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 Reinforcement Learning


Tracker: Model-based Reinforcement Learning for Tracking Control of Human Finger Attached with Thin McKibben Muscles

arXiv.org Artificial Intelligence

To adopt the soft hand exoskeleton to support activities of daily livings, it is necessary to control finger joints precisely with the exoskeleton. The problem of controlling joints to follow a given trajectory is called the tracking control problem. In this study, we focus on the tracking control problem of a human finger attached with thin McKibben muscles. To achieve precise control with thin McKibben muscles, there are two problems: one is the complex characteristics of the muscles, for example, non-linearity, hysteresis, uncertainties in the real world, and the other is the difficulty in accessing a precise model of the muscles and human fingers. To solve these problems, we adopted DreamerV2, which is a model-based reinforcement learning method, but the target trajectory cannot be generated by the learned model. Therefore, we propose Tracker, which is an extension of DreamerV2 for the tracking control problem. In the experiment, we showed that Tracker can achieve an approximately 81% smaller error than PID for the control of a two-link manipulator that imitates a part of human index finger from the metacarpal bone to the proximal bone. Tracker achieved the control of the third joint of the human index finger with a small error by being trained for approximately 60 minutes. In addition, it took approximately 15 minutes, which is less than the time required for the first training, to achieve almost the same accuracy by fine-tuning the policy pre-trained by the user's finger after taking off and attaching thin McKibben muscles again as the accuracy before taking off.


Experimentation Platforms Meet Reinforcement Learning: Bayesian Sequential Decision-Making for Continuous Monitoring

arXiv.org Artificial Intelligence

With the growing needs of online A/B testing to support the innovation in industry, the opportunity cost of running an experiment becomes non-negligible. Therefore, there is an increasing demand for an efficient continuous monitoring service that allows early stopping when appropriate. Classic statistical methods focus on hypothesis testing and are mostly developed for traditional high-stake problems such as clinical trials, while experiments at online service companies typically have very different features and focuses. Motivated by the real needs, in this paper, we introduce a novel framework that we developed in Amazon to maximize customer experience and control opportunity cost. We formulate the problem as a Bayesian optimal sequential decision making problem that has a unified utility function. We discuss extensively practical design choices and considerations. We further introduce how to solve the optimal decision rule via Reinforcement Learning and scale the solution. We show the effectiveness of this novel approach compared with existing methods via a large-scale meta-analysis on experiments in Amazon.


Function Approximation for Solving Stackelberg Equilibrium in Large Perfect Information Games

arXiv.org Artificial Intelligence

Function approximation (FA) has been a critical component in solving large zero-sum games. Yet, little attention has been given towards FA in solving \textit{general-sum} extensive-form games, despite them being widely regarded as being computationally more challenging than their fully competitive or cooperative counterparts. A key challenge is that for many equilibria in general-sum games, no simple analogue to the state value function used in Markov Decision Processes and zero-sum games exists. In this paper, we propose learning the \textit{Enforceable Payoff Frontier} (EPF) -- a generalization of the state value function for general-sum games. We approximate the optimal \textit{Stackelberg extensive-form correlated equilibrium} by representing EPFs with neural networks and training them by using appropriate backup operations and loss functions. This is the first method that applies FA to the Stackelberg setting, allowing us to scale to much larger games while still enjoying performance guarantees based on FA error. Additionally, our proposed method guarantees incentive compatibility and is easy to evaluate without having to depend on self-play or approximate best-response oracles.


Multi-Microgrid Collaborative Optimization Scheduling Using an Improved Multi-Agent Soft Actor-Critic Algorithm

arXiv.org Artificial Intelligence

However, due to the inherent uncertainty of renewable energy, the integration of multiple renewable energy sources in the form of microgrid (MG) has played a significant role in promoting the consumption of renewable energy [3, 4, 5]. As technology advances, connecting multiple microgrids (MGs) within the same power distribution area can unlock the potential of various flexible resources, enabling the complementary utilization of multi-microgrid (MMG) energy [6]. In addition, this approach further promotes the consumption of various renewable energy sources, which has emerged as a new trend in development [7, 8]. However, the energy interaction between multiple MGs involves complex transaction relationships, leading to significant challenges in system regulation. In this case, it is of great significance to investigate the collaborative optimal dispatch of MMG with electric energy interaction to fully exploit the potential of renewable energy sources and ensure efficient system regulation. Existing research has made significant progress in addressing the complexity of managing MMG energy. Ref. [9] proposes optimal scheduling of MMG based on federated learning and reinforcement learning.


Federated Ensemble Model-based Reinforcement Learning in Edge Computing

arXiv.org Artificial Intelligence

Federated learning (FL) is a privacy-preserving distributed machine learning paradigm that enables collaborative training among geographically distributed and heterogeneous devices without gathering their data. Extending FL beyond the supervised learning models, federated reinforcement learning (FRL) was proposed to handle sequential decision-making problems in edge computing systems. However, the existing FRL algorithms directly combine model-free RL with FL, thus often leading to high sample complexity and lacking theoretical guarantees. To address the challenges, we propose a novel FRL algorithm that effectively incorporates model-based RL and ensemble knowledge distillation into FL for the first time. Specifically, we utilise FL and knowledge distillation to create an ensemble of dynamics models for clients, and then train the policy by solely using the ensemble model without interacting with the environment. Furthermore, we theoretically prove that the monotonic improvement of the proposed algorithm is guaranteed. The extensive experimental results demonstrate that our algorithm obtains much higher sample efficiency compared to classic model-free FRL algorithms in the challenging continuous control benchmark environments under edge computing settings. The results also highlight the significant impact of heterogeneous client data and local model update steps on the performance of FRL, validating the insights obtained from our theoretical analysis.


