Reinforcement Learning
Large-Scale Traffic Signal Control by a Nash Deep Q-network Approach
Zhang, Yuli., Wang, Shangbo., Jiang, Ruiyuan.
Reinforcement Learning (RL) is currently one of the most commonly used techniques for traffic signal control (TSC), which can adaptively adjusted traffic signal phase and duration according to real-time traffic data. However, a fully centralized RL approach is beset with difficulties in a multi-network scenario because of exponential growth in state-action space with increasing intersections. Multi-agent reinforcement learning (MARL) can overcome the high-dimension problem by employing the global control of each local RL agent, but it also brings new challenges, such as the failure of convergence caused by the non-stationary Markov Decision Process (MDP). In this paper, we introduce an off-policy nash deep Q-Network (OPNDQN) algorithm, which mitigates the weakness of both fully centralized and MARL approaches. The OPNDQN algorithm solves the problem that traditional algorithms cannot be used in large state-action space traffic models by utilizing a fictitious game approach at each iteration to find the nash equilibrium among neighboring intersections, from which no intersection has incentive to unilaterally deviate. One of main advantages of OPNDQN is to mitigate the non-stationarity of multi-agent Markov process because it considers the mutual influence among neighboring intersections by sharing their actions. On the other hand, for training a large traffic network, the convergence rate of OPNDQN is higher than that of existing MARL approaches because it does not incorporate all state information of each agent. We conduct an extensive experiments by using Simulation of Urban MObility simulator (SUMO), and show the dominant superiority of OPNDQN over several existing MARL approaches in terms of average queue length, episode training reward and average waiting time.
Playing Atari games with Deep Reinforcement Learning and Attention
DQN (Deep Q-learning) is a variant of Q-learning which is a method for solving Markov Decision Processes (MDP) by learning the value of actions from experiences. At every timestamp t, the environment gives the agent a state St which is an RGB frame, and reward Rt. Based on this, the agent chooses an action At. In return, the environment gives the agent a new reward Rt 1, and its new state St 1. And this cycle loops until the agent reaches a terminal state which marks the end of the episode. The agent's goal is to maximize the return Gt which is the sum of discounted rewards over an episode. The agent improves its performance by learning the value function Q(St, At) that predicts for every state-action pair (St, At) the future sum of discounted rewards using a deep neural network architecture to approximate Q. Reinforcement Learning agent DQN has been popularized by successful demonstrations on Atari games such as Pong[2]. To illustrate the problem, we will discuss state-of-the-art DQN using an Atari game as the environment.
Working with the concept of Self-Imitation Learning part1(Machine Learning)
Abstract: Imitation learning (IL) enables robots to acquire skills quickly by transferring expert knowledge, which is widely adopted in reinforcement learning (RL) to initialize exploration. However, in long-horizon motion planning tasks, a challenging problem in deploying IL and RL methods is how to generate and collect massive, broadly distributed data such that these methods can generalize effectively. In this work, we solve this problem using our proposed approach called {self-imitation learning by planning (SILP)}, where demonstration data are collected automatically by planning on the visited states from the current policy. SILP is inspired by the observation that successfully visited states in the early reinforcement learning stage are collision-free nodes in the graph-search based motion planner, so we can plan and relabel robot's own trials as demonstrations for policy learning. Due to these self-generated demonstrations, we relieve the human operator from the laborious data preparation process required by IL and RL methods in solving complex motion planning tasks.
Artificial Intelligence: Reinforcement Learning In Python - AI Summary
Learning about supervised and unsupervised machine learning is no small feat. As you'll learn in this course, the reinforcement learning paradigm is more different from supervised and unsupervised learning than they are from each other. If you're ready to take on a brand new challenge, and learn about AI techniques that you've never seen before in traditional supervised machine learning, unsupervised machine learning, or even deep learning, then this course is for you.
Deep Reinforcement Learning for Asset Allocation: Reward Clipping
Kim, Jiwon, Kang, Moon-Ju, Lee, KangHun, Moon, HyungJun, Jeon, Bo-Kwan
Recently, there are many trials to apply reinforcement learning in asset allocation for earning more stable profits. In this paper, we compare performance between several reinforcement learning algorithms - actor-only, actor-critic and PPO models. Furthermore, we analyze each models' character and then introduce the advanced algorithm, so called Reward clipping model. It seems that the Reward Clipping model is better than other existing models in finance domain, especially portfolio optimization - it has strength both in bull and bear markets. Finally, we compare the performance for these models with traditional investment strategies during decreasing and increasing markets.
Text Style Transfer: A Review and Experimental Evaluation
Hu, Zhiqiang, Lee, Roy Ka-Wei, Aggarwal, Charu C., Zhang, Aston
The stylistic properties of text have intrigued computational linguistics researchers in recent years. Specifically, researchers have investigated the Text Style Transfer (TST) task, which aims to change the stylistic properties of the text while retaining its style independent content. Over the last few years, many novel TST algorithms have been developed, while the industry has leveraged these algorithms to enable exciting TST applications. The field of TST research has burgeoned because of this symbiosis. This article aims to provide a comprehensive review of recent research efforts on text style transfer. More concretely, we create a taxonomy to organize the TST models and provide a comprehensive summary of the state of the art. We review the existing evaluation methodologies for TST tasks and conduct a large-scale reproducibility study where we experimentally benchmark 19 state-of-the-art TST algorithms on two publicly available datasets. Finally, we expand on current trends and provide new perspectives on the new and exciting developments in the TST field.
