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 Reinforcement Learning


When to Trust Your Simulator: Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning

arXiv.org Artificial Intelligence

Learning effective reinforcement learning (RL) policies to solve real-world complex tasks can be quite challenging without a high-fidelity simulation environment. In most cases, we are only given imperfect simulators with simplified dynamics, which inevitably lead to severe sim-to-real gaps in RL policy learning. The recently emerged field of offline RL provides another possibility to learn policies directly from pre-collected historical data. However, to achieve reasonable performance, existing offline RL algorithms need impractically large offline data with sufficient state-action space coverage for training. This brings up a new question: is it possible to combine learning from limited real data in offline RL and unrestricted exploration through imperfect simulators in online RL to address the drawbacks of both approaches? In this study, we propose the Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning (H2O) framework to provide an affirmative answer to this question. H2O introduces a dynamics-aware policy evaluation scheme, which adaptively penalizes the Q function learning on simulated state-action pairs with large dynamics gaps, while also simultaneously allowing learning from a fixed real-world dataset. Through extensive simulation and real-world tasks, as well as theoretical analysis, we demonstrate the superior performance of H2O against other cross-domain online and offline RL algorithms. H2O provides a brand new hybrid offline-and-online RL paradigm, which can potentially shed light on future RL algorithm design for solving practical real-world tasks.


Max-Min Off-Policy Actor-Critic Method Focusing on Worst-Case Robustness to Model Misspecification

arXiv.org Artificial Intelligence

In the field of reinforcement learning, because of the high cost and risk of policy training in the real world, policies are trained in a simulation environment and transferred to the corresponding real-world environment. However, the simulation environment does not perfectly mimic the real-world environment, lead to model misspecification. Multiple studies report significant deterioration of policy performance in a real-world environment. In this study, we focus on scenarios involving a simulation environment with uncertainty parameters and the set of their possible values, called the uncertainty parameter set. The aim is to optimize the worst-case performance on the uncertainty parameter set to guarantee the performance in the corresponding real-world environment. To obtain a policy for the optimization, we propose an off-policy actor-critic approach called the Max-Min Twin Delayed Deep Deterministic Policy Gradient algorithm (M2TD3), which solves a max-min optimization problem using a simultaneous gradient ascent descent approach. Experiments in multi-joint dynamics with contact (MuJoCo) environments show that the proposed method exhibited a worst-case performance superior to several baseline approaches.


When does return-conditioned supervised learning work for offline reinforcement learning?

arXiv.org Artificial Intelligence

Several recent works have proposed a class of algorithms for the offline reinforcement learning (RL) problem that we will refer to as return-conditioned supervised learning (RCSL). RCSL algorithms learn the distribution of actions conditioned on both the state and the return of the trajectory. Then they define a policy by conditioning on achieving high return. In this paper, we provide a rigorous study of the capabilities and limitations of RCSL, something which is crucially missing in previous work. We find that RCSL returns the optimal policy under a set of assumptions that are stronger than those needed for the more traditional dynamic programming-based algorithms. We provide specific examples of MDPs and datasets that illustrate the necessity of these assumptions and the limits of RCSL. Finally, we present empirical evidence that these limitations will also cause issues in practice by providing illustrative experiments in simple point-mass environments and on datasets from the D4RL benchmark.


Best applications of Deep Reinforcement Learning 2022 part4

#artificialintelligence

Abstract: Although most reinforcement learning research has centered on competitive games, little work has been done on applying it to co-operative multiplayer games or text-based games. Codenames is a board game that involves both asymmetric co-operation and natural language processing, which makes it an excellent candidate for advancing RL research. To my knowledge, this work is the first to formulate Codenames as a Markov Decision Process and apply some well-known reinforcement learning algorithms such as SAC, PPO, and A2C to the environment. Although none of the above algorithms converge for the Codenames environment, neither do they converge for a simplified environment called ClickPixel, except when the board size is small. Abstract: In this paper, we employ multiple UAVs coordinated by a base station (BS) to help the ground users (GUs) to offload their sensing data.


An Easy Introduction to Multi-Agent Reinforcement Learning

#artificialintelligence

MARL models offer tangible benefits to deep learning tasks given that they are the closest representations of many cognitive activities in the real world. However, there are plenty of challenges to consider when implementing this type of model. Typically, MARL models use some training policy coordination mechanisms to minimize the impact of the training tasks. Imagine a multiplayer game in which two agents occupied the exact same position in the environment. To handle those challenges, the policy of each agent needs to take into account the actions taken by other agents.


