Reinforcement Learning
Quantum reinforcement learning in continuous action space
Wu, Shaojun, Jin, Shan, Wen, Dingding, Han, Donghong, Wang, Xiaoting
Quantum reinforcement learning (QRL) is one promising algorithm proposed for near-term quantum devices. Early QRL proposals are effective at solving problems in discrete action space, but often suffer from the curse of dimensionality in the continuous domain due to discretization. To address this problem, we propose a quantum Deep Deterministic Policy Gradient algorithm that is efficient at solving both classical and quantum sequential decision problems in the continuous domain. As an application, our method can solve the quantum state-generation problem in a single shot: it only requires a one-shot optimization to generate a model that outputs the desired control sequence for arbitrary target state. In comparison, the standard quantum control method requires optimizing for each target state. Moreover, our method can also be used to physically reconstruct an unknown quantum state.
Provably Efficient Model-Free Constrained RL with Linear Function Approximation
Ghosh, Arnob, Zhou, Xingyu, Shroff, Ness
We study the constrained reinforcement learning problem, in which an agent aims to maximize the expected cumulative reward subject to a constraint on the expected total value of a utility function. In contrast to existing model-based approaches or model-free methods accompanied with a `simulator', we aim to develop the first model-free, simulator-free algorithm that achieves a sublinear regret and a sublinear constraint violation even in large-scale systems. To this end, we consider the episodic constrained Markov decision processes with linear function approximation, where the transition dynamics and the reward function can be represented as a linear function of some known feature mapping. We show that $\tilde{\mathcal{O}}(\sqrt{d^3H^3T})$ regret and $\tilde{\mathcal{O}}(\sqrt{d^3H^3T})$ constraint violation bounds can be achieved, where $d$ is the dimension of the feature mapping, $H$ is the length of the episode, and $T$ is the total number of steps. Our bounds are attained without explicitly estimating the unknown transition model or requiring a simulator, and they depend on the state space only through the dimension of the feature mapping. Hence our bounds hold even when the number of states goes to infinity. Our main results are achieved via novel adaptations of the standard LSVI-UCB algorithms. In particular, we first introduce primal-dual optimization into the LSVI-UCB algorithm to balance between regret and constraint violation. More importantly, we replace the standard greedy selection with respect to the state-action function in LSVI-UCB with a soft-max policy. This turns out to be key in establishing uniform concentration for the constrained case via its approximation-smoothness trade-off. We also show that one can achieve an even zero constraint violation while still maintaining the same order with respect to $T$.
RL-GA: A Reinforcement Learning-Based Genetic Algorithm for Electromagnetic Detection Satellite Scheduling Problem
Song, Yanjie, Wei, Luona, Yang, Qing, Wu, Jian, Xing, Lining, Chen, Yingwu
The study of electromagnetic detection satellite scheduling problem (EDSSP) has attracted attention due to the detection requirements for a large number of targets. This paper proposes a mixed-integer programming model for the EDSSP problem and a genetic algorithm based on reinforcement learning (RL-GA). Numerous factors that affect electromagnetic detection are considered in the model, such as detection mode, bandwidth, and other factors. The RL-GA embeds a Q-learning method into an improved genetic algorithm, and the evolution of each individual depends on the decision of the agent. Q-learning is used to guide the population search process by choosing evolution operators. In this way, the search information can be effectively used by the reinforcement learning method. In the algorithm, we design a reward function to update the Q value. According to the problem characteristics, a new combination of
Robust $Q$-learning Algorithm for Markov Decision Processes under Wasserstein Uncertainty
Neufeld, Ariel, Sester, Julian
We present a novel $Q$-learning algorithm to solve distributionally robust Markov decision problems, where the corresponding ambiguity set of transition probabilities for the underlying Markov decision process is a Wasserstein ball around a (possibly estimated) reference measure. We prove convergence of the presented algorithm and provide several examples also using real data to illustrate both the tractability of our algorithm as well as the benefits of considering distributional robustness when solving stochastic optimal control problems, in particular when the estimated distributions turn out to be misspecified in practice.
Centralized Cooperative Exploration Policy for Continuous Control Tasks
Li, Chao, Gong, Chen, He, Qiang, Hou, Xinwen, Liu, Yu
The deep reinforcement learning (DRL) algorithm works brilliantly on solving various complex control tasks. This phenomenal success can be partly attributed to DRL encouraging intelligent agents to sufficiently explore the environment and collect diverse experiences during the agent training process. Therefore, exploration plays a significant role in accessing an optimal policy for DRL. Despite recent works making great progress in continuous control tasks, exploration in these tasks has remained insufficiently investigated. To explicitly encourage exploration in continuous control tasks, we propose CCEP (Centralized Cooperative Exploration Policy), which utilizes underestimation and overestimation of value functions to maintain the capacity of exploration. CCEP first keeps two value functions initialized with different parameters, and generates diverse policies with multiple exploration styles from a pair of value functions. In addition, a centralized policy framework ensures that CCEP achieves message delivery between multiple policies, furthermore contributing to exploring the environment cooperatively. Extensive experimental results demonstrate that CCEP achieves higher exploration capacity. Empirical analysis shows diverse exploration styles in the learned policies by CCEP, reaping benefits in more exploration regions. And this exploration capacity of CCEP ensures it outperforms the current state-of-the-art methods across multiple continuous control tasks shown in experiments.
