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 Reinforcement Learning


Reinforcement Learning for Resilient Power Grids

arXiv.org Artificial Intelligence

Traditional power grid systems have become obsolete under more frequent and extreme natural disasters. Reinforcement learning (RL) has been a promising solution for resilience given its successful history of power grid control. However, most power grid simulators and RL interfaces do not support simulation of power grid under large-scale blackouts or when the network is divided into sub-networks. In this study, we proposed an updated power grid simulator built on Grid2Op, an existing simulator and RL interface, and experimented on limiting the action and observation spaces of Grid2Op. By testing with DDQN and SliceRDQN algorithms, we found that reduced action spaces significantly improve training performance and efficiency. In addition, we investigated a low-rank neural network regularization method for deep Q-learning, one of the most widely used RL algorithms, in this power grid control scenario. As a result, the experiment demonstrated that in the power grid simulation environment, adopting this method will significantly increase the performance of RL agents.


Transportation-Inequalities, Lyapunov Stability and Sampling for Dynamical Systems on Continuous State Space

arXiv.org Artificial Intelligence

We study the concentration phenomenon for discrete-time random dynamical systems with an unbounded state space. We develop a heuristic approach towards obtaining exponential concentration inequalities for dynamical systems using an entirely functional analytic framework. We also show that existence of exponential-type Lyapunov function, compared to the purely deterministic setting, not only implies stability but also exponential concentration inequalities for sampling from the stationary distribution, via \emph{transport-entropy inequality} (T-E). These results have significant impact in \emph{reinforcement learning} (RL) and \emph{controls}, leading to exponential concentration inequalities even for unbounded observables, while neither assuming reversibility nor exact knowledge of random dynamical system (assumptions at heart of concentration inequalities in statistical mechanics and Markov diffusion processes).


Accelerating Self-Imitation Learning from Demonstrations via Policy Constraints and Q-Ensemble

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) provides a new way to generate robot control policy. However, the process of training control policy requires lengthy exploration, resulting in a low sample efficiency of reinforcement learning (RL) in real-world tasks. Both imitation learning (IL) and learning from demonstrations (LfD) improve the training process by using expert demonstrations, but imperfect expert demonstrations can mislead policy improvement. Offline to Online reinforcement learning requires a lot of offline data to initialize the policy, and distribution shift can easily lead to performance degradation during online fine-tuning. To solve the above problems, we propose a learning from demonstrations method named A-SILfD, which treats expert demonstrations as the agent's successful experiences and uses experiences to constrain policy improvement. Furthermore, we prevent performance degradation due to large estimation errors in the Q-function by the ensemble Q-functions. Our experiments show that A-SILfD can significantly improve sample efficiency using a small number of different quality expert demonstrations. In four Mujoco continuous control tasks, A-SILfD can significantly outperform baseline methods after 150,000 steps of online training and is not misled by imperfect expert demonstrations during training.


Specifying Behavior Preference with Tiered Reward Functions

arXiv.org Artificial Intelligence

Reinforcement-learning agents seek to maximize a reward signal through environmental interactions. As humans, our contribution to the learning process is through designing the reward function. Like programmers, we have a behavior in mind and have to translate it into a formal specification, namely rewards. In this work, we consider the reward-design problem in tasks formulated as reaching desirable states and avoiding undesirable states. To start, we propose a strict partial ordering of the policy space. We prefer policies that reach the good states faster and with higher probability while avoiding the bad states longer. Next, we propose an environment-independent tiered reward structure and show it is guaranteed to induce policies that are Pareto-optimal according to our preference relation. Finally, we empirically evaluate tiered reward functions on several environments and show they induce desired behavior and lead to fast learning.


Reinforcement Learning with Non-Exponential Discounting

arXiv.org Artificial Intelligence

Commonly in reinforcement learning (RL), rewards are discounted over time using an exponential function to model time preference, thereby bounding the expected long-term reward. In contrast, in economics and psychology, it has been shown that humans often adopt a hyperbolic discounting scheme, which is optimal when a specific task termination time distribution is assumed. In this work, we propose a theory for continuous-time model-based reinforcement learning generalized to arbitrary discount functions. This formulation covers the case in which there is a non-exponential random termination time. We derive a Hamilton-Jacobi-Bellman (HJB) equation characterizing the optimal policy and describe how it can be solved using a collocation method, which uses deep learning for function approximation. Further, we show how the inverse RL problem can be approached, in which one tries to recover properties of the discount function given decision data. We validate the applicability of our proposed approach on two simulated problems. Our approach opens the way for the analysis of human discounting in sequential decision-making tasks.