Survey of Deep Learning for Autonomous Surface Vehicles in the Marine Environment

arXiv.org Artificial Intelligence

Within the next several years, there will be a high level of autonomous technology that will be available for widespread use, which will reduce labor costs, increase safety, save energy, enable difficult unmanned tasks in harsh environments, and eliminate human error. Compared to software development for other autonomous vehicles, maritime software development, especially on aging but still functional fleets, is described as being in a very early and emerging phase. This introduces very large challenges and opportunities for researchers and engineers to develop maritime autonomous systems. Recent progress in sensor and communication technology has introduced the use of autonomous surface vehicles (ASVs) in applications such as coastline surveillance, oceanographic observation, multi-vehicle cooperation, and search and rescue missions. Advanced artificial intelligence technology, especially deep learning (DL) methods that conduct nonlinear mapping with self-learning representations, has brought the concept of full autonomy one step closer to reality. This paper surveys the existing work regarding the implementation of DL methods in ASV-related fields. First, the scope of this work is described after reviewing surveys on ASV developments and technologies, which draws attention to the research gap between DL and maritime operations. Then, DL-based navigation, guidance, control (NGC) systems and cooperative operations, are presented. Finally, this survey is completed by highlighting the current challenges and future research directions.


Imbalanced Classification In Faulty Turbine Data: New Proximal Policy Optimization

arXiv.org Artificial Intelligence

There is growing importance to detecting faults and implementing the best methods in industrial and real-world systems. We are searching for the most trustworthy and practical data-based fault detection methods proposed by artificial intelligence applications. In this paper, we propose a framework for fault detection based on reinforcement learning and a policy known as proximal policy optimization. As a result of the lack of fault data, one of the significant problems with the traditional policy is its weakness in detecting fault classes, which was addressed by changing the cost function. Using modified Proximal Policy Optimization, we can increase performance, overcome data imbalance, and better predict future faults. When our modified policy is implemented, all evaluation metrics will increase by $3\%$ to $4\%$ as compared to the traditional policy in the first benchmark, between $20\%$ and $55\%$ in the second benchmark, and between $6\%$ and $14\%$ in the third benchmark, as well as an improvement in performance and prediction speed compared to previous methods.


SoK: Adversarial Machine Learning Attacks and Defences in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-Agent Reinforcement Learning (MARL) is vulnerable to Adversarial Machine Learning (AML) attacks and needs adequate defences before it can be used in real world applications. We have conducted a survey into the use of execution-time AML attacks against MARL and the defences against those attacks. We surveyed related work in the application of AML in Deep Reinforcement Learning (DRL) and Multi-Agent Learning (MAL) to inform our analysis of AML for MARL. We propose a novel perspective to understand the manner of perpetrating an AML attack, by defining Attack Vectors. We develop two new frameworks to address a gap in current modelling frameworks, focusing on the means and tempo of an AML attack against MARL, and identify knowledge gaps and future avenues of research.


Mastering Diverse Domains through World Models

arXiv.org Artificial Intelligence

General intelligence requires solving tasks across many domains. Current reinforcement learning algorithms carry this potential but are held back by the resources and knowledge required to tune them for new tasks. We present DreamerV3, a general and scalable algorithm based on world models that outperforms previous approaches across a wide range of domains with fixed hyperparameters. These domains include continuous and discrete actions, visual and low-dimensional inputs, 2D and 3D worlds, different data budgets, reward frequencies, and reward scales. We observe favorable scaling properties of DreamerV3, with larger models directly translating to higher data-efficiency and final performance. Applied out of the box, DreamerV3 is the first algorithm to collect diamonds in Minecraft from scratch without human data or curricula, a long-standing challenge in artificial intelligence. Our general algorithm makes reinforcement learning broadly applicable and allows scaling to hard decision-making problems.


Toward a `Standard Model' of Machine Learning

arXiv.org Artificial Intelligence

Machine learning (ML) is about computational methods that enable machines to learn concepts from experience. In handling a wide variety of experience ranging from data instances, knowledge, constraints, to rewards, adversaries, and lifelong interaction in an ever-growing spectrum of tasks, contemporary ML/AI (artificial intelligence) research has resulted in a multitude of learning paradigms and methodologies. Despite the continual progresses on all different fronts, the disparate narrowly focused methods also make standardized, composable, and reusable development of ML approaches difficult, and preclude the opportunity to build AI agents that panoramically learn from all types of experience. This article presents a standardized ML formalism, in particular a `standard equation' of the learning objective, that offers a unifying understanding of many important ML algorithms in the supervised, unsupervised, knowledge-constrained, reinforcement, adversarial, and online learning paradigms, respectively -- those diverse algorithms are encompassed as special cases due to different choices of modeling components. The framework also provides guidance for mechanical design of new ML approaches and serves as a promising vehicle toward panoramic machine learning with all experience.