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 Reinforcement Learning


Fairness and Bias in Truth Discovery Algorithms: An Experimental Analysis

arXiv.org Artificial Intelligence

Machine learning (ML) based approaches are increasingly being used in a number of applications with societal impact. Training ML models often require vast amounts of labeled data, and crowdsourcing is a dominant paradigm for obtaining labels from multiple workers. Crowd workers may sometimes provide unreliable labels, and to address this, truth discovery (TD) algorithms such as majority voting are applied to determine the consensus labels from conflicting worker responses. However, it is important to note that these consensus labels may still be biased based on sensitive attributes such as gender, race, or political affiliation. Even when sensitive attributes are not involved, the labels can be biased due to different perspectives of subjective aspects such as toxicity. In this paper, we conduct a systematic study of the bias and fairness of TD algorithms. Our findings using two existing crowd-labeled datasets, reveal that a non-trivial proportion of workers provide biased results, and using simple approaches for TD is sub-optimal. Our study also demonstrates that popular TD algorithms are not a panacea. Additionally, we quantify the impact of these unfair workers on downstream ML tasks and show that conventional methods for achieving fairness and correcting label biases are ineffective in this setting. We end the paper with a plea for the design of novel bias-aware truth discovery algorithms that can ameliorate these issues.


KGML-xDTD: A Knowledge Graph-based Machine Learning Framework for Drug Treatment Prediction and Mechanism Description

arXiv.org Artificial Intelligence

Background: Computational drug repurposing is a cost- and time-efficient approach that aims to identify new therapeutic targets or diseases (indications) of existing drugs/compounds. It is especially critical for emerging and/or orphan diseases due to its cheaper investment and shorter research cycle compared with traditional wet-lab drug discovery approaches. However, the underlying mechanisms of action (MOAs) between repurposed drugs and their target diseases remain largely unknown, which is still a main obstacle for computational drug repurposing methods to be widely adopted in clinical settings. Results: In this work, we propose KGML-xDTD: a Knowledge Graph-based Machine Learning framework for explainably predicting Drugs Treating Diseases. It is a two-module framework that not only predicts the treatment probabilities between drugs/compounds and diseases but also biologically explains them via knowledge graph (KG) path-based, testable mechanisms of action (MOAs). We leverage knowledge-and-publication based information to extract biologically meaningful "demonstration paths" as the intermediate guidance in the Graph-based Reinforcement Learning (GRL) path-finding process. Comprehensive experiments and case study analyses show that the proposed framework can achieve state-of-the-art performance in both predictions of drug repurposing and recapitulation of human-curated drug MOA paths. Conclusions: KGML-xDTD is the first model framework that can offer KG-path explanations for drug repurposing predictions by leveraging the combination of prediction outcomes and existing biological knowledge and publications. We believe it can effectively reduce "black-box" concerns and increase prediction confidence for drug repurposing based on predicted path-based explanations, and further accelerate the process of drug discovery for emerging diseases.


Centralized control for multi-agent RL in a complex Real-Time-Strategy game

arXiv.org Artificial Intelligence

Multi-agent Reinforcement learning (MARL) studies the behaviour of multiple learning agents that coexist in a shared environment. MARL is more challenging than single-agent RL because it involves more complex learning dynamics: the observations and rewards of each agent are functions of all other agents. In the context of MARL, Real-Time-Strategy (RTS) games represent very challenging environments where multiple players interact simultaneously and control many units of different natures all at once. In fact, RTS games are so challenging for the current RL methods, that just being able to tackle them with RL is interesting. This project provides the end-to-end experience of applying RL in the Lux AI v2 Kaggle competition, where competitors design agents to control variable-sized fleets of units and tackle a multi-variable optimization, resource gathering, and allocation problem in a 1v1 scenario against other competitors. We use a centralized approach for training the RL agents, and report multiple design decisions along the process. We provide the source code of the project: https://github.com/


Proximal Curriculum for Reinforcement Learning Agents

arXiv.org Artificial Intelligence

We consider the problem of curriculum design for reinforcement learning (RL) agents in contextual multi-task settings. Existing techniques on automatic curriculum design typically require domain-specific hyperparameter tuning or have limited theoretical underpinnings. To tackle these limitations, we design our curriculum strategy, ProCuRL, inspired by the pedagogical concept of Zone of Proximal Development (ZPD). ProCuRL captures the intuition that learning progress is maximized when picking tasks that are neither too hard nor too easy for the learner. We mathematically derive ProCuRL by analyzing two simple learning settings. We also present a practical variant of ProCuRL that can be directly integrated with deep RL frameworks with minimal hyperparameter tuning. Experimental results on a variety of domains demonstrate the effectiveness of our curriculum strategy over state-of-the-art baselines in accelerating the training process of deep RL agents.


Model Extraction Attacks Against Reinforcement Learning Based Controllers

arXiv.org Artificial Intelligence

We introduce the problem of model-extraction attacks in cyber-physical systems in which an attacker attempts to estimate (or extract) the feedback controller of the system. Extracting (or estimating) the controller provides an unmatched edge to attackers since it allows them to predict the future control actions of the system and plan their attack accordingly. Hence, it is important to understand the ability of the attackers to perform such an attack. In this paper, we focus on the setting when a Deep Neural Network (DNN) controller is trained using Reinforcement Learning (RL) algorithms and is used to control a stochastic system. We play the role of the attacker that aims to estimate such an unknown DNN controller, and we propose a two-phase algorithm. In the first phase, also called the offline phase, the attacker uses side-channel information about the RL-reward function and the system dynamics to identify a set of candidate estimates of the unknown DNN. In the second phase, also called the online phase, the attacker observes the behavior of the unknown DNN and uses these observations to shortlist the set of final policy estimates. We provide theoretical analysis of the error between the unknown DNN and the estimated one. We also provide numerical results showing the effectiveness of the proposed algorithm.


