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 Reinforcement Learning


Learning Sparse Graphon Mean Field Games

arXiv.org Artificial Intelligence

Although the field of multi-agent reinforcement learning (MARL) has made considerable progress in the last years, solving systems with a large number of agents remains a hard challenge. Graphon mean field games (GMFGs) enable the scalable analysis of MARL problems that are otherwise intractable. By the mathematical structure of graphons, this approach is limited to dense graphs which are insufficient to describe many real-world networks such as power law graphs. Our paper introduces a novel formulation of GMFGs, called LPGMFGs, which leverages the graph theoretical concept of $L^p$ graphons and provides a machine learning tool to efficiently and accurately approximate solutions for sparse network problems. This especially includes power law networks which are empirically observed in various application areas and cannot be captured by standard graphons. We derive theoretical existence and convergence guarantees and give empirical examples that demonstrate the accuracy of our learning approach for systems with many agents. Furthermore, we extend the Online Mirror Descent (OMD) learning algorithm to our setup to accelerate learning speed, empirically show its capabilities, and conduct a theoretical analysis using the novel concept of smoothed step graphons. In general, we provide a scalable, mathematically well-founded machine learning approach to a large class of otherwise intractable problems of great relevance in numerous research fields.


State-Conditioned Adversarial Subgoal Generation

arXiv.org Artificial Intelligence

Hierarchical reinforcement learning (HRL) proposes to solve difficult tasks by performing decision-making and control at successively higher levels of temporal abstraction. However, off-policy HRL often suffers from the problem of a non-stationary high-level policy since the low-level policy is constantly changing. In this paper, we propose a novel HRL approach for mitigating the non-stationarity by adversarially enforcing the high-level policy to generate subgoals compatible with the current instantiation of the low-level policy. In practice, the adversarial learning is implemented by training a simple state-conditioned discriminator network concurrently with the high-level policy which determines the compatibility level of subgoals. Comparison to state-of-the-art algorithms shows that our approach improves both learning efficiency and performance in challenging continuous control tasks.


Spatial-Temporal-Aware Safe Multi-Agent Reinforcement Learning of Connected Autonomous Vehicles in Challenging Scenarios

arXiv.org Artificial Intelligence

Communication technologies enable coordination among connected and autonomous vehicles (CAVs). However, it remains unclear how to utilize shared information to improve the safety and efficiency of the CAV system in dynamic and complicated driving scenarios. In this work, we propose a framework of constrained multi-agent reinforcement learning (MARL) with a parallel Safety Shield for CAVs in challenging driving scenarios that includes unconnected hazard vehicles. The coordination mechanisms of the proposed MARL include information sharing and cooperative policy learning, with Graph Convolutional Network (GCN)-Transformer as a spatial-temporal encoder that enhances the agent's environment awareness. The Safety Shield module with Control Barrier Functions (CBF)-based safety checking protects the agents from taking unsafe actions. We design a constrained multi-agent advantage actor-critic (CMAA2C) algorithm to train safe and cooperative policies for CAVs. With the experiment deployed in the CARLA simulator, we verify the performance of the safety checking, spatial-temporal encoder, and coordination mechanisms designed in our method by comparative experiments in several challenging scenarios with unconnected hazard vehicles. Results show that our proposed methodology significantly increases system safety and efficiency in challenging scenarios.


Linear Convergence for Natural Policy Gradient with Log-linear Policy Parametrization

arXiv.org Artificial Intelligence

We analyze the convergence rate of the unregularized natural policy gradient algorithm with log-linear policy parametrizations in infinite-horizon discounted Markov decision processes. In the deterministic case, when the Q-value is known and can be approximated by a linear combination of a known feature function up to a bias error, we show that a geometrically-increasing step size yields a linear convergence rate towards an optimal policy. We then consider the sample-based case, when the best representation of the Q- value function among linear combinations of a known feature function is known up to an estimation error. In this setting, we show that the algorithm enjoys the same linear guarantees as in the deterministic case up to an error term that depends on the estimation error, the bias error, and the condition number of the feature covariance matrix. Our results build upon the general framework of policy mirror descent and extend previous findings for the softmax tabular parametrization to the log-linear policy class.


Real-time scheduling of renewable power systems through planning-based reinforcement learning

arXiv.org Artificial Intelligence

These authors contributed equally to this work. Abstract The growing renewable energy sources have posed significant challenges to traditional power scheduling. It is difficult for operators to obtain accurate day-ahead forecasts of renewable generation, thereby requiring the future scheduling system to make real-time scheduling decisions aligning with ultra-short-term forecasts. Restricted by the computation speed, traditional optimization-based methods can not solve this problem. Recent developments in reinforcement learning (RL) have demonstrated the potential to solve this challenge. However, the existing RL methods are inadequate in terms of constraint complexity, algorithm performance, and environment fidelity. The proposed approach enables planning and finer time resolution adjustments of power generators, including unit commitment and economic dispatch, thus increasing the grid's ability to admit more renewable energy. The well-trained scheduling agent significantly reduces renewable curtailment and load shedding, which are issues arising from traditional scheduling's reliance on inaccurate day-ahead forecasts. High-frequency control decisions exploit the existing units' flexibility, reducing the power grid's dependence on hardware transformations and saving investment and operating costs, as demonstrated in experimental results. This research exhibits the potential of reinforcement learning in promoting low-carbon and intelligent power systems and represents a solid step toward sustainable electricity generation. Climate change and carbon neutrality have garnered widespread global attention. The significant amount of carbon emissions during electricity production underscores the importance of achieving low-carbon electricity production as a solution to these pressing challenges. In recent years, wind and solar energy have emerged as promising sources of sustainable electricity. However, the fluctuation patterns of these sources are highly variable, making it challenging to accurately predict their power generation capacity over the long term. This presents a major challenge for existing power scheduling systems that rely on reliable long-term forecasts and day-ahead calculation, potentially leading to suboptimal or infeasible solutions, including renewable curtailments and blackouts [1, 2]. Traditionally, power system operators perform the day-ahead scheduling (DAS) program to calculate power generation schedules [3].