Optimization of Image Transmission in a Cooperative Semantic Communication Networks
Zhang, Wenjing, Wang, Yining, Chen, Mingzhe, Luo, Tao, Niyato, Dusit
In this paper, a semantic communication framework for image data transmission is developed. In the investigated framework, a set of servers cooperatively transmit image data to a set of users utilizing semantic communication techniques, which enable servers to transmit only the semantic information that accurately captures the meaning of images. To evaluate the performance of studied semantic communication system, a multimodal metric called image-to-graph semantic similarity (ISS) is proposed to measure the correlation between the extracted semantic information and the original image. To meet the ISS requirement of each user, each server must jointly determine the semantic information to be transmitted and the resource blocks (RBs) used for semantic information transmission. Due to the cochannel interference among users associated with different servers, each server must cooperate with other servers to find a globally optimal semantic oriented RB allocation. We formulate this problem as an optimization problem whose goal is to minimize the sum of the average transmission latency of each server while reaching the ISS requirement. To solve this problem, we propose a value decomposition based entropy-maximized multi-agent reinforcement learning (RL) algorithm. The proposed algorithm enables each server to coordinate with other servers in training stage and execute RB allocation in a distributed manner to approach to a globally optimal performance with less training iterations.
Situation-Aware Deep Reinforcement Learning for Autonomous Nonlinear Mobility Control in Cyber-Physical Loitering Munition Systems
Lee, Hyunsoo, Park, Soohyun, Yun, Won Joon, Jung, Soyi, Kim, Joongheon
According to the rapid development of drone technologies, drones are widely used in many applications including military domains. In this paper, a novel situation-aware DRL- based autonomous nonlinear drone mobility control algorithm in cyber-physical loitering munition applications. On the battlefield, the design of DRL-based autonomous control algorithm is not straightforward because real-world data gathering is generally not available. Therefore, the approach in this paper is that cyber-physical virtual environment is constructed with Unity environment. Based on the virtual cyber-physical battlefield scenarios, a DRL-based automated nonlinear drone mobility control algorithm can be designed, evaluated, and visualized. Moreover, many obstacles exist which is harmful for linear trajectory control in real-world battlefield scenarios. Thus, our proposed autonomous nonlinear drone mobility control algorithm utilizes situation-aware components those are implemented with a Raycast function in Unity virtual scenarios. Based on the gathered situation-aware information, the drone can autonomously and nonlinearly adjust its trajectory during flight. Therefore, this approach is obviously beneficial for avoiding obstacles in obstacle-deployed battlefields. Our visualization-based performance evaluation shows that the proposed algorithm is superior from the other linear mobility control algorithms.
New Challenges in Reinforcement Learning: A Survey of Security and Privacy
Lei, Yunjiao, Ye, Dayong, Shen, Sheng, Sui, Yulei, Zhu, Tianqing, Zhou, Wanlei
Reinforcement learning (RL) is one of the most important branches of AI. Due to its capacity for self-adaption and decision-making in dynamic environments, reinforcement learning has been widely applied in multiple areas, such as healthcare, data markets, autonomous driving, and robotics. However, some of these applications and systems have been shown to be vulnerable to security or privacy attacks, resulting in unreliable or unstable services. A large number of studies have focused on these security and privacy problems in reinforcement learning. However, few surveys have provided a systematic review and comparison of existing problems and state-of-the-art solutions to keep up with the pace of emerging threats. Accordingly, we herein present such a comprehensive review to explain and summarize the challenges associated with security and privacy in reinforcement learning from a new perspective, namely that of the Markov Decision Process (MDP). In this survey, we first introduce the key concepts related to this area. Next, we cover the security and privacy issues linked to the state, action, environment, and reward function of the MDP process, respectively. We further highlight the special characteristics of security and privacy methodologies related to reinforcement learning. Finally, we discuss the possible future research directions within this area.
MERLIN: Multi-agent offline and transfer learning for occupant-centric energy flexible operation of grid-interactive communities using smart meter data and CityLearn
Nweye, Kingsley, Sankaranarayanan, Siva, Nagy, Zoltan
The decarbonization of buildings presents new challenges for the reliability of the electrical grid as a result of the intermittency of renewable energy sources and increase in grid load brought about by end-use electrification. To restore reliability, grid-interactive efficient buildings can provide flexibility services to the grid through demand response. Residential demand response programs are hindered by the need for manual intervention by customers. To maximize the energy flexibility potential of residential buildings, an advanced control architecture is needed. Reinforcement learning is well-suited for the control of flexible resources as it is able to adapt to unique building characteristics compared to expert systems. Yet, factors hindering the adoption of RL in real-world applications include its large data requirements for training, control security and generalizability. Here we address these challenges by proposing the MERLIN framework and using a digital twin of a real-world 17-building grid-interactive residential community in CityLearn. We show that 1) independent RL-controllers for batteries improve building and district level KPIs compared to a reference RBC by tailoring their policies to individual buildings, 2) despite unique occupant behaviours, transferring the RL policy of any one of the buildings to other buildings provides comparable performance while reducing the cost of training, 3) training RL-controllers on limited temporal data that does not capture full seasonality in occupant behaviour has little effect on performance. Although, the zero-net-energy (ZNE) condition of the buildings could be maintained or worsened as a result of controlled batteries, KPIs that are typically improved by ZNE condition (electricity price and carbon emissions) are further improved when the batteries are managed by an advanced controller.