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 Reinforcement Learning


Multi-agent reinforcement learning for wall modeling in LES of flow over periodic hills

arXiv.org Artificial Intelligence

We develop a wall model for large-eddy simulation (LES) that takes into account various pressure-gradient effects using multi-agent reinforcement learning (MARL). The model is trained using low-Reynolds-number flow over periodic hills with agents distributed on the wall along the computational grid points. The model utilizes a wall eddy-viscosity formulation as the boundary condition, which is shown to provide better predictions of the mean velocity field, rather than the typical wall-shear stress formulation. Each agent receives states based on local instantaneous flow quantities at an off-wall location, computes a reward based on the estimated wall-shear stress, and provides an action to update the wall eddy viscosity at each time step. The trained wall model is validated in wall-modeled LES (WMLES) of flow over periodic hills at higher Reynolds numbers, and the results show the effectiveness of the model on flow with pressure gradients. The analysis of the trained model indicates that the model is capable of distinguishing between the various pressure gradient regimes present in the flow.


FedGPO: Heterogeneity-Aware Global Parameter Optimization for Efficient Federated Learning

arXiv.org Artificial Intelligence

Federated learning (FL) has emerged as a solution to deal with the risk of privacy leaks in machine learning training. This approach allows a variety of mobile devices to collaboratively train a machine learning model without sharing the raw on-device training data with the cloud. However, efficient edge deployment of FL is challenging because of the system/data heterogeneity and runtime variance. This paper optimizes the energy-efficiency of FL use cases while guaranteeing model convergence, by accounting for the aforementioned challenges. We propose FedGPO based on a reinforcement learning, which learns how to identify optimal global parameters (B, E, K) for each FL aggregation round adapting to the system/data heterogeneity and stochastic runtime variance. In our experiments, FedGPO improves the model convergence time by 2.4 times, and achieves 3.6 times higher energy efficiency over the baseline settings, respectively.


Autotuning PID control using Actor-Critic Deep Reinforcement Learning

arXiv.org Artificial Intelligence

This thesis is an exploratory research concerned with determining in what way reinforcement learning can be used to predict optimal PID parameters for a robot designed for apple harvest. To study this, an algorithm called Advantage Actor Critic (A2C) is implemented on a simulated robot arm. The simulation primarily relies on the ROS framework. Experiments for tuning one actuator at a time and two actuators a a time are run, which both show that the model is able to predict PID gains that perform better than the set baseline. In addition, it is studied if the model is able to predict PID parameters based on where an apple is located. Initial tests show that the model is indeed able to adapt its predictions to apple locations, making it an adaptive controller.


Multi-Agent Reinforcement Learning for Microprocessor Design Space Exploration

arXiv.org Artificial Intelligence

Microprocessor architects are increasingly resorting to domain-specific customization in the quest for high-performance and energy-efficiency. As the systems grow in complexity, fine-tuning architectural parameters across multiple sub-systems (e.g., datapath, memory blocks in different hierarchies, interconnects, compiler optimization, etc.) quickly results in a combinatorial explosion of design space. This makes domain-specific customization an extremely challenging task. Prior work explores using reinforcement learning (RL) and other optimization methods to automatically explore the large design space. However, these methods have traditionally relied on single-agent RL/ML formulations. It is unclear how scalable single-agent formulations are as we increase the complexity of the design space (e.g., full stack System-on-Chip design). Therefore, we propose an alternative formulation that leverages Multi-Agent RL (MARL) to tackle this problem. The key idea behind using MARL is an observation that parameters across different sub-systems are more or less independent, thus allowing a decentralized role assigned to each agent. We test this hypothesis by designing domain-specific DRAM memory controller for several workload traces. Our evaluation shows that the MARL formulation consistently outperforms single-agent RL baselines such as Proximal Policy Optimization and Soft Actor-Critic over different target objectives such as low power and latency. To this end, this work opens the pathway for new and promising research in MARL solutions for hardware architecture search.


Automatic Discovery of Multi-perspective Process Model using Reinforcement Learning

arXiv.org Artificial Intelligence

Process mining is a methodology for the derivation and analysis of process models based on the event log. When process mining is employed to analyze business processes, the process discovery step, the conformance checking step, and the enhancements step are repeated. If a user wants to analyze a process from multiple perspectives (such as activity perspectives, originator perspectives, and time perspectives), the above procedure, inconveniently, has to be repeated over and over again. Although past studies involving process mining have applied detailed stepwise methodologies, no attempt has been made to incorporate and optimize multi-perspective process mining procedures. This paper contributes to developing a solution approach to this problem. First, we propose an automatic discovery framework of a multi-perspective process model based on deep Q-Learning. Our Dual Experience Replay with Experience Distribution (DERED) approach can automatically perform process model discovery steps, conformance check steps, and enhancements steps. Second, we propose a new method that further optimizes the experience replay (ER) method, one of the key algorithms of deep Q-learning, to improve the learning performance of reinforcement learning agents. Finally, we validate our approach using six real-world event datasets collected in port logistics, steel manufacturing, finance, IT, and government administration. We show that our DERED approach can provide users with multi-perspective, high-quality process models that can be employed more conveniently for multi-perspective process mining.


