Reinforcement Learning
Multi-Power Level $Q$-Learning Algorithm for Random Access in NOMA mMTC Systems
Silva, Giovanni Maciel Ferreira, Abrão, Taufik
The massive machine-type communications (mMTC) service will be part of new services planned to integrate the fifth generation of wireless communication (B5G). In this scenario, the massive random access (RA) problem arises when two or more devices collide when selecting the same resource block. There are several techniques to deal with this problem. One of them deploys Q-learning (QL), in which devices store in their Q-table the rewards sent by the central node that indicate the quality of the transmission performed. The device learns the best resource blocks to select and transmit to avoid collisions. The numerical results reveal that the best performance-complexity trade-off is obtained by using a higher number of power levels, typically eight levels. The proposed MPL-QL can deliver better throughput and lower latency compared to other recent QL-based algorithms found in the literature.
TransfQMix: Transformers for Leveraging the Graph Structure of Multi-Agent Reinforcement Learning Problems
Gallici, Matteo, Martin, Mario, Masmitja, Ivan
Coordination is one of the most difficult aspects of multi-agent reinforcement learning (MARL). One reason is that agents normally choose their actions independently of one another. In order to see coordination strategies emerging from the combination of independent policies, the recent research has focused on the use of a centralized function (CF) that learns each agent's contribution to the team reward. However, the structure in which the environment is presented to the agents and to the CF is typically overlooked. We have observed that the features used to describe the coordination problem can be represented as vertex features of a latent graph structure. Here, we present TransfQMix, a new approach that uses transformers to leverage this latent structure and learn better coordination policies. Our transformer agents perform a graph reasoning over the state of the observable entities. Our transformer Q-mixer learns a monotonic mixing-function from a larger graph that includes the internal and external states of the agents. TransfQMix is designed to be entirely transferable, meaning that same parameters can be used to control and train larger or smaller teams of agents. This enables to deploy promising approaches to save training time and derive general policies in MARL, such as transfer learning, zero-shot transfer, and curriculum learning. We report TransfQMix's performances in the Spread and StarCraft II environments. In both settings, it outperforms state-of-the-art Q-Learning models, and it demonstrates effectiveness in solving problems that other methods can not solve.
Approximate Information States for Worst-Case Control and Learning in Uncertain Systems
Dave, Aditya, Venkatesh, Nishanth, Malikopoulos, Andreas A.
In this paper, we investigate discrete-time decision-making problems in uncertain systems with partially observed states. We consider a non-stochastic model, where uncontrolled disturbances acting on the system take values in bounded sets with unknown distributions. We present a general framework for decision-making in such problems by developing the notions of information states and approximate information states. In our definition of an information state, we introduce conditions to identify for an uncertain variable sufficient to construct a dynamic program (DP) that computes an optimal strategy. We show that many information states from the literature on worst-case control actions, e.g., the conditional range, are examples of our more general definition. Next, we relax these conditions to define approximate information states using only output variables, which can be learned from output data without knowledge of system dynamics. We use this notion to formulate an approximate DP that yields a strategy with a bounded performance loss. Finally, we illustrate the application of our results in control and reinforcement learning using numerical examples.
Language-Informed Transfer Learning for Embodied Household Activities
Jiang, Yuqian, Gao, Qiaozi, Thattai, Govind, Sukhatme, Gaurav
For service robots to become general-purpose in everyday household environments, they need not only a large library of primitive skills, but also the ability to quickly learn novel tasks specified by users. Fine-tuning neural networks on a variety of downstream tasks has been successful in many vision and language domains, but research is still limited on transfer learning between diverse long-horizon tasks. We propose that, compared to reinforcement learning for a new household activity from scratch, home robots can benefit from transferring the value and policy networks trained for similar tasks. We evaluate this idea in the BEHAVIOR simulation benchmark which includes a large number of household activities and a set of action primitives. For easy mapping between state spaces of different tasks, we provide a text-based representation and leverage language models to produce a common embedding space. The results show that the selection of similar source activities can be informed by the semantic similarity of state and goal descriptions with the target task. We further analyze the results and discuss ways to overcome the problem of catastrophic forgetting.
Asynchronous training of quantum reinforcement learning
The development of quantum machine learning (QML) has received a lot of interest recently thanks to developments in both quantum computing (QC) and machine learning (ML). One of the ML paradigms that can be utilized to address challenging sequential decision-making issues is reinforcement learning (RL). It has been demonstrated that classical RL can successfully complete many difficult tasks. A leading method of building quantum RL agents relies on the variational quantum circuits (VQC). However, training QRL algorithms with VQCs requires significant amount of computational resources. This issue hurdles the exploration of various QRL applications. In this paper, we approach this challenge through asynchronous training QRL agents. Specifically, we choose the asynchronous training of advantage actor-critic variational quantum policies. We demonstrate the results via numerical simulations that within the tasks considered, the asynchronous training of QRL agents can reach performance comparable to or superior than classical agents with similar model sizes and architectures.
An Approximate Policy Iteration Viewpoint of Actor-Critic Algorithms
Chen, Zaiwei, Maguluri, Siva Theja
In this work, we consider policy-based methods for solving the reinforcement learning problem, and establish the sample complexity guarantees. A policy-based algorithm typically consists of an actor and a critic. We consider using various policy update rules for the actor, including the celebrated natural policy gradient. In contrast to the gradient ascent approach taken in the literature, we view natural policy gradient as an approximate way of implementing policy iteration, and show that natural policy gradient (without any regularization) enjoys geometric convergence when using increasing stepsizes. As for the critic, we consider using TD-learning with linear function approximation and off-policy sampling. Since it is well-known that in this setting TD-learning can be unstable, we propose a stable generic algorithm (including two specific algorithms: the $\lambda$-averaged $Q$-trace and the two-sided $Q$-trace) that uses multi-step return and generalized importance sampling factors, and provide the finite-sample analysis. Combining the geometric convergence of the actor with the finite-sample analysis of the critic, we establish for the first time an overall $\mathcal{O}(\epsilon^{-2})$ sample complexity for finding an optimal policy (up to a function approximation error) using policy-based methods under off-policy sampling and linear function approximation.