Reinforcement Learning with Partial Parametric Model Knowledge

arXiv.org Artificial Intelligence

We adapt reinforcement learning (RL) methods for continuous control to bridge the gap between complete ignorance and perfect knowledge of the environment. Our method, Partial Knowledge Least Squares Policy Iteration (PLSPI), takes inspiration from both model-free RL and model-based control. It uses incomplete information from a partial model and retains RL's data-driven adaption towards optimal performance. The linear quadratic regulator provides a case study; numerical experiments demonstrate the effectiveness and resulting benefits of the proposed method.


An Incremental Inverse Reinforcement Learning Approach for Motion Planning with Separated Path and Velocity Preferences

arXiv.org Artificial Intelligence

Abstract--Humans often demonstrate diverse behaviors due to their personal preferences, for instance, related to their individual execution style or personal margin for safety. In this paper, we consider the problem of integrating both path and velocity preferences into trajectory planning for robotic manipulators. We first learn reward functions that represent the user path and velocity preferences from kinesthetic demonstration. We then optimize the trajectory in two steps: first the path and then the velocity, to produce trajectories that adhere to both task requirements and user preferences. We demonstrate that our method is capable of generalizing such preferences to new scenarios. We implement our algorithm on a Franka Emika 7-DoF robot arm, and validate the functionality and flexibility of our approach in a user study. The results show that non-expert users are able to teach the robot their preferences with just a few iterations of feedback. A gentler breed of robots, "cobots", have "Stay close to the table surface", "Keep larger distance from the obstacle", and "Pass on the far side of the obstacle". A desirable trajectory not only meets the task constraints (e.g. Figure 1 illustrates how a user may demonstrate but also adheres to user preferences. Such preferences may a trajectory encoding multiple implicit preferences to correct vary between users, environments and tasks. It is infeasible the original robot plan. Manual programming is even more detrimental Peternel et al., 2014).


Federated Deep Reinforcement Learning for THz-Beam Search with Limited CSI

arXiv.org Artificial Intelligence

Terahertz (THz) communication with ultra-wide available spectrum is a promising technique that can achieve the stringent requirement of high data rate in the next-generation wireless networks, yet its severe propagation attenuation significantly hinders its implementation in practice. Finding beam directions for a large-scale antenna array to effectively overcome severe propagation attenuation of THz signals is a pressing need. This paper proposes a novel approach of federated deep reinforcement learning (FDRL) to swiftly perform THz-beam search for multiple base stations (BSs) coordinated by an edge server in a cellular network. All the BSs conduct deep deterministic policy gradient (DDPG)-based DRL to obtain THz beamforming policy with limited channel state information (CSI). They update their DDPG models with hidden information in order to mitigate inter-cell interference. We demonstrate that the cell network can achieve higher throughput as more THz CSI and hidden neurons of DDPG are adopted. We also show that FDRL with partial model update is able to nearly achieve the same performance of FDRL with full model update, which indicates an effective means to reduce communication load between the edge server and the BSs by partial model uploading. Moreover, the proposed FDRL outperforms conventional non-learning-based and existing non-FDRL benchmark optimization methods.


Multi-criteria Hardware Trojan Detection: A Reinforcement Learning Approach

arXiv.org Artificial Intelligence

Hardware Trojans (HTs) are undesired design or manufacturing modifications that can severely alter the security and functionality of digital integrated circuits. HTs can be inserted according to various design criteria, e.g., nets switching activity, observability, controllability, etc. However, to our knowledge, most HT detection methods are only based on a single criterion, i.e., nets switching activity. This paper proposes a multi-criteria reinforcement learning (RL) HT detection tool that features a tunable reward function for different HT detection scenarios. The tool allows for exploring existing detection strategies and can adapt new detection scenarios with minimal effort. We also propose a generic methodology for comparing HT detection methods fairly. Our preliminary results show an average of 84.2% successful HT detection in ISCAS-85 benchmark


Roll-Drop: accounting for observation noise with a single parameter

arXiv.org Artificial Intelligence

This paper proposes a simple strategy for sim-to-real in Deep-Reinforcement Learning (DRL) -- called Roll-Drop -- that uses dropout during simulation to account for observation noise during deployment without explicitly modelling its distribution for each state. DRL is a promising approach to control robots for highly dynamic and feedback-based manoeuvres, and accurate simulators are crucial to providing cheap and abundant data to learn the desired behaviour. Nevertheless, the simulated data are noiseless and generally show a distributional shift that challenges the deployment on real machines where sensor readings are affected by noise. The standard solution is modelling the latter and injecting it during training; while this requires a thorough system identification, Roll-Drop enhances the robustness to sensor noise by tuning only a single parameter. We demonstrate an 80% success rate when up to 25% noise is injected in the observations, with twice higher robustness than the baselines. We deploy the controller trained in simulation on a Unitree A1 platform and assess this improved robustness on the physical system.