DRL-GAN: A Hybrid Approach for Binary and Multiclass Network Intrusion Detection
Strickland, Caroline, Saha, Chandrika, Zakar, Muhammad, Nejad, Sareh, Tasnim, Noshin, Lizotte, Daniel, Haque, Anwar
Our increasingly connected world continues to face an ever-growing amount of network-based attacks. Intrusion detection systems (IDS) are an essential security technology for detecting these attacks. Although numerous machine learning-based IDS have been proposed for the detection of malicious network traffic, the majority have difficulty properly detecting and classifying the more uncommon attack types. In this paper, we implement a novel hybrid technique using synthetic data produced by a Generative Adversarial Network (GAN) to use as input for training a Deep Reinforcement Learning (DRL) model. Our GAN model is trained with the NSL-KDD dataset for four attack categories as well as normal network flow. Ultimately, our findings demonstrate that training the DRL on specific synthetic datasets can result in better performance in correctly classifying minority classes over training on the true imbalanced dataset.
Data-Driven Inverse Reinforcement Learning for Expert-Learner Zero-Sum Games
Xue, Wenqian, Lian, Bosen, Fan, Jialu, Chai, Tianyou, Lewis, Frank L.
In this paper, we formulate inverse reinforcement learning (IRL) as an expert-learner interaction whereby the optimal performance intent of an expert or target agent is unknown to a learner agent. The learner observes the states and controls of the expert and hence seeks to reconstruct the expert's cost function intent and thus mimics the expert's optimal response. Next, we add non-cooperative disturbances that seek to disrupt the learning and stability of the learner agent. This leads to the formulation of a new interaction we call zero-sum game IRL. We develop a framework to solve the zero-sum game IRL problem that is a modified extension of RL policy iteration (PI) to allow unknown expert performance intentions to be computed and non-cooperative disturbances to be rejected. The framework has two parts: a value function and control action update based on an extension of PI, and a cost function update based on standard inverse optimal control. Then, we eventually develop an off-policy IRL algorithm that does not require knowledge of the expert and learner agent dynamics and performs single-loop learning. Rigorous proofs and analyses are given. Finally, simulation experiments are presented to show the effectiveness of the new approach.
Value Enhancement of Reinforcement Learning via Efficient and Robust Trust Region Optimization
Shi, Chengchun, Qi, Zhengling, Wang, Jianing, Zhou, Fan
Reinforcement learning (RL) is a powerful machine learning technique that enables an intelligent agent to learn an optimal policy that maximizes the cumulative rewards in sequential decision making. Most of methods in the existing literature are developed in \textit{online} settings where the data are easy to collect or simulate. Motivated by high stake domains such as mobile health studies with limited and pre-collected data, in this paper, we study \textit{offline} reinforcement learning methods. To efficiently use these datasets for policy optimization, we propose a novel value enhancement method to improve the performance of a given initial policy computed by existing state-of-the-art RL algorithms. Specifically, when the initial policy is not consistent, our method will output a policy whose value is no worse and often better than that of the initial policy. When the initial policy is consistent, under some mild conditions, our method will yield a policy whose value converges to the optimal one at a faster rate than the initial policy, achieving the desired ``value enhancement" property. The proposed method is generally applicable to any parametrized policy that belongs to certain pre-specified function class (e.g., deep neural networks). Extensive numerical studies are conducted to demonstrate the superior performance of our method.
Robust Imitation via Mirror Descent Inverse Reinforcement Learning
Han, Dong-Sig, Kim, Hyunseo, Lee, Hyundo, Ryu, Je-Hwan, Zhang, Byoung-Tak
Recently, adversarial imitation learning has shown a scalable reward acquisition method for inverse reinforcement learning (IRL) problems. However, estimated reward signals often become uncertain and fail to train a reliable statistical model since the existing methods tend to solve hard optimization problems directly. Inspired by a first-order optimization method called mirror descent, this paper proposes to predict a sequence of reward functions, which are iterative solutions for a constrained convex problem. IRL solutions derived by mirror descent are tolerant to the uncertainty incurred by target density estimation since the amount of reward learning is regulated with respect to local geometric constraints. We prove that the proposed mirror descent update rule ensures robust minimization of a Bregman divergence in terms of a rigorous regret bound of $\mathcal{O}(1/T)$ for step sizes $\{\eta_t\}_{t=1}^{T}$. Our IRL method was applied on top of an adversarial framework, and it outperformed existing adversarial methods in an extensive suite of benchmarks.
Emergent collective intelligence from massive-agent cooperation and competition
Chen, Hanmo, Tao, Stone, Chen, Jiaxin, Shen, Weihan, Li, Xihui, Yu, Chenghui, Cheng, Sikai, Zhu, Xiaolong, Li, Xiu
Inspired by organisms evolving through cooperation and competition between different populations on Earth, we study the emergence of artificial collective intelligence through massive-agent reinforcement learning. To this end, We propose a new massive-agent reinforcement learning environment, Lux, where dynamic and massive agents in two teams scramble for limited resources and fight off the darkness. In Lux, we build our agents through the standard reinforcement learning algorithm in curriculum learning phases and leverage centralized control via a pixel-to-pixel policy network. As agents co-evolve through self-play, we observe several stages of intelligence, from the acquisition of atomic skills to the development of group strategies. Since these learned group strategies arise from individual decisions without an explicit coordination mechanism, we claim that artificial collective intelligence emerges from massive-agent cooperation and competition. We further analyze the emergence of various learned strategies through metrics and ablation studies, aiming to provide insights for reinforcement learning implementations in massive-agent environments.