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 Reinforcement Learning


Software Simulation and Visualization of Quantum Multi-Drone Reinforcement Learning

arXiv.org Artificial Intelligence

Quantum machine learning (QML) has received a lot of attention according to its light training parameter numbers and speeds; and the advances of QML lead to active research on quantum multi-agent reinforcement learning (QMARL). Existing classical multi-agent reinforcement learning (MARL) features non-stationarity and uncertain properties. Therefore, this paper presents a simulation software framework for novel QMARL to control autonomous multi-drones, i.e., quantum multi-drone reinforcement learning. Our proposed framework accomplishes reasonable reward convergence and service quality performance with fewer trainable parameters. Furthermore, it shows more stable training results. Lastly, our proposed software allows us to analyze the training process and results.


Mind the Gap: Offline Policy Optimization for Imperfect Rewards

arXiv.org Artificial Intelligence

Reward function is essential in reinforcement learning (RL), serving as the guiding signal to incentivize agents to solve given tasks, however, is also notoriously difficult to design. In many cases, only imperfect rewards are available, which inflicts substantial performance loss for RL agents. In this study, we propose a unified offline policy optimization approach, RGM (Reward Gap Minimization), which can smartly handle diverse types of imperfect rewards. RGM is formulated as a bi-level optimization problem: the upper layer optimizes a reward correction term that performs visitation distribution matching w.r.t. By exploiting the duality of the lower layer, we derive a tractable algorithm that enables sampled-based learning without any online interactions. Comprehensive experiments demonstrate that RGM achieves superior performance to existing methods under diverse settings of imperfect rewards. Further, RGM can effectively correct wrong or inconsistent rewards against expert preference and retrieve useful information from biased rewards. Reward plays an imperative role in every reinforcement learning (RL) problem. It encodes the desired task behaviors, serving as a guiding signal to incentivize agents to learn and solve a given task. As widely recognized in RL studies, a desirable reward function should not only define the task the agent learns to solve, but also offers the "bread crumbs" that allow the agent to efficiently learn to solve the task (Abel et al., 2021; Singh et al., 2009; Sorg, 2011).


Aligning Robot and Human Representations

arXiv.org Artificial Intelligence

To act in the world, robots rely on a representation of salient task aspects: for example, to carry a cup of coffee, a robot must consider movement efficiency and cup orientation in its behaviour. However, if we want robots to act for and with people, their representations must not be just functional but also reflective of what humans care about, i.e. their representations must be aligned with humans'. In this survey, we pose that current reward and imitation learning approaches suffer from representation misalignment, where the robot's learned representation does not capture the human's representation. We suggest that because humans will be the ultimate evaluator of robot performance in the world, it is critical that we explicitly focus our efforts on aligning learned task representations with humans, in addition to learning the downstream task. We advocate that current representation learning approaches in robotics should be studied from the perspective of how well they accomplish the objective of representation alignment. To do so, we mathematically define the problem, identify its key desiderata, and situate current robot learning methods within this formalism. We conclude the survey by suggesting future directions for exploring open challenges.


Distributional constrained reinforcement learning for supply chain optimization

arXiv.org Artificial Intelligence

This work studies reinforcement learning (RL) in the context of multi-period supply chains subject to constraints, e.g., on production and inventory. We introduce Distributional Constrained Policy Optimization (DCPO), a novel approach for reliable constraint satisfaction in RL. Our approach is based on Constrained Policy Optimization (CPO), which is subject to approximation errors that in practice lead it to converge to infeasible policies. We address this issue by incorporating aspects of distributional RL into DCPO. Specifically, we represent the return and cost value functions using neural networks that output discrete distributions, and we reshape costs based on the associated confidence. Using a supply chain case study, we show that DCPO improves the rate at which the RL policy converges and ensures reliable constraint satisfaction by the end of training. The proposed method also improves predictability, greatly reducing the variance of returns between runs, respectively; this result is significant in the context of policy gradient methods, which intrinsically introduce significant variance during training.


Deep Reinforcement Learning for Cyber System Defense under Dynamic Adversarial Uncertainties

arXiv.org Artificial Intelligence

Development of autonomous cyber system defense strategies and action recommendations in the real-world is challenging, and includes characterizing system state uncertainties and attack-defense dynamics. We propose a data-driven deep reinforcement learning (DRL) framework to learn proactive, context-aware, defense countermeasures that dynamically adapt to evolving adversarial behaviors while minimizing loss of cyber system operations. A dynamic defense optimization problem is formulated with multiple protective postures against different types of adversaries with varying levels of skill and persistence. A custom simulation environment was developed and experiments were devised to systematically evaluate the performance of four model-free DRL algorithms against realistic, multi-stage attack sequences. Our results suggest the efficacy of DRL algorithms for proactive cyber defense under multi-stage attack profiles and system uncertainties.


Win at Blackjack with Reinforcement Learning

#artificialintelligence

As a popular casino card game, many have studied Blackjack closely in order to devise strategies for improving their likelihood of winning. In this project, we will use Reinforcement Learning to find the best playing strategy for Blackjack. We will use Monte Carlo Reinforcement learning algorithms to do it; you will see how Reinforcement Learning can determine the optimum Blackjack strategy in just a few minutes. You will quickly grasp important concepts of Reinforcement learning and apply open AI's gym, the go-to framework for Reinforcement learning. To see all of the detailed explanations for the mentioned concepts and analyze/experiment with the code for this blog. You can also take a lot of FREE courses and projects about data science or any other technology topics from Cognitive Class.


