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 Reinforcement Learning


Phys. Rev. Research 4, L042038 (2022) - Accelerated motional cooling with deep reinforcement learning

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Achieving fast cooling of motional modes is a prerequisite for leveraging such bosonic quanta for high-speed quantum information processing. In this Letter, we address the aspect of reducing the time limit for cooling, below that constrained by the conventional sideband cooling techniques, and propose a scheme to apply deep reinforcement learning (DRL) to achieve this. In particular, we have numerically demonstrated how the scheme can be used effectively to accelerate the dynamic motional cooling of a macroscopic magnonic sphere, and how it can be uniformly extended to more complex systems, for example, a tripartite opto-magno-mechanical system, to obtain cooling of the motional mode below the time bound of coherent cooling. While conventional sideband cooling methods do not work beyond the well-known rotating wave approximation (RWA) regimes, our proposed DRL scheme can be applied uniformly to regimes operating within and beyond the RWA, and thus, this offers a new and complete toolkit for rapid control and generation of macroscopic quantum states for application in quantum technologies. Published by the American Physical Society under the terms of the Creative Commons Attribution 4.0 International license.


Safe Value Functions

arXiv.org Artificial Intelligence

Safety constraints and optimality are important, but sometimes conflicting criteria for controllers. Although these criteria are often solved separately with different tools to maintain formal guarantees, it is also common practice in reinforcement learning to simply modify reward functions by penalizing failures, with the penalty treated as a mere heuristic. We rigorously examine the relationship of both safety and optimality to penalties, and formalize sufficient conditions for safe value functions (SVFs): value functions that are both optimal for a given task, and enforce safety constraints. We reveal this structure by examining when rewards preserve viability under optimal control, and show that there always exists a finite penalty that induces a safe value function. This penalty is not unique, but upper-unbounded: larger penalties do not harm optimality. Although it is often not possible to compute the minimum required penalty, we reveal clear structure of how the penalty, rewards, discount factor, and dynamics interact. This insight suggests practical, theory-guided heuristics to design reward functions for control problems where safety is important.


Machine Learning in Aerodynamic Shape Optimization

arXiv.org Artificial Intelligence

Machine learning (ML) has been increasingly used to aid aerodynamic shape optimization (ASO), thanks to the availability of aerodynamic data and continued developments in deep learning. We review the applications of ML in ASO to date and provide a perspective on the state-of-the-art and future directions. We first introduce conventional ASO and current challenges. Next, we introduce ML fundamentals and detail ML algorithms that have been successful in ASO. Then, we review ML applications to ASO addressing three aspects: compact geometric design space, fast aerodynamic analysis, and efficient optimization architecture. In addition to providing a comprehensive summary of the research, we comment on the practicality and effectiveness of the developed methods. We show how cutting-edge ML approaches can benefit ASO and address challenging demands, such as interactive design optimization. Practical large-scale design optimizations remain a challenge because of the high cost of ML training. Further research on coupling ML model construction with prior experience and knowledge, such as physics-informed ML, is recommended to solve large-scale ASO problems.


Karolos: An Open-Source Reinforcement Learning Framework for Robot-Task Environments

arXiv.org Artificial Intelligence

In reinforcement learning (RL) research, simulations enable benchmarks between algorithms, as well as prototyping and hyper-parameter tuning of agents. In order to promote RL both in research and real-world applications, frameworks are required which are on the one hand efficient in terms of running experiments as fast as possible. On the other hand, they must be flexible enough to allow the integration of newly developed optimization techniques, e.g. new RL algorithms, which are continuously put forward by an active research community. In this paper, we introduce Karolos, a RL framework developed for robotic applications, with a particular focus on transfer scenarios with varying robot-task combinations reflected in a modular environment architecture. In addition, we provide implementations of state-of-the-art RL algorithms along with common learning-facilitating enhancements, as well as an architecture to parallelize environments across multiple processes to significantly speed up experiments. The code is open source and published on GitHub with the aim of promoting research of RL applications in robotics.


Safe Reinforcement Learning with Probabilistic Control Barrier Functions for Ramp Merging

arXiv.org Artificial Intelligence

Prior work has looked at applying reinforcement learning and imitation learning approaches to autonomous driving scenarios, but either the safety or the efficiency of the algorithm is compromised.With the use of control barrier functions embedded into the reinforcement learning policy, we arrive at safe policies to optimize the performance of the autonomous driving vehicle. However, control barrier functions need a good approximation of the model of the car. We use probabilistic control barrier functions as an estimate of the model uncertainty. The algorithm is implemented as an online version in the CARLA (Dosovitskiy et al., 2017) Simulator and as an offline version on a dataset extracted from the NGSIM Database. The proposed algorithm is not just a safe ramp merging algorithm, but a safe autonomous driving algorithm applied to address ramp merging on highways.


