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 Reinforcement Learning


Recent Advances of Deep Robotic Affordance Learning: A Reinforcement Learning Perspective

arXiv.org Artificial Intelligence

As a popular concept proposed in the field of psychology, affordance has been regarded as one of the important abilities that enable humans to understand and interact with the environment. Briefly, it captures the possibilities and effects of the actions of an agent applied to a specific object or, more generally, a part of the environment. This paper provides a short review of the recent developments of deep robotic affordance learning (DRAL), which aims to develop data-driven methods that use the concept of affordance to aid in robotic tasks. We first classify these papers from a reinforcement learning (RL) perspective, and draw connections between RL and affordances. The technical details of each category are discussed and their limitations identified. We further summarise them and identify future challenges from the aspects of observations, actions, affordance representation, data-collection and real-world deployment. A final remark is given at the end to propose a promising future direction of the RL-based affordance definition to include the predictions of arbitrary action consequences.


Accelerating Distributed Deep Reinforcement Learning by In-Network Experience Sampling

arXiv.org Artificial Intelligence

A computing cluster that interconnects multiple compute nodes is used to accelerate distributed reinforcement learning based on DQN (Deep Q-Network). In distributed reinforcement learning, Actor nodes acquire experiences by interacting with a given environment and a Learner node optimizes their DQN model. Since data transfer between Actor and Learner nodes increases depending on the number of Actor nodes and their experience size, communication overhead between them is one of major performance bottlenecks. In this paper, their communication is accelerated by DPDK-based network optimizations, and DPDK-based low-latency experience replay memory server is deployed between Actor and Learner nodes interconnected with a 40GbE (40Gbit Ethernet) network. Evaluation results show that, as a network optimization technique, kernel bypassing by DPDK reduces network access latencies to a shared memory server by 32.7% to 58.9%. As another network optimization technique, an in-network experience replay memory server between Actor and Learner nodes reduces access latencies to the experience replay memory by 11.7% to 28.1% and communication latencies for prioritized experience sampling by 21.9% to 29.1%.


Decision-Making Under Uncertainty: Beyond Probabilities

arXiv.org Artificial Intelligence

This position paper reflects on the state-of-the-art in decision-making under uncertainty. A classical assumption is that probabilities can sufficiently capture all uncertainty in a system. In this paper, the focus is on the uncertainty that goes beyond this classical interpretation, particularly by employing a clear distinction between aleatoric and epistemic uncertainty. The paper features an overview of Markov decision processes (MDPs) and extensions to account for partial observability and adversarial behavior. These models sufficiently capture aleatoric uncertainty but fail to account for epistemic uncertainty robustly. Consequently, we present a thorough overview of so-called uncertainty models that exhibit uncertainty in a more robust interpretation. We show several solution techniques for both discrete and continuous models, ranging from formal verification, over control-based abstractions, to reinforcement learning. As an integral part of this paper, we list and discuss several key challenges that arise when dealing with rich types of uncertainty in a model-based fashion.


How Deep Q Network works part1(Machine Learning)

#artificialintelligence

Abstract: Reinforcement Learning (RL) is currently one of the most commonly used techniques for traffic signal control (TSC), which can adaptively adjusted traffic signal phase and duration according to real-time traffic data. However, a fully centralized RL approach is beset with difficulties in a multi-network scenario because of exponential growth in state-action space with increasing intersections. Multi-agent reinforcement learning (MARL) can overcome the high-dimension problem by employing the global control of each local RL agent, but it also brings new challenges, such as the failure of convergence caused by the non-stationary Markov Decision Process (MDP). In this paper, we introduce an off-policy nash deep Q-Network (OPNDQN) algorithm, which mitigates the weakness of both fully centralized and MARL approaches. The OPNDQN algorithm solves the problem that traditional algorithms cannot be used in large state-action space traffic models by utilizing a fictitious game approach at each iteration to find the nash equilibrium among neighboring intersections, from which no intersection has incentive to unilaterally deviate.


Learning Rational Subgoals from Demonstrations and Instructions

arXiv.org Artificial Intelligence

We present a framework for learning useful subgoals that support efficient long-term planning to achieve novel goals. At the core of our framework is a collection of rational subgoals (RSGs), which are essentially binary classifiers over the environmental states. RSGs can be learned from weakly-annotated data, in the form of unsegmented demonstration trajectories, paired with abstract task descriptions, which are composed of terms initially unknown to the agent (e.g., collect-wood then craft-boat then go-across-river). Our framework also discovers dependencies between RSGs, e.g., the task collect-wood is a helpful subgoal for the task craft-boat. Given a goal description, the learned subgoals and the derived dependencies facilitate off-the-shelf planning algorithms, such as A* and RRT, by setting helpful subgoals as waypoints to the planner, which significantly improves performance-time efficiency.