ECSAS: Exploring Critical Scenarios from Action Sequence in Autonomous Driving
Kang, Shuting, Guo, Heng, Zhang, Lijun, Liu, Guangzhen, Xue, Yunzhi, Wu, Yanjun
Critical scenario generation requires the ability of sampling critical combinations from the infinite parameter space in the logic scenario. Existing solutions aim to explore the correlation of action parameters in the initial scenario rather than action sequences. How to model action sequences so that one can further consider the effects of different action parameters in the scenario is the bottleneck of the problem. In this paper, we attack the problem by proposing the ECSAS framework. Specifically, we first propose a description language, BTScenario, allowing us to model action sequences of the scenarios. We then use reinforcement learning to search for combinations of critical action parameters. To increase efficiency, we further propose several optimizations, including action masking and replay buffer. We have implemented ECSAS, and experimental results show that it is more efficient than native approaches such as random and combination testing in various nontrivial scenarios.
Data-Efficient Pipeline for Offline Reinforcement Learning with Limited Data
Nie, Allen, Flet-Berliac, Yannis, Jordan, Deon R., Steenbergen, William, Brunskill, Emma
Offline reinforcement learning (RL) can be used to improve future performance by leveraging historical data. There exist many different algorithms for offline RL, and it is well recognized that these algorithms, and their hyperparameter settings, can lead to decision policies with substantially differing performance. This prompts the need for pipelines that allow practitioners to systematically perform algorithm-hyperparameter selection for their setting. Critically, in most real-world settings, this pipeline must only involve the use of historical data. Inspired by statistical model selection methods for supervised learning, we introduce a task- and method-agnostic pipeline for automatically training, comparing, selecting, and deploying the best policy when the provided dataset is limited in size. In particular, our work highlights the importance of performing multiple data splits to produce more reliable algorithm-hyperparameter selection. While this is a common approach in supervised learning, to our knowledge, this has not been discussed in detail in the offline RL setting. We show it can have substantial impacts when the dataset is small. Compared to alternate approaches, our proposed pipeline outputs higher-performing deployed policies from a broad range of offline policy learning algorithms and across various simulation domains in healthcare, education, and robotics. This work contributes toward the development of a general-purpose meta-algorithm for automatic algorithm-hyperparameter selection for offline RL.
A Deep Reinforcement Learning Framework For Column Generation
Chi, Cheng, Aboussalah, Amine Mohamed, Khalil, Elias B., Wang, Juyoung, Sherkat-Masoumi, Zoha
Column Generation (CG) is an iterative algorithm for solving linear programs (LPs) with an extremely large number of variables (columns). CG is the workhorse for tackling large-scale \textit{integer} linear programs, which rely on CG to solve LP relaxations within a branch and price algorithm. Two canonical applications are the Cutting Stock Problem (CSP) and Vehicle Routing Problem with Time Windows (VRPTW). In VRPTW, for example, each binary variable represents the decision to include or exclude a \textit{route}, of which there are exponentially many; CG incrementally grows the subset of columns being used, ultimately converging to an optimal solution. We propose RLCG, the first Reinforcement Learning (RL) approach for CG. Unlike typical column selection rules which myopically select a column based on local information at each iteration, we treat CG as a sequential decision-making problem: the column selected in a given iteration affects subsequent column selections. This perspective lends itself to a Deep Reinforcement Learning approach that uses Graph Neural Networks (GNNs) to represent the variable-constraint structure in the LP of interest. We perform an extensive set of experiments using the publicly available BPPLIB benchmark for CSP and Solomon benchmark for VRPTW. RLCG converges faster and reduces the number of CG iterations by 22.4\% for CSP and 40.9\% for VRPTW on average compared to a commonly used greedy policy. Our code is available at https://github.com/chichengmessi/reinforcement-learning-for-column-generation.git.
Learning to Perceive in Deep Model-Free Reinforcement Learning
Querido, Gonçalo, Sardinha, Alberto, Melo, Francisco S.
This work proposes a novel model-free Reinforcement Learning (RL) agent that is able to learn how to complete an unknown task having access to only a part of the input observation. We take inspiration from the concepts of visual attention and active perception that are characteristic of humans and tried to apply them to our agent, creating a hard attention mechanism. In this mechanism, the model decides first which region of the input image it should look at, and only after that it has access to the pixels of that region. Current RL agents do not follow this principle and we have not seen these mechanisms applied to the same purpose as this work. In our architecture, we adapt an existing model called recurrent attention model (RAM) and combine it with the proximal policy optimization (PPO) algorithm. We investigate whether a model with these characteristics is capable of achieving similar performance to state-of-the-art model-free RL agents that access the full input observation. This analysis is made in two Atari games, Pong and SpaceInvaders, which have a discrete action space, and in CarRacing, which has a continuous action space. Besides assessing its performance, we also analyze the movement of the attention of our model and compare it with what would be an example of the human behavior. Even with such visual limitation, we show that our model matches the performance of PPO+LSTM in two of the three games tested.