Understanding Reinforcement Learning Algorithms: The Progress from Basic Q-learning to Proximal Policy Optimization

arXiv.org Artificial Intelligence

This paper presents a review of the field of reinforcement learning (RL), with a focus on providing a comprehensive overview of the key concepts, techniques, and algorithms for beginners. RL has a unique setting, jargon, and mathematics that can be intimidating for those new to the field or artificial intelligence more broadly. While many papers review RL in the context of specific applications, such as games, healthcare, finance, or robotics, these papers can be difficult for beginners to follow due to the inclusion of non-RL-related work and the use of algorithms customized to those specific applications. To address these challenges, this paper provides a clear and concise overview of the fundamental principles of RL and covers the different types of RL algorithms. For each algorithm/method, we outline the main motivation behind its development, its inner workings, and its limitations. The presentation of the paper is aligned with the historical progress of the field, from the early 1980s Q-learning algorithm to the current state-of-the-art algorithms such as TD3, PPO, and offline RL. Overall, this paper aims to serve as a valuable resource for beginners looking to construct a solid understanding of the fundamentals of RL and be aware of the historical progress of the field. It is intended to be a go-to reference for those interested in learning about RL without being distracted by the details of specific applications.


An Efficient Off-Policy Reinforcement Learning Algorithm for the Continuous-Time LQR Problem

arXiv.org Artificial Intelligence

In this paper, an off-policy reinforcement learning algorithm is designed to solve the continuous-time LQR problem using only input-state data measured from the system. Different from other algorithms in the literature, we propose the use of a specific persistently exciting input as the exploration signal during the data collection step. We then show that, using this persistently excited data, the solution of the matrix equation in our algorithm is guaranteed to exist and to be unique at every iteration. Convergence of the algorithm to the optimal control input is also proven. Moreover, we formulate the policy evaluation step as the solution of a Sylvester-transpose equation, which increases the efficiency of its solution. Finally, a method to determine a stabilizing policy to initialize the algorithm using only measured data is proposed.


VRL3: A Data-Driven Framework for Visual Deep Reinforcement Learning

arXiv.org Artificial Intelligence

We propose VRL3, a powerful data-driven framework with a simple design for solving challenging visual deep reinforcement learning (DRL) tasks. We analyze a number of major obstacles in taking a data-driven approach, and present a suite of design principles, novel findings, and critical insights about data-driven visual DRL. Our framework has three stages: in stage 1, we leverage non-RL datasets (e.g. ImageNet) to learn task-agnostic visual representations; in stage 2, we use offline RL data (e.g. a limited number of expert demonstrations) to convert the task-agnostic representations into more powerful task-specific representations; in stage 3, we fine-tune the agent with online RL. On a set of challenging hand manipulation tasks with sparse reward and realistic visual inputs, compared to the previous SOTA, VRL3 achieves an average of 780% better sample efficiency. And on the hardest task, VRL3 is 1220% more sample efficient (2440% when using a wider encoder) and solves the task with only 10% of the computation. These significant results clearly demonstrate the great potential of data-driven deep reinforcement learning.


Reduce, Reuse, Recycle: Selective Reincarnation in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

'Reincarnation' in reinforcement learning has been proposed as a formalisation of reusing prior computation from past experiments when training an agent in an environment. In this paper, we present a brief foray into the paradigm of reincarnation in the multi-agent (MA) context. We consider the case where only some agents are reincarnated, whereas the others are trained from scratch -- selective reincarnation. In the fully-cooperative MA setting with heterogeneous agents, we demonstrate that selective reincarnation can lead to higher returns than training fully from scratch, and faster convergence than training with full reincarnation. However, the choice of which agents to reincarnate in a heterogeneous system is vitally important to the outcome of the training -- in fact, a poor choice can lead to considerably worse results than the alternatives. We argue that a rich field of work exists here, and we hope that our effort catalyses further energy in bringing the topic of reincarnation to the multi-agent realm.


Accelerating exploration and representation learning with offline pre-training

arXiv.org Artificial Intelligence

Sequential decision-making agents struggle with long horizon tasks, since solving them requires multi-step reasoning. Most reinforcement learning (RL) algorithms address this challenge by improved credit assignment, introducing memory capability, altering the agent's intrinsic motivation (i.e. exploration) or its worldview (i.e. knowledge representation). Many of these components could be learned from offline data. In this work, we follow the hypothesis that exploration and representation learning can be improved by separately learning two different models from a single offline dataset. We show that learning a state representation using noise-contrastive estimation and a model of auxiliary reward separately from a single collection of human demonstrations can significantly improve the sample efficiency on the challenging NetHack benchmark. We also ablate various components of our experimental setting and highlight crucial insights.