Reinforcement Learning
Asynchronous Hybrid Reinforcement Learning for Latency and Reliability Optimization in the Metaverse over Wireless Communications
Yu, Wenhan, Chua, Terence Jie, Zhao, Jun
Technology advancements in wireless communications and high-performance Extended Reality (XR) have empowered the developments of the Metaverse. The demand for the Metaverse applications and hence, real-time digital twinning of real-world scenes is increasing. Nevertheless, the replication of 2D physical world images into 3D virtual objects is computationally intensive and requires computation offloading. The disparity in transmitted object dimension (2D as opposed to 3D) leads to asymmetric data sizes in uplink (UL) and downlink (DL). To ensure the reliability and low latency of the system, we consider an asynchronous joint UL-DL scenario where in the UL stage, the smaller data size of the physical world images captured by multiple extended reality users (XUs) will be uploaded to the Metaverse Console (MC) to be construed and rendered. In the DL stage, the larger-size 3D virtual objects need to be transmitted back to the XUs. We design a novel multi-agent reinforcement learning algorithm structure, namely Asynchronous Actors Hybrid Critic (AAHC), to optimize the decisions pertaining to computation offloading and channel assignment in the UL stage and optimize the DL transmission power in the DL stage. Extensive experiments demonstrate that compared to proposed baselines, AAHC obtains better solutions with satisfactory training time.
Enactivism & Objectively Optimal Super-Intelligence
Software's effect upon the world hinges upon the hardware that interprets it. This tends not to be an issue, because we standardise hardware. AI is typically conceived of as a software ``mind'' running on such interchangeable hardware. This formalises mind-body dualism, in that a software ``mind'' can be run on any number of standardised bodies. While this works well for simple applications, we argue that this approach is less than ideal for the purposes of formalising artificial general intelligence (AGI) or artificial super-intelligence (ASI). The general reinforcement learning agent AIXI is pareto optimal. However, this claim regarding AIXI's performance is highly subjective, because that performance depends upon the choice of interpreter. We examine this problem and formulate an approach based upon enactive cognition and pancomputationalism to address the issue. Weakness is a measure of plausibility, a ``proxy for intelligence'' unrelated to compression or simplicity. If hypotheses are evaluated in terms of weakness rather than length, then we are able to make objective claims regarding performance (how effectively one adapts, or ``generalises'' from limited information). Subsequently, we propose a definition of AGI which is objectively optimal given a ``vocabulary'' (body etc) in which cognition is enacted, and of ASI as that which finds the optimal vocabulary for a purpose and then constructs an AGI.
RLx2: Training a Sparse Deep Reinforcement Learning Model from Scratch
Tan, Yiqin, Hu, Pihe, Pan, Ling, Huang, Jiatai, Huang, Longbo
Training deep reinforcement learning (DRL) models usually requires high computation costs. Therefore, compressing DRL models possesses immense potential for training acceleration and model deployment. However, existing methods that generate small models mainly adopt the knowledge distillation-based approach by iteratively training a dense network. As a result, the training process still demands massive computing resources. Indeed, sparse training from scratch in DRL has not been well explored and is particularly challenging due to non-stationarity in bootstrap training. In this work, we propose a novel sparse DRL training framework, "the Rigged Reinforcement Learning Lottery" (RLx2), which builds upon gradient-based topology evolution and is capable of training a DRL model based entirely on sparse networks. Specifically, RLx2 introduces a novel delayed multistep TD target mechanism with a dynamic-capacity replay buffer to achieve robust value learning and efficient topology exploration in sparse models. It also reaches state-of-the-art sparse training performance in several tasks, showing 7.5 -20 model compression with less than 3% performance degradation and up to 20 and 50 FLOPs reduction for training and inference, respectively. Deep reinforcement learning (DRL) has found successful applications in many important areas, e.g., games (Silver et al., 2017), robotics(Gu et al., 2017) and nuclear fusion (Degrave et al., 2022). For instance, AlphaGo-Zero for Go games (Silver et al., 2017), which defeats all Go-AIs and human experts, requires more than 40 days of training time on four tensor processing units (TPUs). The heavy resource requirement results in expensive consumption and hinders the application of DRL on resource-limited devices. Sparse networks, initially proposed in deep supervised learning, have demonstrated great potential for model compression and training acceleration of deep reinforcement learning. Specifically, in deep supervised learning, the state-of-the-art sparse training frameworks, e.g., SET (Mocanu et al., 2018) and RigL (Evci et al., 2020), can train a 90%-sparse network (i.e., the resulting network size is 10% of the original network) from scratch without performance degradation.
Automated Cyber Defence: A Review
Vyas, Sanyam, Hannay, John, Bolton, Andrew, Burnap, Professor Pete
Within recent times, cybercriminals have curated a variety of organised and resolute cyber attacks within a range of cyber systems, leading to consequential ramifications to private and governmental institutions. Current security-based automation and orchestrations focus on automating fixed purpose and hard-coded solutions, which are easily surpassed by modern-day cyber attacks. Research within Automated Cyber Defence will allow the development and enabling intelligence response by autonomously defending networked systems through sequential decision-making agents. This article comprehensively elaborates the developments within Automated Cyber Defence through a requirement analysis divided into two sub-areas, namely, automated defence and attack agents and Autonomous Cyber Operation (ACO) Gyms. The requirement analysis allows the comparison of automated agents and highlights the importance of ACO Gyms for their continual development. The requirement analysis is also used to critique ACO Gyms with an overall aim to develop them for deploying automated agents within real-world networked systems. Relevant future challenges were addressed from the overall analysis to accelerate development within the area of Automated Cyber Defence.
