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 Reinforcement Learning


Deep Reinforcement Learning for Trajectory Path Planning and Distributed Inference in Resource-Constrained UAV Swarms

arXiv.org Artificial Intelligence

The deployment flexibility and maneuverability of Unmanned Aerial Vehicles (UAVs) increased their adoption in various applications, such as wildfire tracking, border monitoring, etc. In many critical applications, UAVs capture images and other sensory data and then send the captured data to remote servers for inference and data processing tasks. However, this approach is not always practical in real-time applications due to the connection instability, limited bandwidth, and end-to-end latency. One promising solution is to divide the inference requests into multiple parts (layers or segments), with each part being executed in a different UAV based on the available resources. Furthermore, some applications require the UAVs to traverse certain areas and capture incidents; thus, planning their paths becomes critical particularly, to reduce the latency of making the collaborative inference process. Specifically, planning the UAVs trajectory can reduce the data transmission latency by communicating with devices in the same proximity while mitigating the transmission interference. This work aims to design a model for distributed collaborative inference requests and path planning in a UAV swarm while respecting the resource constraints due to the computational load and memory usage of the inference requests. The model is formulated as an optimization problem and aims to minimize latency. The formulated problem is NP-hard so finding the optimal solution is quite complex; thus, this paper introduces a real-time and dynamic solution for online applications using deep reinforcement learning. We conduct extensive simulations and compare our results to the-state-of-the-art studies demonstrating that our model outperforms the competing models.


Online Statistical Inference for Matrix Contextual Bandit

arXiv.org Artificial Intelligence

Contextual bandit has been widely used for sequential decision-making based on the current contextual information and historical feedback data. In modern applications, such context format can be rich and can often be formulated as a matrix. Moreover, while existing bandit algorithms mainly focused on reward-maximization, less attention has been paid to the statistical inference. To fill in these gaps, in this work we consider a matrix contextual bandit framework where the true model parameter is a low-rank matrix, and propose a fully online procedure to simultaneously make sequential decision-making and conduct statistical inference. The low-rank structure of the model parameter and the adaptivity nature of the data collection process makes this difficult: standard low-rank estimators are not fully online and are biased, while existing inference approaches in bandit algorithms fail to account for the low-rankness and are also biased. To address these, we introduce a new online doubly-debiasing inference procedure to simultaneously handle both sources of bias. In theory, we establish the asymptotic normality of the proposed online doubly-debiased estimator and prove the validity of the constructed confidence interval. Our inference results are built upon a newly developed low-rank stochastic gradient descent estimator and its non-asymptotic convergence result, which is also of independent interest.


Deep Reinforcement Learning for Turbulence Modeling in Large Eddy Simulations

arXiv.org Artificial Intelligence

Over the last years, supervised learning (SL) has established itself as the state-of-the-art for data-driven turbulence modeling. In the SL paradigm, models are trained based on a dataset, which is typically computed a priori from a high-fidelity solution by applying the respective filter function, which separates the resolved and the unresolved flow scales. For implicitly filtered large eddy simulation (LES), this approach is infeasible, since here, the employed discretization itself acts as an implicit filter function. As a consequence, the exact filter form is generally not known and thus, the corresponding closure terms cannot be computed even if the full solution is available. The reinforcement learning (RL) paradigm can be used to avoid this inconsistency by training not on a previously obtained training dataset, but instead by interacting directly with the dynamical LES environment itself. This allows to incorporate the potentially complex implicit LES filter into the training process by design. In this work, we apply a reinforcement learning framework to find an optimal eddy-viscosity for implicitly filtered large eddy simulations of forced homogeneous isotropic turbulence. For this, we formulate the task of turbulence modeling as an RL task with a policy network based on convolutional neural networks that adapts the eddy-viscosity in LES dynamically in space and time based on the local flow state only. We demonstrate that the trained models can provide long-term stable simulations and that they outperform established analytical models in terms of accuracy. In addition, the models generalize well to other resolutions and discretizations. We thus demonstrate that RL can provide a framework for consistent, accurate and stable turbulence modeling especially for implicitly filtered LES.


