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 Reinforcement Learning


Selective experience replay compression using coresets for lifelong deep reinforcement learning in medical imaging

arXiv.org Artificial Intelligence

Selective experience replay is a popular strategy for integrating lifelong learning with deep reinforcement learning. Selective experience replay aims to recount selected experiences from previous tasks to avoid catastrophic forgetting. Furthermore, selective experience replay based techniques are model agnostic and allow experiences to be shared across different models. However, storing experiences from all previous tasks make lifelong learning using selective experience replay computationally very expensive and impractical as the number of tasks increase. To that end, we propose a reward distribution-preserving coreset compression technique for compressing experience replay buffers stored for selective experience replay. We evaluated the coreset compression technique on the brain tumor segmentation (BRATS) dataset for the task of ventricle localization and on the whole-body MRI for localization of left knee cap, left kidney, right trochanter, left lung, and spleen. The coreset lifelong learning models trained on a sequence of 10 different brain MR imaging environments demonstrated excellent performance localizing the ventricle with a mean pixel error distance of 12.93 for the compression ratio of 10x. In comparison, the conventional lifelong learning model localized the ventricle with a mean pixel distance of 10.87. Similarly, the coreset lifelong learning models trained on whole-body MRI demonstrated no significant difference (p=0.28) between the 10x compressed coreset lifelong learning models and conventional lifelong learning models for all the landmarks. The mean pixel distance for the 10x compressed models across all the landmarks was 25.30, compared to 19.24 for the conventional lifelong learning models. Our results demonstrate that the potential of the coreset-based ERB compression method for compressing experiences without a significant drop in performance.


The transformative potential of machine learning for experiments in fluid mechanics

arXiv.org Artificial Intelligence

The field of machine learning has rapidly advanced the state of the art in many fields of science and engineering, including experimental fluid dynamics, which is one of the original big-data disciplines. This perspective will highlight several aspects of experimental fluid mechanics that stand to benefit from progress advances in machine learning, including: 1) augmenting the fidelity and quality of measurement techniques, 2) improving experimental design and surrogate digital-twin models and 3) enabling real-time estimation and control. In each case, we discuss recent success stories and ongoing challenges, along with caveats and limitations, and outline the potential for new avenues of ML-augmented and ML-enabled experimental fluid mechanics.


DeepHive: A multi-agent reinforcement learning approach for automated discovery of swarm-based optimization policies

arXiv.org Artificial Intelligence

We present an approach for designing swarm-based optimizers for the global optimization of expensive black-box functions. In the proposed approach, the problem of finding efficient optimizers is framed as a reinforcement learning problem, where the goal is to find optimization policies that require a few function evaluations to converge to the global optimum. The state of each agent within the swarm is defined as its current position and function value within a design space and the agents learn to take favorable actions that maximize reward, which is based on the final value of the objective function. The proposed approach is tested on various benchmark optimization functions and compared to the performance of other global optimization strategies. Furthermore, the effect of changing the number of agents, as well as the generalization capabilities of the trained agents are investigated. The results show superior performance compared to the other optimizers, desired scaling when the number of agents is varied, and acceptable performance even when applied to unseen functions. On a broader scale, the results show promise for the rapid development of domain-specific optimizers.


Does Sparsity Help in Learning Misspecified Linear Bandits?

