Reinforcement Learning
Scientists Use Reinforcement Learning To Train Quantum Algorithm - AI Summary
Recent advancements in quantum computing have driven the scientific community's quest to solve a certain class of complex problems for which quantum computers would be better suited than traditional supercomputers. In a new study, scientists at the U.S. Department of Energy's (DOE) Argonne National Laboratory have developed a new algorithm based on reinforcement learning to find the optimal parameters for the Quantum Approximate Optimization Algorithm (QAOA), which allows a quantum computer to solve certain combinatorial problems such as those that arise in materials design, chemistry and wireless communications. QAOA is a hybrid quantum-classical algorithm that uses both classical and quantum computers for approximately solving combinatorial optimization problems. A particularity of the proposed algorithm is that it can be trained on smaller problem instances, and the trained model can adapt QAOA to larger problem instances.
Resource-Constrained Station-Keeping for Helium Balloons using Reinforcement Learning
Saunders, Jack, Prenevost, Loรฏc, ลimลek, รzgรผr, Hunter, Alan, Li, Wenbin
High altitude balloons have proved useful for ecological aerial surveys, atmospheric monitoring, and communication relays. However, due to weight and power constraints, there is a need to investigate alternate modes of propulsion to navigate in the stratosphere. Very recently, reinforcement learning has been proposed as a control scheme to maintain the balloon in the region of a fixed location, facilitated through diverse opposing wind-fields at different altitudes. Although air-pump based station keeping has been explored, there is no research on the control problem for venting and ballasting actuated balloons, which is commonly used as a low-cost alternative. We show how reinforcement learning can be used for this type of balloon. Specifically, we use the soft actor-critic algorithm, which on average is able to station-keep within 50\;km for 25\% of the flight, consistent with state-of-the-art. Furthermore, we show that the proposed controller effectively minimises the consumption of resources, thereby supporting long duration flights. We frame the controller as a continuous control reinforcement learning problem, which allows for a more diverse range of trajectories, as opposed to current state-of-the-art work, which uses discrete action spaces. Furthermore, through continuous control, we can make use of larger ascent rates which are not possible using air-pumps. The desired ascent-rate is decoupled into desired altitude and time-factor to provide a more transparent policy, compared to low-level control commands used in previous works. Finally, by applying the equations of motion, we establish appropriate thresholds for venting and ballasting to prevent the agent from exploiting the environment. More specifically, we ensure actions are physically feasible by enforcing constraints on venting and ballasting.
Data-efficient, Explainable and Safe Payload Manipulation: An Illustration of the Advantages of Physical Priors in Model-Predictive Control
Salehi, Achkan, Doncieux, Stephane
Machine Learning methods, such as those from the Reinforcement Learning (RL) literature, have increasingly been applied to robot control problems. However, such control methods, even when learning environment dynamics (e.g. as in Model-Based RL/control) often remain data-inefficient. Furthermore, the decisions made by learned policies or the estimations made by learned dynamic models, unlike those made by their hand-designed counterparts, are not readily interpretable by a human user without the use of Explainable AI techniques. This has several disadvantages, such as increased difficulty both in debugging and integration in safety-critical systems. On the other hand, in many robotic systems, prior knowledge of environment kinematics and dynamics is at least partially available (e.g. from classical mechanics). Arguably, incorporating such priors to the environment model or decision process can help address the aforementioned problems: it reduces problem complexity and the needs in terms of exploration, while also facilitating the expression of the decisions taken by the agent in terms of physically meaningful entities. Our aim with this paper is to illustrate and support this point of view. We model a payload manipulation problem based on a real robotic system, and show that leveraging prior knowledge about the dynamics of the environment can lead to improved explainability and an increase in both safety and data-efficiency,leading to satisfying generalization properties with less data.
Distributed Learning Meets 6G: A Communication and Computing Perspective
Jere, Shashank, Song, Yifei, Yi, Yang, Liu, Lingjia
With the ever-improving computing capabilities and storage capacities of mobile devices in line with evolving telecommunication network paradigms, there has been an explosion of research interest towards exploring Distributed Learning (DL) frameworks to realize stringent key performance indicators (KPIs) that are expected in next-generation/6G cellular networks. In conjunction with Edge Computing, Federated Learning (FL) has emerged as the DL architecture of choice in prominent wireless applications. This article lays an outline of how DL in general and FL-based strategies specifically can contribute towards realizing a part of the 6G vision and strike a balance between communication and computing constraints. As a practical use case, we apply Multi-Agent Reinforcement Learning (MARL) within the FL framework to the Dynamic Spectrum Access (DSA) problem and present preliminary evaluation results. Top contemporary challenges in applying DL approaches to 6G networks are also highlighted.
A Finite Sample Complexity Bound for Distributionally Robust Q-learning
Wang, Shengbo, Si, Nian, Blanchet, Jose, Zhou, Zhengyuan
We consider a reinforcement learning setting in which the deployment environment is different from the training environment. Applying a robust Markov decision processes formulation, we extend the distributionally robust $Q$-learning framework studied in Liu et al. [2022]. Further, we improve the design and analysis of their multi-level Monte Carlo estimator. Assuming access to a simulator, we prove that the worst-case expected sample complexity of our algorithm to learn the optimal robust $Q$-function within an $\epsilon$ error in the sup norm is upper bounded by $\tilde O(|S||A|(1-\gamma)^{-5}\epsilon^{-2}p_{\wedge}^{-6}\delta^{-4})$, where $\gamma$ is the discount rate, $p_{\wedge}$ is the non-zero minimal support probability of the transition kernels and $\delta$ is the uncertainty size. This is the first sample complexity result for the model-free robust RL problem. Simulation studies further validate our theoretical results.
