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 Reinforcement Learning


Hierarchical Control for Head-to-Head Autonomous Racing

arXiv.org Artificial Intelligence

We develop a hierarchical controller for head-to-head autonomous racing. We first introduce a formulation of a racing game with realistic safety and fairness rules. A high-level planner approximates the original formulation as a discrete game with simplified state, control, and dynamics to easily encode the complex safety and fairness rules and calculates a series of target waypoints. The low-level controller takes the resulting waypoints as a reference trajectory and computes high-resolution control inputs by solving an alternative formulation approximation with simplified objectives and constraints. We consider two approaches for the low-level planner, constructing two hierarchical controllers. One approach uses multi-agent reinforcement learning (MARL), and the other solves a linear-quadratic Nash game (LQNG) to produce control inputs. The controllers are compared against three baselines: an end-to-end MARL controller, a MARL controller tracking a fixed racing line, and an LQNG controller tracking a fixed racing line. Quantitative results show that the proposed hierarchical methods outperform their respective baseline methods in terms of head-to-head race wins and abiding by the rules. The hierarchical controller using MARL for low-level control consistently outperformed all other methods by winning over 90% of head-to-head races and more consistently adhered to the complex racing rules. Qualitatively, we observe the proposed controllers mimicking actions performed by expert human drivers such as shielding/blocking, overtaking, and long-term planning for delayed advantages. We show that hierarchical planning for game-theoretic reasoning produces competitive behavior even when challenged with complex rules and constraints.


Diverse Policy Optimization for Structured Action Space

arXiv.org Artificial Intelligence

Enhancing the diversity of policies is beneficial for robustness, exploration, and transfer in reinforcement learning (RL). In this paper, we aim to seek diverse policies in an under-explored setting, namely RL tasks with structured action spaces with the two properties of composability and local dependencies. The complex action structure, non-uniform reward landscape, and subtle hyperparameter tuning due to the properties of structured actions prevent existing approaches from scaling well. We propose a simple and effective RL method, Diverse Policy Optimization (DPO), to model the policies in structured action space as the energy-based models (EBM) by following the probabilistic RL framework. A recently proposed novel and powerful generative model, GFlowNet, is introduced as the efficient, diverse EBM-based policy sampler. DPO follows a joint optimization framework: the outer layer uses the diverse policies sampled by the GFlowNet to update the EBM-based policies, which supports the GFlowNet training in the inner layer. Experiments on ATSC and Battle benchmarks demonstrate that DPO can efficiently discover surprisingly diverse policies in challenging scenarios and substantially outperform existing state-of-the-art methods.


Surveillance Evasion Through Bayesian Reinforcement Learning

arXiv.org Artificial Intelligence

We consider a task of surveillance-evading path-planning in a continuous setting. An Evader strives to escape from a 2D domain while minimizing the risk of detection (and immediate capture). The probability of detection is path-dependent and determined by the spatially inhomogeneous surveillance intensity, which is fixed but a priori unknown and gradually learned in the multi-episodic setting. We introduce a Bayesian reinforcement learning algorithm that relies on a Gaussian Process regression (to model the surveillance intensity function based on the information from prior episodes), numerical methods for Hamilton-Jacobi PDEs (to plan the best continuous trajectories based on the current model), and Confidence Bounds (to balance the exploration vs exploitation). We use numerical experiments and regret metrics to highlight the significant advantages of our approach compared to traditional graph-based algorithms of reinforcement learning.


Inequity aversion reduces travel time in the traffic light control problem

arXiv.org Artificial Intelligence

The problem of traffic light control is to coordinate between intersections by controlling their traffic lights to improve traffic flow. This problem remains as one of the greatest challenges in the 21 st century (Qadri, Gรถkรงe, & ร–ner, 2020). To tackle this challenge, researchers have taken various approaches such as the coordinated method modifying the start time of the green lights between the consecutive intersections (Koonce & Rodegerdts, 2008), the optimization technique minimizing the vehicles' travel time under certain traffic flow assumptions (Diakaki, Papageorgiou, & Aboudolas, 2002), and the models applying perimeter control to handle transferring flows between regions of a city (Kouvelas, Saeedmanesh, & Geroliminis, 2015, 2017). In addition to conventional approaches, the problem was recently tackled with Reinforcement Learning (RL) methods (Qadri et al., 2020). RL is a promising machinelearning framework where an agent interacts within a given environment by applying actions and receiving signals, which are interpreted as rewards and punishments. Via the interactions, the agents learn an optimal policy, a probability distribution over the available actions that maximizes the total obtained rewards for each visited environment state (Alamiyan-Harandi, Derhami, & Jamshidi, 2018; Rasheed, Yau, Noor, Wu, & Low, 2020; Sutton, Barto, et al., 1998). Encompassing several intersections, the traffic light control problem requires several actions to be executed at the same time. Hence, often the Multi-Agent (MA) extension of RL, i.e., MARL, is used for this problem.


Reinforcement Learning for Economic Policy: A New Frontier?

arXiv.org Artificial Intelligence

Agent-based computational economics is a field with a rich academic history, yet one which has struggled to enter mainstream policy design toolboxes--plagued by the challenges associated with representing a complex and dynamic reality. The field of Reinforcement Learning (RL), too, has a rich history, and has recently been at the centre of several exponential developments. Modern RL implementations have been able to achieve unprecedented levels of sophistication, handling previously unthinkable degrees of complexity. This review surveys the historical barriers of classical agent-based techniques in economic modelling, and contemplates whether recent developments in RL can overcome any of them.