A Novel Stochastic Gradient Descent Algorithm for Learning Principal Subspaces

arXiv.org Artificial Intelligence

Many machine learning problems encode their data as a matrix with a possibly very large number of rows and columns. In several applications like neuroscience, image compression or deep reinforcement learning, the principal subspace of such a matrix provides a useful, low-dimensional representation of individual data. Here, we are interested in determining the $d$-dimensional principal subspace of a given matrix from sample entries, i.e. from small random submatrices. Although a number of sample-based methods exist for this problem (e.g. Oja's rule \citep{oja1982simplified}), these assume access to full columns of the matrix or particular matrix structure such as symmetry and cannot be combined as-is with neural networks \citep{baldi1989neural}. In this paper, we derive an algorithm that learns a principal subspace from sample entries, can be applied when the approximate subspace is represented by a neural network, and hence can be scaled to datasets with an effectively infinite number of rows and columns. Our method consists in defining a loss function whose minimizer is the desired principal subspace, and constructing a gradient estimate of this loss whose bias can be controlled. We complement our theoretical analysis with a series of experiments on synthetic matrices, the MNIST dataset \citep{lecun2010mnist} and the reinforcement learning domain PuddleWorld \citep{sutton1995generalization} demonstrating the usefulness of our approach.


Making Linear MDPs Practical via Contrastive Representation Learning

arXiv.org Artificial Intelligence

It is common to address the curse of dimensionality in Markov decision processes (MDPs) by exploiting low-rank representations. This motivates much of the recent theoretical study on linear MDPs. However, most approaches require a given representation under unrealistic assumptions about the normalization of the decomposition or introduce unresolved computational challenges in practice. Instead, we consider an alternative definition of linear MDPs that automatically ensures normalization while allowing efficient representation learning via contrastive estimation. The framework also admits confidence-adjusted index algorithms, enabling an efficient and principled approach to incorporating optimism or pessimism in the face of uncertainty. To the best of our knowledge, this provides the first practical representation learning method for linear MDPs that achieves both strong theoretical guarantees and empirical performance. Theoretically, we prove that the proposed algorithm is sample efficient in both the online and offline settings. Empirically, we demonstrate superior performance over existing state-of-the-art model-based and model-free algorithms on several benchmarks.


Random Copolymer inverse design system orienting on Accurate discovering of Antimicrobial peptide-mimetic copolymers

arXiv.org Artificial Intelligence

Antimicrobial resistance is one of the biggest health problem, especially in the current period of COVID-19 pandemic. Due to the unique membrane-destruction bactericidal mechanism, antimicrobial peptide-mimetic copolymers are paid more attention and it is urgent to find more potential candidates with broad-spectrum antibacterial efficacy and low toxicity. Artificial intelligence has shown significant performance on small molecule or biotech drugs, however, the higher-dimension of polymer space and the limited experimental data restrict the application of existing methods on copolymer design. Herein, we develop a universal random copolymer inverse design system via multi-model copolymer representation learning, knowledge distillation and reinforcement learning. Our system realize a high-precision antimicrobial activity prediction with few-shot data by extracting various chemical information from multi-modal copolymer representations. By pre-training a scaffold-decorator generative model via knowledge distillation, copolymer space are greatly contracted to the near space of existing data for exploration. Thus, our reinforcement learning algorithm can be adaptive for customized generation on specific scaffolds and requirements on property or structures. We apply our system on collected antimicrobial peptide-mimetic copolymers data, and we discover candidate copolymers with desired properties.


Elixir: A system to enhance data quality for multiple analytics on a video stream

arXiv.org Artificial Intelligence

IoT sensors, especially video cameras, are ubiquitously deployed around the world to perform a variety of computer vision tasks in several verticals including retail, healthcare, safety and security, transportation, manufacturing, etc. To amortize their high deployment effort and cost, it is desirable to perform multiple video analytics tasks, which we refer to as Analytical Units (AUs), off the video feed coming out of every camera. In this paper, we first show that in a multi-AU setting, changing the camera setting has disproportionate impact on different AUs performance. In particular, the optimal setting for one AU may severely degrade the performance for another AU, and further the impact on different AUs varies as the environmental condition changes. We then present Elixir, a system to enhance the video stream quality for multiple analytics on a video stream. Elixir leverages Multi-Objective Reinforcement Learning (MORL), where the RL agent caters to the objectives from different AUs and adjusts the camera setting to simultaneously enhance the performance of all AUs. To define the multiple objectives in MORL, we develop new AU-specific quality estimator values for each individual AU. We evaluate Elixir through real-world experiments on a testbed with three cameras deployed next to each other (overlooking a large enterprise parking lot) running Elixir and two baseline approaches, respectively. Elixir correctly detects 7.1% (22,068) and 5.0% (15,731) more cars, 94% (551) and 72% (478) more faces, and 670.4% (4975) and 158.6% (3507) more persons than the default-setting and time-sharing approaches, respectively. It also detects 115 license plates, far more than the time-sharing approach (7) and the default setting (0).


Cicero from meta may foreshadow hybrid AI future architectures - DataScienceCentral.com

#artificialintelligence

Cicero, from meta, is an AI that can play (at human comparable capabilities) the game of Diplomacy. The game of diplomacy presents a different set of challenges than Go. Go is based on exploration / exploitation and hence suited to reinforcement learning. To master Go, AlphaGo used reinforcement learning and learnt by extensively playing against itself until it could anticipate its own moves and how those moves would affect the game's outcome. Diplomacy, on the other hand, needs the player to maintain extensive communication, deceive other players, negotiate, form alliances and negotiate.