Variational Quantum Soft Actor-Critic for Robotic Arm Control

arXiv.org Artificial Intelligence

Deep Reinforcement Learning is emerging as a promising approach for the continuous control task of robotic arm movement. However, the challenges of learning robust and versatile control capabilities are still far from being resolved for real-world applications, mainly because of two common issues of this learning paradigm: the exploration strategy and the slow learning speed, sometimes known as "the curse of dimensionality". This work aims at exploring and assessing the advantages of the application of Quantum Computing to one of the state-of-art Reinforcement Learning techniques for continuous control - namely Soft Actor-Critic. Specifically, the performance of a Variational Quantum Soft Actor-Critic on the movement of a virtual robotic arm has been investigated by means of digital simulations of quantum circuits. A quantum advantage over the classical algorithm has been found in terms of a significant decrease in the amount of required parameters for satisfactory model training, paving the way for further promising developments.


Planning with Diffusion for Flexible Behavior Synthesis

arXiv.org Artificial Intelligence

Model-based reinforcement learning methods often use learning only for the purpose of estimating an approximate dynamics model, offloading the rest of the decision-making work to classical trajectory optimizers. While conceptually simple, this combination has a number of empirical shortcomings, suggesting that learned models may not be well-suited to standard trajectory optimization. In this paper, we consider what it would look like to fold as much of the trajectory optimization pipeline as possible into the modeling problem, such that sampling from the model and planning with it become nearly identical. The core of our technical approach lies in a diffusion probabilistic model that plans by iteratively denoising trajectories. We show how classifier-guided sampling and image inpainting can be reinterpreted as coherent planning strategies, explore the unusual and useful properties of diffusion-based planning methods, and demonstrate the effectiveness of our framework in control settings that emphasize long-horizon decision-making and test-time flexibility.


Reward Bonuses with Gain Scheduling Inspired by Iterative Deepening Search

arXiv.org Artificial Intelligence

This paper introduces a novel method of adding intrinsic bonuses to task-oriented reward function in order to efficiently facilitate reinforcement learning search. While various bonuses have been designed to date, they are analogous to the depth-first and breadth-first search algorithms in graph theory. This paper, therefore, first designs two bonuses for each of them. Then, a heuristic gain scheduling is applied to the designed bonuses, inspired by the iterative deepening search, which is known to inherit the advantages of the two search algorithms. The proposed method is expected to allow agent to efficiently reach the best solution in deeper states by gradually exploring unknown states. In three locomotion tasks with dense rewards and three simple tasks with sparse rewards, it is shown that the two types of bonuses contribute to the performance improvement of the different tasks complementarily. In addition, by combining them with the proposed gain scheduling, all tasks can be accomplished with high performance.


Control of Continuous Quantum Systems with Many Degrees of Freedom based on Convergent Reinforcement Learning

arXiv.org Artificial Intelligence

With the development of experimental quantum technology, quantum control has attracted increasing attention due to the realization of controllable artificial quantum systems. However, because quantum-mechanical systems are often too difficult to analytically deal with, heuristic strategies and numerical algorithms which search for proper control protocols are adopted, and, deep learning, especially deep reinforcement learning (RL), is a promising generic candidate solution for the control problems. Although there have been a few successful applications of deep RL to quantum control problems, most of the existing RL algorithms suffer from instabilities and unsatisfactory reproducibility, and require a large amount of fine-tuning and a large computational budget, both of which limit their applicability. To resolve the issue of instabilities, in this dissertation, we investigate the non-convergence issue of Q-learning. Then, we investigate the weakness of existing convergent approaches that have been proposed, and we develop a new convergent Q-learning algorithm, which we call the convergent deep Q network (C-DQN) algorithm, as an alternative to the conventional deep Q network (DQN) algorithm. We prove the convergence of C-DQN and apply it to the Atari 2600 benchmark. We show that when DQN fail, C-DQN still learns successfully. Then, we apply the algorithm to the measurement-feedback cooling problems of a quantum quartic oscillator and a trapped quantum rigid body. We establish the physical models and analyse their properties, and we show that although both C-DQN and DQN can learn to cool the systems, C-DQN tends to behave more stably, and when DQN suffers from instabilities, C-DQN can achieve a better performance. As the performance of DQN can have a large variance and lack consistency, C-DQN can be a better choice for researches on complicated control problems.