Accelerating Policy Gradient by Estimating Value Function from Prior Computation in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

This paper investigates the use of prior computation to estimate the value function to improve sample efficiency in on-policy policy gradient methods in reinforcement learning. Our approach is to estimate the value function from prior computations, such as from the Q-network learned in DQN or the value function trained for different but related environments. In particular, we learn a new value function for the target task while combining it with a value estimate from the prior computation. Finally, the resulting value function is used as a baseline in the policy gradient method. This use of a baseline has the theoretical property of reducing variance in gradient computation and thus improving sample efficiency. The experiments show the successful use of prior value estimates in various settings and improved sample efficiency in several tasks. Reusing past computations has brought tremendous success in many machine learning fields, including computer vision (e.g., pre-trained models on ResNet) and natural language processing (e.g., large language models like GPT-3). These techniques allow for the creation of practical tools in real-world problems where task-specific data is scarce. Reinforcement learning (RL) provides algorithmic advantages and works on dynamically changing datasets in many cases in contrast to the static datasets used in supervised learning. However, this comes at the cost of requiring many samples. Despite this, RL has shown tremendous breakthroughs in recent years, particularly when large amounts of data (e.g., in simulations or games) are available (Silver et al., 2016; Vinyals et al., 2019). However, using RL in many real-world tasks is challenging, partly due to the scarcity of data (i.e., environment interaction) that most RL algorithms require. Off-policy algorithms provide a mechanism for reusing data.


MARLIN: Soft Actor-Critic based Reinforcement Learning for Congestion Control in Real Networks

arXiv.org Artificial Intelligence

Fast and efficient transport protocols are the foundation of an increasingly distributed world. The burden of continuously delivering improved communication performance to support next-generation applications and services, combined with the increasing heterogeneity of systems and network technologies, has promoted the design of Congestion Control (CC) algorithms that perform well under specific environments. The challenge of designing a generic CC algorithm that can adapt to a broad range of scenarios is still an open research question. To tackle this challenge, we propose to apply a novel Reinforcement Learning (RL) approach. Our solution, MARLIN, uses the Soft Actor-Critic algorithm to maximize both entropy and return and models the learning process as an infinite-horizon task. We trained MARLIN on a real network with varying background traffic patterns to overcome the sim-to-real mismatch that researchers have encountered when applying RL to CC. We evaluated our solution on the task of file transfer and compared it to TCP Cubic. While further research is required, results have shown that MARLIN can achieve comparable results to TCP with little hyperparameter tuning, in a task significantly different from its training setting. Therefore, we believe that our work represents a promising first step toward building CC algorithms based on the maximum entropy RL framework.


Is Model Ensemble Necessary? Model-based RL via a Single Model with Lipschitz Regularized Value Function

arXiv.org Artificial Intelligence

Probabilistic dynamics model ensemble is widely used in existing model-based reinforcement learning methods as it outperforms a single dynamics model in both asymptotic performance and sample efficiency. In this paper, we provide both practical and theoretical insights on the empirical success of the probabilistic dynamics model ensemble through the lens of Lipschitz continuity. We find that, for a value function, the stronger the Lipschitz condition is, the smaller the gap between the true dynamics-and learned dynamics-induced Bellman operators is, thus enabling the converged value function to be closer to the optimal value function. Hence, we hypothesize that the key functionality of the probabilistic dynamics model ensemble is to regularize the Lipschitz condition of the value function using generated samples. To test this hypothesis, we devise two practical robust training mechanisms through computing the adversarial noise and regularizing the value network's spectral norm to directly regularize the Lipschitz condition of the value functions. Empirical results show that combined with our mechanisms, model-based RL algorithms with a single dynamics model outperform those with an ensemble of probabilistic dynamics models. These findings not only support the theoretical insight, but also provide a practical solution for developing computationally efficient model-based RL algorithms. Model-based reinforcement learning (MBRL) improves the sample efficiency of an agent by learning a model of the underlying dynamics in a real environment. One of the most fundamental questions in this area is how to learn a model to generate good samples so that it maximally boosts the sample efficiency of policy learning. To address this question, various model architectures are proposed such as Bayesian nonparametric models (Kocijan et al., 2004; Nguyen-Tuong et al., 2008; Kamthe & Deisenroth, 2018), inverse dynamics model (Pathak et al., 2017; Liu et al., 2022), multistep model (Asadi et al., 2019), and hypernetwork (Huang et al., 2021).


Exploring Adaptive MCTS with TD Learning in miniXCOM

arXiv.org Artificial Intelligence

In recent years, Monte Carlo tree search (MCTS) has achieved widespread adoption within the game community. Its use in conjunction with deep reinforcement learning has produced success stories in many applications. While these approaches have been implemented in various games, from simple board games to more complicated video games such as StarCraft, the use of deep neural networks requires a substantial training period. In this work, we explore on-line adaptivity in MCTS without requiring pre-training. We present MCTS-TD, an adaptive MCTS algorithm improved with temporal difference learning. We demonstrate our new approach on the game miniXCOM, a simplified version of XCOM, a popular commercial franchise consisting of several turn-based tactical games, and show how adaptivity in MCTS-TD allows for improved performances against opponents.