Reinforcement Learning
Dynamic Network Reconfiguration for Entropy Maximization using Deep Reinforcement Learning
Doorman, Christoffel, Darvariu, Victor-Alexandru, Hailes, Stephen, Musolesi, Mirco
A key problem in network theory is how to reconfigure a graph in order to optimize a quantifiable objective. Given the ubiquity of networked systems, such work has broad practical applications in a variety of situations, ranging from drug and material design to telecommunications. The large decision space of possible reconfigurations, however, makes this problem computationally intensive. In this paper, we cast the problem of network rewiring for optimizing a specified structural property as a Markov Decision Process (MDP), in which a decision-maker is given a budget of modifications that are performed sequentially. We then propose a general approach based on the Deep Q-Network (DQN) algorithm and graph neural networks (GNNs) that can efficiently learn strategies for rewiring networks. We then discuss a cybersecurity case study, i.e., an application to the computer network reconfiguration problem for intrusion protection. In a typical scenario, an attacker might have a (partial) map of the system they plan to penetrate; if the network is effectively "scrambled", they would not be able to navigate it since their prior knowledge would become obsolete. This can be viewed as an entropy maximization problem, in which the goal is to increase the surprise of the network. Indeed, entropy acts as a proxy measurement of the difficulty of navigating the network topology. We demonstrate the general ability of the proposed method to obtain better entropy gains than random rewiring on synthetic and real-world graphs while being computationally inexpensive, as well as being able to generalize to larger graphs than those seen during training. Simulations of attack scenarios confirm the effectiveness of the learned rewiring strategies.
Single-Trajectory Distributionally Robust Reinforcement Learning
Liang, Zhipeng, Ma, Xiaoteng, Blanchet, Jose, Zhang, Jiheng, Zhou, Zhengyuan
As a framework for sequential decision-making, Reinforcement Learning (RL) has been regarded as an essential component leading to Artificial General Intelligence (AGI). However, RL is often criticized for having the same training environment as the test one, which also hinders its application in the real world. To mitigate this problem, Distributionally Robust RL (DRRL) is proposed to improve the worst performance in a set of environments that may contain the unknown test environment. Due to the nonlinearity of the robustness goal, most of the previous work resort to the model-based approach, learning with either an empirical distribution learned from the data or a simulator that can be sampled infinitely, which limits their applications in simple dynamics environments. In contrast, we attempt to design a DRRL algorithm that can be trained along a single trajectory, i.e., no repeated sampling from a state. Based on the standard Q-learning, we propose distributionally robust Q-learning with the single trajectory (DRQ) and its average-reward variant named differential DRQ. We provide asymptotic convergence guarantees and experiments for both settings, demonstrating their superiority in the perturbed environments against the non-robust ones.
ARiADNE: A Reinforcement learning approach using Attention-based Deep Networks for Exploration
Cao, Yuhong, Hou, Tianxiang, Wang, Yizhuo, Yi, Xian, Sartoretti, Guillaume
In autonomous robot exploration tasks, a mobile robot needs to actively explore and map an unknown environment as fast as possible. Since the environment is being revealed during exploration, the robot needs to frequently re-plan its path online, as new information is acquired by onboard sensors and used to update its partial map. While state-of-the-art exploration planners are frontier- and sampling-based, encouraged by the recent development in deep reinforcement learning (DRL), we propose ARiADNE, an attention-based neural approach to obtain real-time, non-myopic path planning for autonomous exploration. ARiADNE is able to learn dependencies at multiple spatial scales between areas of the agent's partial map, and implicitly predict potential gains associated with exploring those areas. This allows the agent to sequence movement actions that balance the natural trade-off between exploitation/refinement of the map in known areas and exploration of new areas. We experimentally demonstrate that our method outperforms both learning and non-learning state-of-the-art baselines in terms of average trajectory length to complete exploration in hundreds of simplified 2D indoor scenarios. We further validate our approach in high-fidelity Robot Operating System (ROS) simulations, where we consider a real sensor model and a realistic low-level motion controller, toward deployment on real robots.
Dexterous Robotic Manipulation using Deep Reinforcement Learning and Knowledge Transfer for Complex Sparse Reward-based Tasks
Wang, Qiang, Sanchez, Francisco Roldan, McCarthy, Robert, Bulens, David Cordova, McGuinness, Kevin, O'Connor, Noel, Wüthrich, Manuel, Widmaier, Felix, Bauer, Stefan, Redmond, Stephen J.
This paper describes a deep reinforcement learning (DRL) approach that won Phase 1 of the Real Robot Challenge (RRC) 2021, and then extends this method to a more difficult manipulation task. The RRC consisted of using a TriFinger robot to manipulate a cube along a specified positional trajectory, but with no requirement for the cube to have any specific orientation. We used a relatively simple reward function, a combination of goal-based sparse reward and distance reward, in conjunction with Hindsight Experience Replay (HER) to guide the learning of the DRL agent (Deep Deterministic Policy Gradient (DDPG)). Our approach allowed our agents to acquire dexterous robotic manipulation strategies in simulation. These strategies were then applied to the real robot and outperformed all other competition submissions, including those using more traditional robotic control techniques, in the final evaluation stage of the RRC. Here we extend this method, by modifying the task of Phase 1 of the RRC to require the robot to maintain the cube in a particular orientation, while the cube is moved along the required positional trajectory. The requirement to also orient the cube makes the agent unable to learn the task through blind exploration due to increased problem complexity. To circumvent this issue, we make novel use of a Knowledge Transfer (KT) technique that allows the strategies learned by the agent in the original task (which was agnostic to cube orientation) to be transferred to this task (where orientation matters). KT allowed the agent to learn and perform the extended task in the simulator, which improved the average positional deviation from 0.134 m to 0.02 m, and average orientation deviation from 142{\deg} to 76{\deg} during evaluation. This KT concept shows good generalisation properties and could be applied to any actor-critic learning algorithm.