Exploiting Contextual Structure to Generate Useful Auxiliary Tasks

arXiv.org Artificial Intelligence

Reinforcement learning requires interaction with an environment, which is expensive for robots. This constraint necessitates approaches that work with limited environmental interaction by maximizing the reuse of previous experiences. We propose an approach that maximizes experience reuse while learning to solve a given task by generating and simultaneously learning useful auxiliary tasks. To generate these tasks, we construct an abstract temporal logic representation of the given task and leverage large language models to generate context-aware object embeddings that facilitate object replacements. Counterfactual reasoning and off-policy methods allow us to simultaneously learn these auxiliary tasks while solving the given target task. We combine these insights into a novel framework for multitask reinforcement learning and experimentally show that our generated auxiliary tasks share similar underlying exploration requirements as the given task, thereby maximizing the utility of directed exploration. Our approach allows agents to automatically learn additional useful policies without extra environment interaction.


Conceptual Reinforcement Learning for Language-Conditioned Tasks

arXiv.org Artificial Intelligence

Despite the broad application of deep reinforcement learning (RL), transferring and adapting the policy to unseen but similar environments is still a significant challenge. Recently, the language-conditioned policy is proposed to facilitate policy transfer through learning the joint representation of observation and text that catches the compact and invariant information across environments. Existing studies of language-conditioned RL methods often learn the joint representation as a simple latent layer for the given instances (episode-specific observation and text), which inevitably includes noisy or irrelevant information and cause spurious correlations that are dependent on instances, thus hurting generalization performance and training efficiency. To address this issue, we propose a conceptual reinforcement learning (CRL) framework to learn the concept-like joint representation for language-conditioned policy. The key insight is that concepts are compact and invariant representations in human cognition through extracting similarities from numerous instances in real-world. In CRL, we propose a multi-level attention encoder and two mutual information constraints for learning compact and invariant concepts. Verified in two challenging environments, RTFM and Messenger, CRL significantly improves the training efficiency (up to 70%) and generalization ability (up to 30%) to the new environment dynamics.


Power and Interference Control for VLC-Based UDN: A Reinforcement Learning Approach

arXiv.org Artificial Intelligence

Visible light communication (VLC) has been widely applied as a promising solution for modern short range communication. When it comes to the deployment of LED arrays in VLC networks, the emerging ultra-dense network (UDN) technology can be adopted to expand the VLC network's capacity. However, the problem of inter-cell interference (ICI) mitigation and efficient power control in the VLC-based UDN is still a critical challenge. To this end, a reinforcement learning (RL) based VLC UDN architecture is devised in this paper. The deployment of the cells is optimized via spatial reuse to mitigate ICI. An RL-based algorithm is proposed to dynamically optimize the policy of power and interference control, maximizing the system utility in the complicated and dynamic environment. Simulation results demonstrate the superiority of the proposed scheme, it increase the system utility and achievable data rate while reducing the energy consumption and ICI, which outperforms the benchmark scheme.


The Power of Regularization in Solving Extensive-Form Games

arXiv.org Artificial Intelligence

In this paper, we investigate the power of {\it regularization}, a common technique in reinforcement learning and optimization, in solving extensive-form games (EFGs). We propose a series of new algorithms based on regularizing the payoff functions of the game, and establish a set of convergence results that strictly improve over the existing ones, with either weaker assumptions or stronger convergence guarantees. In particular, we first show that dilated optimistic mirror descent (DOMD), an efficient variant of OMD for solving EFGs, with adaptive regularization can achieve a fast $\tilde O(1/T)$ last-iterate convergence in terms of duality gap and distance to the set of Nash equilibrium (NE) without uniqueness assumption of the NE. Second, we show that regularized counterfactual regret minimization (\texttt{Reg-CFR}), with a variant of optimistic mirror descent algorithm as regret-minimizer, can achieve $O(1/T^{1/4})$ best-iterate, and $O(1/T^{3/4})$ average-iterate convergence rate for finding NE in EFGs. Finally, we show that \texttt{Reg-CFR} can achieve asymptotic last-iterate convergence, and optimal $O(1/T)$ average-iterate convergence rate, for finding the NE of perturbed EFGs, which is useful for finding approximate extensive-form perfect equilibria (EFPE). To the best of our knowledge, they constitute the first last-iterate convergence results for CFR-type algorithms, while matching the state-of-the-art average-iterate convergence rate in finding NE for non-perturbed EFGs. We also provide numerical results to corroborate the advantages of our algorithms.


Decoupling Skill Learning from Robotic Control for Generalizable Object Manipulation

arXiv.org Artificial Intelligence

Recent works in robotic manipulation through reinforcement learning (RL) or imitation learning (IL) have shown potential for tackling a range of tasks e.g., opening a drawer or a cupboard. However, these techniques generalize poorly to unseen objects. We conjecture that this is due to the high-dimensional action space for joint control. In this paper, we take an alternative approach and separate the task of learning 'what to do' from 'how to do it' i.e., whole-body control. We pose the RL problem as one of determining the skill dynamics for a disembodied virtual manipulator interacting with articulated objects. The whole-body robotic kinematic control is optimized to execute the high-dimensional joint motion to reach the goals in the workspace. It does so by solving a quadratic programming (QP) model with robotic singularity and kinematic constraints. Our experiments on manipulating complex articulated objects show that the proposed approach is more generalizable to unseen objects with large intra-class variations, outperforming previous approaches. The evaluation results indicate that our approach generates more compliant robotic motion and outperforms the pure RL and IL baselines in task success rates. Additional information and videos are available at https://kl-research.github.io/decoupskill