Automated Play-Testing Through RL Based Human-Like Play-Styles Generation

arXiv.org Artificial Intelligence

The increasing complexity of gameplay mechanisms in modern video games is leading to the emergence of a wider range of ways to play games. The variety of possible play-styles needs to be anticipated by designers, through automated tests. Reinforcement Learning is a promising answer to the need of automating video game testing. To that effect one needs to train an agent to play the game, while ensuring this agent will generate the same play-styles as the players in order to give meaningful feedback to the designers. We present CARMI: a Configurable Agent with Relative Metrics as Input. An agent able to emulate the players play-styles, even on previously unseen levels. Unlike current methods it does not rely on having full trajectories, but only summary data. Moreover it only requires little human data, thus compatible with the constraints of modern video game production. This novel agent could be used to investigate behaviors and balancing during the production of a video game with a realistic amount of training time.


Reinforcement Learning Methods for Wordle: A POMDP/Adaptive Control Approach

arXiv.org Artificial Intelligence

In this paper, we discuss a Reinforcement Learning (RL) approach towards a class of sequential decision problems, exemplified for the popular Wordle puzzle that appears daily in the New York Times. Wordle involves a list of 5-letter mystery words, which is a subset of a larger list of guess words. A word is selected at random from the mystery list, and the objective is to find that word by sequentially selecting no more than six words from the guess list. Each guess word selection provides information about the letters contained in the hidden mystery word according to a given set of rules, which involves color coding of letters shared by the guess word and the mystery word. We will adopt a more general point of view, by considering a broad class of problems that include Wordle as a special case. In particular, the problems that we consider include sequential search situations, where the objective is to guess correctly an unknown object from a given finite set of objects (the set of mystery words in the Wordle context), by using a sequence of decisions from a finite set (the set of guess words in Wordle), which result in a sequence of corresponding observations (the information outcomes of the guesses in Wordle). We aim to minimize some cost function, such as the expected number of observations required to determine the unknown object. Within the search context just described, some basic information theory concepts are relevant, which have already been applied to Wordle, and are important for our methodology.


ARC - Actor Residual Critic for Adversarial Imitation Learning

arXiv.org Artificial Intelligence

Adversarial Imitation Learning (AIL) is a class of popular state-of-the-art Imitation Learning algorithms commonly used in robotics. In AIL, an artificial adversary's misclassification is used as a reward signal that is optimized by any standard Reinforcement Learning (RL) algorithm. Unlike most RL settings, the reward in AIL is $differentiable$ but current model-free RL algorithms do not make use of this property to train a policy. The reward is AIL is also shaped since it comes from an adversary. We leverage the differentiability property of the shaped AIL reward function and formulate a class of Actor Residual Critic (ARC) RL algorithms. ARC algorithms draw a parallel to the standard Actor-Critic (AC) algorithms in RL literature and uses a residual critic, $C$ function (instead of the standard $Q$ function) to approximate only the discounted future return (excluding the immediate reward). ARC algorithms have similar convergence properties as the standard AC algorithms with the additional advantage that the gradient through the immediate reward is exact. For the discrete (tabular) case with finite states, actions, and known dynamics, we prove that policy iteration with $C$ function converges to an optimal policy. In the continuous case with function approximation and unknown dynamics, we experimentally show that ARC aided AIL outperforms standard AIL in simulated continuous-control and real robotic manipulation tasks. ARC algorithms are simple to implement and can be incorporated into any existing AIL implementation with an AC algorithm. Video and link to code are available at: https://sites.google.com/view/actor-residual-critic.


Prioritized Experience-based Reinforcement Learning with Human Guidance for Autonomous Driving

arXiv.org Artificial Intelligence

Reinforcement learning (RL) requires skillful definition and remarkable computational efforts to solve optimization and control problems, which could impair its prospect. Introducing human guidance into reinforcement learning is a promising way to improve learning performance. In this paper, a comprehensive human guidance-based reinforcement learning framework is established. A novel prioritized experience replay mechanism that adapts to human guidance in the reinforcement learning process is proposed to boost the efficiency and performance of the reinforcement learning algorithm. To relieve the heavy workload on human participants, a behavior model is established based on an incremental online learning method to mimic human actions. We design two challenging autonomous driving tasks for evaluating the proposed algorithm. Experiments are conducted to access the training and testing performance and learning mechanism of the proposed algorithm. Comparative results against the state-of-the-art methods suggest the advantages of our algorithm in terms of learning efficiency, performance, and robustness.


Configurable Agent With Reward As Input: A Play-Style Continuum Generation

arXiv.org Artificial Intelligence

Modern video games are becoming richer and more complex in terms of game mechanics. This complexity allows for the emergence of a wide variety of ways to play the game across the players. From the point of view of the game designer, this means that one needs to anticipate a lot of different ways the game could be played. Machine Learning (ML) could help address this issue. More precisely, Reinforcement Learning is a promising answer to the need of automating video game testing. In this paper we present a video game environment which lets us define multiple play-styles. We then introduce CARI: a Configurable Agent with Reward as Input. An agent able to simulate a wide continuum range of play-styles. It is not constrained to extreme archetypal behaviors like current methods using reward shaping. In addition it achieves this through a single training loop, instead of the usual one loop per play-style. We compare this novel training approach with the more classic reward shaping approach and conclude that CARI can also outperform the baseline on archetypes generation. This novel agent could be used to investigate behaviors and balancing during the production of a video game with a realistic amount of training time.