Adversarial Learning for Implicit Semantic-Aware Communications
Lu, Zhimin, Xiao, Yong, Sun, Zijian, Li, Yingyu, Shi, Guangming, Chen, Xianfu, Bennis, Mehdi, Poor, H. Vincent
Semantic communication is a novel communication paradigm that focuses on recognizing and delivering the desired meaning of messages to the destination users. Most existing works in this area focus on delivering explicit semantics, labels or signal features that can be directly identified from the source signals. In this paper, we consider the implicit semantic communication problem in which hidden relations and closely related semantic terms that cannot be recognized from the source signals need to also be delivered to the destination user. We develop a novel adversarial learning-based implicit semantic-aware communication (iSAC) architecture in which the source user, instead of maximizing the total amount of information transmitted to the channel, aims to help the recipient learn an inference rule that can automatically generate implicit semantics based on limited clue information. We prove that by applying iSAC, the destination user can always learn an inference rule that matches the true inference rule of the source messages. Experimental results show that the proposed iSAC can offer up to a 19.69 dB improvement over existing non-inferential communication solutions, in terms of symbol error rate at the destination user.
Ph.D. position in Reinforcement Learning at University of Würzburg
The TriFORCE project, funded by the German Federal Ministry of Education and Research (BMBF), led by Prof. Dr. Carlo D'Eramo, at the University of Würzburg (JMU), is seeking 1 Ph.D. student with a strong interest in Reinforcement Learning and its application to robotics problems. Every student with a master degree and a strong passion for Reinforcement Learning, Robotics, and AI, is strongly encouraged to apply!
Modeling Recommendation Systems as Reinforcement Learning Problem
In this era, a massive volume of information is available to the users through web which leads to information overload. The Recommender systems are used to facilitate the search through this vast space of items by giving user personalised services and items. The vast majority of traditional recommendation systems consider the recommendation procedure as a static process and make recom- mendations following a fixed strategy. A user interacts with recommendation engine in a sequence of exchanges of recommendations and provides feedback on them. Hence, we should also try to incorporate the feedback ofthe user at each time step while recommending items at the next time step.
Exploring Deep Reinforcement Learning for Holistic Smart Building Control
Ding, Xianzhong, Cerpa, Alberto, Du, Wan
In this paper, we take a holistic approach to deal with the tradeoffs between energy use and comfort in commercial buildings. We developed a system called OCTOPUS, which employs a novel deep reinforcement learning (DRL) framework that uses a data-driven approach to find the optimal control sequences of all building's subsystems, including HVAC, lighting, blind and window systems. The DRL architecture includes a novel reward function that allows the framework to explore the tradeoffs between energy use and users' comfort, while at the same time enabling the solution of the high-dimensional control problem due to the interactions of four different building subsystems. In order to cope with OCTOPUS's data training requirements, we argue that calibrated simulations that match the target building operational points are the vehicle to generate enough data to be able to train our DRL framework to find the control solution for the target building. In our work, we trained OCTOPUS with 10-year weather data and a building model that is implemented in the EnergyPlus building simulator, which was calibrated using data from a real production building. Through extensive simulations, we demonstrate that OCTOPUS can achieve 14.26% and 8.1% energy savings compared with the state-of-the-art rule-based method in a LEED Gold Certified building and the latest DRL-based method available in the literature respectively, while maintaining human comfort within a desired range.
FedHQL: Federated Heterogeneous Q-Learning
Fan, Flint Xiaofeng, Ma, Yining, Dai, Zhongxiang, Tan, Cheston, Low, Bryan Kian Hsiang, Wattenhofer, Roger
Federated Reinforcement Learning (FedRL) encourages distributed agents to learn collectively from each other's experience to improve their performance without exchanging their raw trajectories. The existing work on FedRL assumes that all participating agents are homogeneous, which requires all agents to share the same policy parameterization (e.g., network architectures and training configurations). However, in real-world applications, agents are often in disagreement about the architecture and the parameters, possibly also because of disparate computational budgets. Because homogeneity is not given in practice, we introduce the problem setting of Federated Reinforcement Learning with Heterogeneous And bLack-box agEnts (FedRL-HALE). We present the unique challenges this new setting poses and propose the Federated Heterogeneous Q-Learning (FedHQL) algorithm that principally addresses these challenges. We empirically demonstrate the efficacy of FedHQL in boosting the sample efficiency of heterogeneous agents with distinct policy parameterization using standard RL tasks.
Normality-Guided Distributional Reinforcement Learning for Continuous Control
Byun, Ju-Seung, Perrault, Andrew
Learning a predictive model of the mean return, or value function, plays a critical role in many reinforcement learning algorithms. Distributional reinforcement learning (DRL) methods instead model the value distribution, which has been shown to improve performance in many settings. In this paper, we model the value distribution as approximately normal using the Markov Chain central limit theorem. We analytically compute quantile bars to provide a new DRL target that is informed by the decrease in standard deviation that occurs over the course of an episode. In addition, we propose a policy update strategy based on uncertainty as measured by structural characteristics of the value distribution not present in the standard value function. The approach we outline is compatible with many DRL structures. We use two representative on-policy algorithms, PPO and TRPO, as testbeds and show that our methods produce performance improvements in continuous control tasks.