Prim-LAfD: A Framework to Learn and Adapt Primitive-Based Skills from Demonstrations for Insertion Tasks

arXiv.org Artificial Intelligence

Learning generalizable insertion skills in a data-efficient manner has long been a challenge in the robot learning community. While the current state-of-the-art methods with reinforcement learning (RL) show promising performance in acquiring manipulation skills, the algorithms are data-hungry and hard to generalize. To overcome the issues, in this paper we present Prim-LAfD, a simple yet effective framework to learn and adapt primitive-based insertion skills from demonstrations. Prim-LAfD utilizes black-box function optimization to learn and adapt the primitive parameters leveraging prior experiences. Human demonstrations are modeled as dense rewards guiding parameter learning. We validate the effectiveness of the proposed method on eight peg-hole and connector-socket insertion tasks. The experimental results show that our proposed framework takes less than one hour to acquire the insertion skills and as few as fifteen minutes to adapt to an unseen insertion task on a physical robot.


Kick-motion Training with DQN in AI Soccer Environment

arXiv.org Artificial Intelligence

This paper presents a technique to train a robot to perform kick-motion in AI soccer by using reinforcement learning (RL). In RL, an agent interacts with an environment and learns to choose an action in a state at each step. When training RL algorithms, a problem called the curse of dimensionality (COD) can occur if the dimension of the state is high and the number of training data is low. The COD often causes degraded performance of RL models. In the situation of the robot kicking the ball, as the ball approaches the robot, the robot chooses the action based on the information obtained from the soccer field. In order not to suffer COD, the training data, which are experiences in the case of RL, should be collected evenly from all areas of the soccer field over (theoretically infinite) time. In this paper, we attempt to use the relative coordinate system (RCS) as the state for training kick-motion of robot agent, instead of using the absolute coordinate system (ACS). Using the RCS eliminates the necessity for the agent to know all the (state) information of entire soccer field and reduces the dimension of the state that the agent needs to know to perform kick-motion, and consequently alleviates COD. The training based on the RCS is performed with the widely used Deep Q-network (DQN) and tested in the AI Soccer environment implemented with Webots simulation software.


Enhance Sample Efficiency and Robustness of End-to-end Urban Autonomous Driving via Semantic Masked World Model

arXiv.org Artificial Intelligence

End-to-end autonomous driving provides a feasible way to automatically maximize overall driving system performance by directly mapping the raw pixels from a front-facing camera to control signals. Recent advanced methods construct a latent world model to map the high dimensional observations into compact latent space. However, the latent states embedded by the world model proposed in previous works may contain a large amount of task-irrelevant information, resulting in low sampling efficiency and poor robustness to input perturbations. Meanwhile, the training data distribution is usually unbalanced, and the learned policy is hard to cope with the corner cases during the driving process. To solve the above challenges, we present a semantic masked recurrent world model (SEM2), which introduces a latent filter to extract key task-relevant features and reconstruct a semantic mask via the filtered features, and is trained with a multi-source data sampler, which aggregates common data and multiple corner case data in a single batch, to balance the data distribution. Extensive experiments on CARLA show that our method outperforms the state-of-the-art approaches in terms of sample efficiency and robustness to input permutations.


Near Sample-Optimal Reduction-based Policy Learning for Average Reward MDP

arXiv.org Artificial Intelligence

This work considers the sample complexity of obtaining an $\varepsilon$-optimal policy in an average reward Markov Decision Process (AMDP), given access to a generative model (simulator). When the ground-truth MDP is weakly communicating, we prove an upper bound of $\widetilde O(H \varepsilon^{-3} \ln \frac{1}{\delta})$ samples per state-action pair, where $H := sp(h^*)$ is the span of bias of any optimal policy, $\varepsilon$ is the accuracy and $\delta$ is the failure probability. This bound improves the best-known mixing-time-based approaches in [Jin & Sidford 2021], which assume the mixing-time of every deterministic policy is bounded. The core of our analysis is a proper reduction bound from AMDP problems to discounted MDP (DMDP) problems, which may be of independent interests since it allows the application of DMDP algorithms for AMDP in other settings. We complement our upper bound by proving a minimax lower bound of $\Omega(|\mathcal S| |\mathcal A| H \varepsilon^{-2} \ln \frac{1}{\delta})$ total samples, showing that a linear dependent on $H$ is necessary and that our upper bound matches the lower bound in all parameters of $(|\mathcal S|, |\mathcal A|, H, \ln \frac{1}{\delta})$ up to some logarithmic factors.


Modeling Mobile Health Users as Reinforcement Learning Agents

arXiv.org Artificial Intelligence

Mobile health (mHealth) technologies empower patients to adopt/maintain healthy behaviors in their daily lives, by providing interventions (e.g. push notifications) tailored to the user's needs. In these settings, without intervention, human decision making may be impaired (e.g. valuing near term pleasure over own long term goals). In this work, we formalize this relationship with a framework in which the user optimizes a (potentially impaired) Markov Decision Process (MDP) and the mHealth agent intervenes on the user's MDP parameters. We show that different types of impairments imply different types of optimal intervention. We also provide analytical and empirical explorations of these differences.