arXiv.org Artificial Intelligence

Recently, the study of linear misspecified bandits has generated intriguing implications of the hardness of learning in bandits and reinforcement learning (RL). In particular, Du et al. (2020) show that even if a learner is given linear features in $\mathbb{R}^d$ that approximate the rewards in a bandit or RL with a uniform error of $\varepsilon$, searching for an $O(\varepsilon)$-optimal action requires pulling at least $\Omega(\exp(d))$ queries. Furthermore, Lattimore et al. (2020) show that a degraded $O(\varepsilon\sqrt{d})$-optimal solution can be learned within $\operatorname{poly}(d/\varepsilon)$ queries. Yet it is unknown whether a structural assumption on the ground-truth parameter, such as sparsity, could break the $\varepsilon\sqrt{d}$ barrier. In this paper, we address this question by showing that algorithms can obtain $O(\varepsilon)$-optimal actions by querying $O(\varepsilon^{-s}d^s)$ actions, where $s$ is the sparsity parameter, removing the $\exp(d)$-dependence. We then establish information-theoretical lower bounds, i.e., $\Omega(\exp(s))$, to show that our upper bound on sample complexity is nearly tight if one demands an error $ O(s^{\delta}\varepsilon)$ for $0<\delta<1$. For $\delta\geq 1$, we further show that $\operatorname{poly}(s/\varepsilon)$ queries are possible when the linear features are "good" and even in general settings. These results provide a nearly complete picture of how sparsity can help in misspecified bandit learning and provide a deeper understanding of when linear features are "useful" for bandit and reinforcement learning with misspecification.


PartManip: Learning Cross-Category Generalizable Part Manipulation Policy from Point Cloud Observations

arXiv.org Artificial Intelligence

Learning a generalizable object manipulation policy is vital for an embodied agent to work in complex real-world scenes. Parts, as the shared components in different object categories, have the potential to increase the generalization ability of the manipulation policy and achieve cross-category object manipulation. In this work, we build the first large-scale, part-based cross-category object manipulation benchmark, PartManip, which is composed of 11 object categories, 494 objects, and 1432 tasks in 6 task classes. Compared to previous work, our benchmark is also more diverse and realistic, i.e., having more objects and using sparse-view point cloud as input without oracle information like part segmentation. To tackle the difficulties of vision-based policy learning, we first train a state-based expert with our proposed part-based canonicalization and part-aware rewards, and then distill the knowledge to a vision-based student. We also find an expressive backbone is essential to overcome the large diversity of different objects. For cross-category generalization, we introduce domain adversarial learning for domain-invariant feature extraction. Extensive experiments in simulation show that our learned policy can outperform other methods by a large margin, especially on unseen object categories. We also demonstrate our method can successfully manipulate novel objects in the real world.


Platoon Leader Selection, User Association and Resource Allocation on a C-V2X based highway: A Reinforcement Learning Approach

arXiv.org Artificial Intelligence

We consider the problem of dynamic platoon leader selection, user association, channel assignment, and power allocation on a cellular vehicle-to-everything (C-V2X) based highway, where multiple vehicle-to-vehicle (V2V) and vehicle-to-infrastructure (V2I) links share the frequency resources. There are multiple roadside units (RSUs) on a highway, and vehicles can form platoons, which has been identified as an advanced use case to increase road efficiency. The traditional optimization methods, requiring global channel information at a central controller, are not viable for high-mobility vehicular networks. To deal with this challenge, we propose a distributed multi-agent reinforcement learning (MARL) for resource allocation (RA). Each platoon leader, acting as an agent, can collaborate with other agents for joint sub-band selection and power allocation for its V2V links, and joint user association and power control for its V2I links. Moreover, each platoon can dynamically select the vehicle most suitable to be the platoon leader. We aim to maximize the V2V and V2I packet delivery probability in the desired latency using the deep Q-learning algorithm. Simulation results indicate that our proposed MARL outperforms the centralized hill-climbing algorithm, and platoon leader selection helps to improve both V2V and V2I performance.


Policy Gradient Methods for Discrete Time Linear Quadratic Regulator With Random Parameters

arXiv.org Artificial Intelligence

Linear Quadratic (LQ) control problem for discrete time with random parameters whose study goes back to Kalman [12] finds applications in a wide range of practical problems, such as random sampling of a diffusion process in digital control [17], sampling of a system with noise caused [6] and economic systems [1]. Consequently, extensive results has been carried out in this area [6, 2, 4, 15, 3]. However, the literatures cited above assumes a priori knowledge of model parameters, which is unrealistic in many practical scenarios. Therefore, solving such problem without statistical information of model parameters are of great importance from both theoretical and practical perspectives. Recent years have witnessed a huge growth in learning approaches, among which the reinforcement learning (RL) method has garnered a great deal of attention from researchers [8, 18, 9, 10, 7, 14]. There are two categories of RL-methods: the model-based RL and the model-free RL. The model-based RL approach estimates the transition dynamics by observing or conducting experiments and then designs the control policy using the estimated parameters [16, 5].


