D4RL benchmark, showing competitive performance gains.