DynLight: Realize dynamic phase duration with multi-level traffic signal control

arXiv.org Artificial Intelligence

We would like to withdraw this article for the following reasons: 1 this article is not satisfactory for limited language and theoretical description; 2 we have enriched and revised this article with the help of other authors; 3 we must update the author contribution information.


Actor-Critic learning for mean-field control in continuous time

arXiv.org Machine Learning

We study policy gradient for mean-field control in continuous time in a reinforcement learning setting. By considering randomised policies with entropy regularisation, we derive a gradient expectation representation of the value function, which is amenable to actor-critic type algorithms, where the value functions and the policies are learnt alternately based on observation samples of the state and model-free estimation of the population state distribution, either by offline or online learning. In the linear-quadratic mean-field framework, we obtain an exact parametrisation of the actor and critic functions defined on the Wasserstein space. Finally, we illustrate the results of our algorithms with some numerical experiments on concrete examples.


Variance-aware robust reinforcement learning with linear function approximation under heavy-tailed rewards

arXiv.org Artificial Intelligence

This paper presents two algorithms, AdaOFUL and VARA, for online sequential decision-making in the presence of heavy-tailed rewards with only finite variances. For linear stochastic bandits, we address the issue of heavy-tailed rewards by modifying the adaptive Huber regression and proposing AdaOFUL. AdaOFUL achieves a state-of-the-art regret bound of $\widetilde{O}\big(d\big(\sum_{t=1}^T \nu_{t}^2\big)^{1/2}+d\big)$ as if the rewards were uniformly bounded, where $\nu_{t}^2$ is the observed conditional variance of the reward at round $t$, $d$ is the feature dimension, and $\widetilde{O}(\cdot)$ hides logarithmic dependence. Building upon AdaOFUL, we propose VARA for linear MDPs, which achieves a tighter variance-aware regret bound of $\widetilde{O}(d\sqrt{HG^*K})$. Here, $H$ is the length of episodes, $K$ is the number of episodes, and $G^*$ is a smaller instance-dependent quantity that can be bounded by other instance-dependent quantities when additional structural conditions on the MDP are satisfied. Our regret bound is superior to the current state-of-the-art bounds in three ways: (1) it depends on a tighter instance-dependent quantity and has optimal dependence on $d$ and $H$, (2) we can obtain further instance-dependent bounds of $G^*$ under additional structural conditions on the MDP, and (3) our regret bound is valid even when rewards have only finite variances, achieving a level of generality unmatched by previous works. Overall, our modified adaptive Huber regression algorithm may serve as a useful building block in the design of algorithms for online problems with heavy-tailed rewards.


Asynchronous Decentralized Federated Lifelong Learning for Landmark Localization in Medical Imaging

arXiv.org Artificial Intelligence

Federated learning is a recent development in the machine learning area that allows a system of devices to train on one or more tasks without sharing their data to a single location or device. However, this framework still requires a centralized global model to consolidate individual models into one, and the devices train synchronously, which both can be potential bottlenecks for using federated learning. In this paper, we propose a novel method of asynchronous decentralized federated lifelong learning (ADFLL) method that inherits the merits of federated learning and can train on multiple tasks simultaneously without the need for a central node or synchronous training. Thus, overcoming the potential drawbacks of conventional federated learning. We demonstrate excellent performance on the brain tumor segmentation (BRATS) dataset for localizing the left ventricle on multiple image sequences and image orientation. Our framework allows agents to achieve the best performance with a mean distance error of 7.81, better than the conventional all-knowing agent's mean distance error of 11.78, and significantly (p=0.01) better than a conventional lifelong learning agent with a distance error of 15.17 after eight rounds of training. In addition, all ADFLL agents have comparable or better performance than a conventional LL agent. In conclusion, we developed an ADFLL framework with excellent performance and speed-up compared to conventional RL agents.


Behavioral Differences is the Key of Ad-hoc Team Cooperation in Multiplayer Games Hanabi

arXiv.org Artificial Intelligence

Ad-hoc team cooperation is the problem of cooperating with other players that have not been seen in the learning process. Recently, this problem has been considered in the context of Hanabi, which requires cooperation without explicit communication with the other players. While in self-play strategies cooperating on reinforcement learning (RL) process has shown success, there is the problem of failing to cooperate with other unseen agents after the initial learning is completed. In this paper, we categorize the results of ad-hoc team cooperation into Failure, Success, and Synergy and analyze the associated failures. First, we confirm that agents learning via RL converge to one strategy each, but not necessarily the same strategy and that these agents can deploy different strategies even though they utilize the same hyperparameters. Second, we confirm that the larger the behavioral difference, the more pronounced the failure of ad-hoc team cooperation, as demonstrated using hierarchical clustering and Pearson correlation. We confirm that such agents are grouped into distinctly different groups through hierarchical clustering, such that the correlation between behavioral differences and ad-hoc team performance is -0.978. Our results improve understanding of key factors to form successful ad-hoc team cooperation in multi-player games.