AdverSAR: Adversarial Search and Rescue via Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Search and Rescue (SAR) missions in remote environments often employ autonomous multi-robot systems that learn, plan, and execute a combination of local single-robot control actions, group primitives, and global mission-oriented coordination and collaboration. Often, SAR coordination strategies are manually designed by human experts who can remotely control the multi-robot system and enable semi-autonomous operations. However, in remote environments where connectivity is limited and human intervention is often not possible, decentralized collaboration strategies are needed for fully-autonomous operations. Nevertheless, decentralized coordination may be ineffective in adversarial environments due to sensor noise, actuation faults, or manipulation of inter-agent communication data. In this paper, we propose an algorithmic approach based on adversarial multi-agent reinforcement learning (MARL) that allows robots to efficiently coordinate their strategies in the presence of adversarial inter-agent communications. In our setup, the objective of the multi-robot team is to discover targets strategically in an obstacle-strewn geographical area by minimizing the average time needed to find the targets. It is assumed that the robots have no prior knowledge of the target locations, and they can interact with only a subset of neighboring robots at any time. Based on the centralized training with decentralized execution (CTDE) paradigm in MARL, we utilize a hierarchical meta-learning framework to learn dynamic team-coordination modalities and discover emergent team behavior under complex cooperative-competitive scenarios. The effectiveness of our approach is demonstrated on a collection of prototype grid-world environments with different specifications of benign and adversarial agents, target locations, and agent rewards.


Deterministic Sequencing of Exploration and Exploitation for Reinforcement Learning

arXiv.org Artificial Intelligence

We propose Deterministic Sequencing of Exploration and Exploitation (DSEE) algorithm with interleaving exploration and exploitation epochs for model-based RL problems that aim to simultaneously learn the system model, i.e., a Markov decision process (MDP), and the associated optimal policy. During exploration, DSEE explores the environment and updates the estimates for expected reward and transition probabilities. During exploitation, the latest estimates of the expected reward and transition probabilities are used to obtain a robust policy with high probability. We design the lengths of the exploration and exploitation epochs such that the cumulative regret grows as a sub-linear function of time.


Quantum policy gradient algorithms

arXiv.org Artificial Intelligence

When studying the potential advantages of quantum computing in machine learning, a natural question that arises is whether quantum algorithms that exploit quantum access to data can speed up learning. In the context of supervised learning, this led to the development of algorithms based on quantum RAMs, which can achieve high-degree polynomial improvements over their classical analogs [1]. In reinforcement learning, where we consider learning agents interacting with task environments, the question becomes: can quantum interactions with an environment, and in particular the ability to explore several trajectories in superposition, be beneficial for a learning agent. In recent years, several works have approached this question from a variety of angles [2]: based on Grover's algorithm [3], some works have for instance shown that searching for an optimal sequence of actions in an environment can be done using quadratically fewer interactions given the appropriate oracular access to the environment [4, 5, 6]. Other works have considered the more general problem of finding the optimal policy in a Markov Decision Process (MDP), and have found that up to quadratic speed-ups in the number of interactions are also possible, again given the proper oracular access [7, 8, 9, 10]. Finally, tailored MDP environments (based, e.g., on Simon's problem) have also been introduced, which allow for exponential quantum speed-ups in learning times compared to the best classical agents [11]. Yet, all the quantum algorithms that have been proposed in this quantum-accessible setting remain inefficient in the most well-publicised use cases of reinforcement learning, such as Go [12], city navigation [13], and computer games [14]: environments with large state-action spaces. Indeed, aside from the task-specific algorithms of Ref. [11], the proposed algorithms scale at best as the square root of the size of the state-action space, which is intractable in most modern-day applications that deal for instance with image-based inputs. In the classical literature, modern approaches to reinforcement learning in large spaces commonly replace the explicit storage of a policy (and/or a value function) in a table of values by a parametrized model (e.g., a