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 Reinforcement Learning


RL-DWA Omnidirectional Motion Planning for Person Following in Domestic Assistance and Monitoring

arXiv.org Artificial Intelligence

In recent years, population ageing and pandemics have been demonstrated to cause isolation of older adults in their houses, generating the need for a reliable assistive figure. Service robotics recently emerged as high-tech support to the problem, providing a series of aid functionality to satisfy daily indoor assistance. Robotic solutions take care of interactive social aspects [1] or monitoring the health status of the user [2, 3]. Domestic environments are often very demanding for autonomous navigation systems due to the variety of complex and dynamic obstacles they can feature. To this end, the robot platform shall provide extreme flexibility and effective mobility to handle narrow passages thought for humans. Moreover, in order to properly assist the user, the platform should be able to follow them within this environment. Person following [4, 5] is the first step to enable any visual or vocal interaction with the user while monitoring its condition to intervene earlier in the case of anomalous events. Person following systems are often based on naive visual-control strategy, directly coupling the generation of heuristic commands for the robot with the person coordinate in the image [6]. Deep Reinforcement Learning (DRL) agents recently demonstrated significant autonomy and flexibility boost in robotic solutions.


Does Self-supervised Learning Really Improve Reinforcement Learning from Pixels?

arXiv.org Artificial Intelligence

We investigate whether self-supervised learning (SSL) can improve online reinforcement learning (RL) from pixels. We extend the contrastive reinforcement learning framework (e.g., CURL) that jointly optimizes SSL and RL losses and conduct an extensive amount of experiments with various self-supervised losses. Our observations suggest that the existing SSL framework for RL fails to bring meaningful improvement over the baselines only taking advantage of image augmentation when the same amount of data and augmentation is used. We further perform evolutionary searches to find the optimal combination of multiple self-supervised losses for RL, but find that even such a loss combination fails to meaningfully outperform the methods that only utilize carefully designed image augmentations. After evaluating these approaches together in multiple different environments including a real-world robot environment, we confirm that no single self-supervised loss or image augmentation method can dominate all environments and that the current framework for joint optimization of SSL and RL is limited. Finally, we conduct the ablation study on multiple factors and demonstrate the properties of representations learned with different approaches.


Multi-Power Level $Q$-Learning Algorithm for Random Access in NOMA mMTC Systems

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.