Building a Subspace of Policies for Scalable Continual Learning
Gaya, Jean-Baptiste, Doan, Thang, Caccia, Lucas, Soulier, Laure, Denoyer, Ludovic, Raileanu, Roberta
The ability to continuously acquire new knowledge and skills is crucial for autonomous agents. Existing methods are typically based on either fixed-size models that struggle to learn a large number of diverse behaviors, or growing-size models that scale poorly with the number of tasks. In this work, we aim to strike a better balance between an agent's size and performance by designing a method that grows adaptively depending on the task sequence. We introduce Continual Subspace of Policies (CSP), a new approach that incrementally builds a subspace of policies for training a reinforcement learning agent on a sequence of tasks. The subspace's high expressivity allows CSP to perform well for many different tasks while growing sublinearly with the number of tasks. Our method does not suffer from forgetting and displays positive transfer to new tasks. CSP outperforms a number of popular baselines on a wide range of scenarios from two challenging domains, Brax (locomotion) and Continual World (manipulation).
Learning not to Regret
Sychrovsky, David, Sustr, Michal, Davoodi, Elnaz, Lanctot, Marc, Schmid, Martin
Regret minimization is a key component of many algorithms for finding Nash equilibria in imperfect-information games. To scale to games that cannot fit in memory, we can use search with value functions. However, calling the value functions repeatedly in search can be expensive. Therefore, it is desirable to minimize regret in the search tree as fast as possible. We propose to accelerate the regret minimization by introducing a general ``learning not to regret'' framework, where we meta-learn the regret minimizer. The resulting algorithm is guaranteed to minimize regret in arbitrary settings and is (meta)-learned to converge fast on a selected distribution of games. Our experiments show that meta-learned algorithms converge substantially faster than prior regret minimization algorithms.
PRUDEX-Compass: Towards Systematic Evaluation of Reinforcement Learning in Financial Markets
Sun, Shuo, Qin, Molei, Wang, Xinrun, An, Bo
The financial markets, which involve more than $90 trillion market capitals, attract the attention of innumerable investors around the world. Recently, reinforcement learning in financial markets (FinRL) has emerged as a promising direction to train agents for making profitable investment decisions. However, the evaluation of most FinRL methods only focuses on profit-related measures and ignores many critical axes, which are far from satisfactory for financial practitioners to deploy these methods into real-world financial markets. Therefore, we introduce PRUDEX-Compass, which has 6 axes, i.e., Profitability, Risk-control, Universality, Diversity, rEliability, and eXplainability, with a total of 17 measures for a systematic evaluation. Specifically, i) we propose AlphaMix+ as a strong FinRL baseline, which leverages mixture-of-experts (MoE) and risk-sensitive approaches to make diversified risk-aware investment decisions, ii) we evaluate 8 FinRL methods in 4 long-term real-world datasets of influential financial markets to demonstrate the usage of our PRUDEX-Compass, iii) PRUDEX-Compass together with 4 real-world datasets, standard implementation of 8 FinRL methods and a portfolio management environment is released as public resources to facilitate the design and comparison of new FinRL methods. We hope that PRUDEX-Compass can not only shed light on future FinRL research to prevent untrustworthy results from stagnating FinRL into successful industry deployment but also provide a new challenging algorithm evaluation scenario for the reinforcement learning (RL) community.
DreamWaQ: Learning Robust Quadrupedal Locomotion With Implicit Terrain Imagination via Deep Reinforcement Learning
Nahrendra, I Made Aswin, Yu, Byeongho, Myung, Hyun
Quadrupedal robots resemble the physical ability of legged animals to walk through unstructured terrains. However, designing a controller for quadrupedal robots poses a significant challenge due to their functional complexity and requires adaptation to various terrains. Recently, deep reinforcement learning, inspired by how legged animals learn to walk from their experiences, has been utilized to synthesize natural quadrupedal locomotion. However, state-of-the-art methods strongly depend on a complex and reliable sensing framework. Furthermore, prior works that rely only on proprioception have shown a limited demonstration for overcoming challenging terrains, especially for a long distance. This work proposes a novel quadrupedal locomotion learning framework that allows quadrupedal robots to walk through challenging terrains, even with limited sensing modalities. The proposed framework was validated in real-world outdoor environments with varying conditions within a single run for a long distance.
GHQ: Grouped Hybrid Q Learning for Heterogeneous Cooperative Multi-agent Reinforcement Learning
Yu, Xiaoyang, Lin, Youfang, Wang, Xiangsen, Han, Sheng, Lv, Kai
Previous deep multi-agent reinforcement learning (MARL) algorithms have achieved impressive results, typically in homogeneous scenarios. However, heterogeneous scenarios are also very common and usually harder to solve. In this paper, we mainly discuss cooperative heterogeneous MARL problems in Starcraft Multi-Agent Challenges (SMAC) environment. We firstly define and describe the heterogeneous problems in SMAC. In order to comprehensively reveal and study the problem, we make new maps added to the original SMAC maps. We find that baseline algorithms fail to perform well in those heterogeneous maps. To address this issue, we propose the Grouped Individual-Global-Max Consistency (GIGM) and a novel MARL algorithm, Grouped Hybrid Q Learning (GHQ). GHQ separates agents into several groups and keeps individual parameters for each group, along with a novel hybrid structure for factorization. To enhance coordination between groups, we maximize the Inter-group Mutual Information (IGMI) between groups' trajectories. Experiments on original and new heterogeneous maps show the fabulous performance of GHQ compared to other state-of-the-art algorithms.