Finite-time High-probability Bounds for Polyak-Ruppert Averaged Iterates of Linear Stochastic Approximation

arXiv.org Artificial Intelligence

The LSA algorithm is central in statistics, machine learning, and linear systems identification, see e.g. the works Eweda and Macchi (1983); Widrow and Stearns (1985); Benveniste et al. (2012); Kushner and Yin (2003) and references therein. More recently, it has sparked a renewed interest in machine learning, especially for high-dimensional least squares and reinforcement learning (RL) problems; Bertsekas and Tsitsiklis (2003); Bottou et al. (2018); Sutton (1988); Bertsekas (2019); Watkins and Dayan (1992). The LSA and LSA-PR recursions (1) have been the subject of a wealth of work, and it is difficult to adequately acknowledge all contributions. Polyak and Juditsky (1992); Kushner and Yin (2003); Borkar (2008); Benveniste et al. (2012) provided asymptotic convergence guarantees (almost sure convergence, central limit theorem) under both i.i.d. and Markovian noise settings. In particular, it has been established that LSA-PR can accelerate LSA and satisfies a central limit theorem with an asymptotically minimax-optimal covariance matrix. Although asymptotic convergence analysis is of theoretical interest, the current trend is to obtain nonasymptotic guarantees that take into account both the limited sample size and the dimension of the parameter space. For these reasons, non-asymptotic analysis of both i.i.d. and Markovian SA procedures has recently attracted much attention.


Towards Reasonable Budget Allocation in Untargeted Graph Structure Attacks via Gradient Debias

arXiv.org Artificial Intelligence

It has become cognitive inertia to employ cross-entropy loss function in classification related tasks. In the untargeted attacks on graph structure, the gradients derived from the attack objective are the attacker's basis for evaluating a perturbation scheme. Previous methods use negative cross-entropy loss as the attack objective in attacking node-level classification models. However, the suitability of the cross-entropy function for constructing the untargeted attack objective has yet been discussed in previous works. This paper argues about the previous unreasonable attack objective from the perspective of budget allocation. We demonstrate theoretically and empirically that negative cross-entropy tends to produce more significant gradients from nodes with lower confidence in the labeled classes, even if the predicted classes of these nodes have been misled. To free up these inefficient attack budgets, we propose a simple attack model for untargeted attacks on graph structure based on a novel attack objective which generates unweighted gradients on graph structures that are not affected by the node confidence. By conducting experiments in gray-box poisoning attack scenarios, we demonstrate that a reasonable budget allocation can significantly improve the effectiveness of gradient-based edge perturbations without any extra hyper-parameter.


Learning Complicated Manipulation Skills via Deterministic Policy with Limited Demonstrations

arXiv.org Artificial Intelligence

Combined with demonstrations, deep reinforcement learning can efficiently develop policies for manipulators. However, it takes time to collect sufficient high-quality demonstrations in practice. And human demonstrations may be unsuitable for robots. The non-Markovian process and over-reliance on demonstrations are further challenges. For example, we found that RL agents are sensitive to demonstration quality in manipulation tasks and struggle to adapt to demonstrations directly from humans. Thus it is challenging to leverage low-quality and insufficient demonstrations to assist reinforcement learning in training better policies, and sometimes, limited demonstrations even lead to worse performance. We propose a new algorithm named TD3fG (TD3 learning from a generator) to solve these problems. It forms a smooth transition from learning from experts to learning from experience. This innovation can help agents extract prior knowledge while reducing the detrimental effects of the demonstrations. Our algorithm performs well in Adroit manipulator and MuJoCo tasks with limited demonstrations.