Mean-Semivariance Policy Optimization via Risk-Averse Reinforcement Learning
Ma, Xiaoteng, Ma, Shuai, Xia, Li, Zhao, Qianchuan
Keeping risk under control is often more crucial than maximizing expected rewards in real-world decision-making situations, such as finance, robotics, autonomous driving, etc. The most natural choice of risk measures is variance, which penalizes the upside volatility as much as the downside part. Instead, the (downside) semivariance, which captures the negative deviation of a random variable under its mean, is more suitable for risk-averse proposes. This paper aims at optimizing the mean-semivariance (MSV) criterion in reinforcement learning w.r.t. steady reward distribution. Since semivariance is time-inconsistent and does not satisfy the standard Bellman equation, the traditional dynamic programming methods are inapplicable to MSV problems directly. To tackle this challenge, we resort to Perturbation Analysis (PA) theory and establish the performance difference formula for MSV. We reveal that the MSV problem can be solved by iteratively solving a sequence of RL problems with a policy-dependent reward function. Further, we propose two on-policy algorithms based on the policy gradient theory and the trust region method. Finally, we conduct diverse experiments from simple bandit problems to continuous control tasks in MuJoCo, which demonstrate the effectiveness of our proposed methods.
Dextrous Tactile In-Hand Manipulation Using a Modular Reinforcement Learning Architecture
Pitz, Johannes, Röstel, Lennart, Sievers, Leon, Bäuml, Berthold
Dextrous in-hand manipulation with a multi-fingered robotic hand is a challenging task, esp. when performed with the hand oriented upside down, demanding permanent force-closure, and when no external sensors are used. For the task of reorienting an object to a given goal orientation (vs. infinitely spinning it around an axis), the lack of external sensors is an additional fundamental challenge as the state of the object has to be estimated all the time, e.g., to detect when the goal is reached. In this paper, we show that the task of reorienting a cube to any of the 24 possible goal orientations in a ${\pi}$/2-raster using the torque-controlled DLR-Hand II is possible. The task is learned in simulation using a modular deep reinforcement learning architecture: the actual policy has only a small observation time window of 0.5s but gets the cube state as an explicit input which is estimated via a deep differentiable particle filter trained on data generated by running the policy. In simulation, we reach a success rate of 92% while applying significant domain randomization. Via zero-shot Sim2Real-transfer on the real robotic system, all 24 goal orientations can be reached with a high success rate.
RLPrompt: Optimizing discrete text prompts with reinforcement learning
Figure 1: Overview of RL Prompt for discrete prompt optimization. All language models (LMs) are frozen. We build our policy network by training a task-specific multi-layer perceptron (MLP) network inserted into a frozen pre-trained LM. The figure above illustrates 1) generation of a prompt (left), 2) example usages in a masked LM for classification (top right) and a left-to-right LM for generation (bottom right), and 3) update of the MLP using RL reward signals (red arrows). TL;DR: Prompting enables large language models (LLMs) to perform various NLP tasks without changing the model.
UAV Path Planning Employing MPC- Reinforcement Learning Method Considering Collision Avoidance
Ramezani, Mahya, Habibi, Hamed, Lopez, Jose luis Sanchez, Voos, Holger
In this paper, we tackle the problem of Unmanned Aerial (UA V) path planning in complex and uncertain environments by designing a Model Predictive Control (MPC), based on a Long-Short-Term Memory (LSTM) network integrated into the Deep Deterministic Policy Gradient algorithm. In the proposed solution, LSTM-MPC operates as a deterministic policy within the DDPG network, and it leverages a predicting pool to store predicted future states and actions for improved robustness and efficiency. The use of the predicting pool also enables the initialization of the critic network, leading to improved convergence speed and reduced failure rate compared to traditional reinforcement learning and deep reinforcement learning methods. The effectiveness of the proposed solution is evaluated by numerical simulations.
Model-Based Uncertainty in Value Functions
Luis, Carlos E., Bottero, Alessandro G., Vinogradska, Julia, Berkenkamp, Felix, Peters, Jan
We consider the problem of quantifying uncertainty over expected cumulative rewards in model-based reinforcement learning. In particular, we focus on characterizing the variance over values induced by a distribution over MDPs. Previous work upper bounds the posterior variance over values by solving a so-called uncertainty Bellman equation, but the over-approximation may result in inefficient exploration. We propose a new uncertainty Bellman equation whose solution converges to the true posterior variance over values and explicitly characterizes the gap in previous work. Moreover, our uncertainty quantification technique is easily integrated into common exploration strategies and scales naturally beyond the tabular setting by using standard deep reinforcement learning architectures. Experiments in difficult exploration tasks, both in tabular and continuous control settings, show that our sharper uncertainty estimates improve sample-efficiency.
A Multiplicative Value Function for Safe and Efficient Reinforcement Learning
Bührer, Nick, Zhang, Zhejun, Liniger, Alexander, Yu, Fisher, Van Gool, Luc
An emerging field of sequential decision problems is safe Reinforcement Learning (RL), where the objective is to maximize the reward while obeying safety constraints. Being able to handle constraints is essential for deploying RL agents in real-world environments, where constraint violations can harm the agent and the environment. To this end, we propose a safe model-free RL algorithm with a novel multiplicative value function consisting of a safety critic and a reward critic. The safety critic predicts the probability of constraint violation and discounts the reward critic that only estimates constraint-free returns. By splitting responsibilities, we facilitate the learning task leading to increased sample efficiency. We integrate our approach into two popular RL algorithms, Proximal Policy Optimization and Soft Actor-Critic, and evaluate our method in four safety-focused environments, including classical RL benchmarks augmented with safety constraints and robot navigation tasks with images and raw Lidar scans as observations. Finally, we make the zero-shot sim-to-real transfer where a differential drive robot has to navigate through a cluttered room. Our code can be found at https://github.com/nikeke19/Safe-Mult-RL.