Reports of the Workshops Held at the 2022 AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Interactive AI Magazine

This year was the first in-person EXAG since the start of the COVID-19 pandemic. We did our best to support a hybrid event to accommodate international presenters. We had excellent attendance on both days, with five paper sessions and two demo sessions (one formal, one informal). Our presentations spanned the following themes: story world generation, level generation, pixel art generation, adaptive MCTS, open-endedness in games, level reachability testing, NPC behaviors, AI-driven sonification, unit generation for real-time strategy games, empathetic AI, expressive range visualization, emulator frameworks for MCTS, and reinforcement Learning for fighting game AI. This year, EXAG received 22 submissions (21 for the research track and 1 for the demo track).


Fully autonomous real-world reinforcement learning with applications to mobile manipulation

Robohub

Reinforcement learning provides a conceptual framework for autonomous agents to learn from experience, analogously to how one might train a pet with treats. But practical applications of reinforcement learning are often far from natural: instead of using RL to learn through trial and error by actually attempting the desired task, typical RL applications use a separate (usually simulated) training phase. For example, AlphaGo did not learn to play Go by competing against thousands of humans, but rather by playing against itself in simulation. While this kind of simulated training is appealing for games where the rules are perfectly known, applying this to real world domains such as robotics can require a range of complex approaches, such as the use of simulated data, or instrumenting real-world environments in various ways to make training feasible under laboratory conditions. Can we instead devise reinforcement learning systems for robots that allow them to learn directly "on-the-job", while performing the task that they are required to do?


[2302.10368] Towards a Sustainable Internet-of-Underwater-Things based on AUVs, SWIPT, and Reinforcement Learning

#artificialintelligence

Life on earth depends on healthy oceans, which supply a large percentage of the planet's oxygen, food, and energy. However, the oceans are under threat from climate change, which is devastating the marine ecosystem and the economic and social systems that depend on it. The Internet-of-underwater-things (IoUTs), a global interconnection of underwater objects, enables round-the-clock monitoring of the oceans. It provides high-resolution data for training machine learning (ML) algorithms for rapidly evaluating potential climate change solutions and speeding up decision-making. The sensors in conventional IoUTs are battery-powered, which limits their lifetime, and constitutes environmental hazards when they die. In this paper, we propose a sustainable scheme to improve the throughput and lifetime of underwater networks, enabling them to potentially operate indefinitely. The scheme is based on simultaneous wireless information and power transfer (SWIPT) from an autonomous underwater vehicle (AUV) used for data collection. We model the problem of jointly maximising throughput and harvested power as a Markov Decision Process (MDP), and develop a model-free reinforcement learning (RL) algorithm as a solution. The model's reward function incentivises the AUV to find optimal trajectories that maximise throughput and power transfer to the underwater nodes while minimising energy consumption. To the best of our knowledge, this is the first attempt at using RL to ensure sustainable underwater networks via SWIPT. The scheme is implemented in an open 3D RL environment specifically developed in MATLAB for this study. The performance results show up 207% improvement in energy efficiency compared to those of a random trajectory scheme used as a baseline model.


Provably Efficient Reinforcement Learning via Surprise Bound

arXiv.org Artificial Intelligence

Value function approximation is important in modern reinforcement learning (RL) problems especially when the state space is (infinitely) large. Despite the importance and wide applicability of value function approximation, its theoretical understanding is still not as sophisticated as its empirical success, especially in the context of general function approximation. In this paper, we propose a provably efficient RL algorithm (both computationally and statistically) with general value function approximations. We show that if the value functions can be approximated by a function class that satisfies the Bellman-completeness assumption, our algorithm achieves an $\widetilde{O}(\text{poly}(\iota H)\sqrt{T})$ regret bound where $\iota$ is the product of the surprise bound and log-covering numbers, $H$ is the planning horizon, $K$ is the number of episodes and $T = HK$ is the total number of steps the agent interacts with the environment. Our algorithm achieves reasonable regret bounds when applied to both the linear setting and the sparse high-dimensional linear setting. Moreover, our algorithm only needs to solve $O(H\log K)$ empirical risk minimization (ERM) problems, which is far more efficient than previous algorithms that need to solve ERM problems for $\Omega(HK)$ times.


Behavior Proximal Policy Optimization

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) is a challenging setting where existing off-policy actor-critic methods perform poorly due to the overestimation of out-of-distribution state-action pairs. Thus, various additional augmentations are proposed to keep the learned policy close to the offline dataset (or the behavior policy). In this work, starting from the analysis of offline monotonic policy improvement, we get a surprising finding that some online on-policy algorithms are naturally able to solve offline RL. Specifically, the inherent conservatism of these on-policy algorithms is exactly what the offline RL method needs to overcome the overestimation. Based on this, we propose Behavior Proximal Policy Optimization (BPPO), which solves offline RL without any extra constraint or regularization introduced compared to PPO. Extensive experiments on the D4RL benchmark indicate this extremely succinct method outperforms state-of-the-art offline RL algorithms. Our implementation is available at https://github.com/Dragon-Zhuang/BPPO.