Reinforcement Learning
Coordination with Humans via Strategy Matching
Zhao, Michelle, Simmons, Reid, Admoni, Henny
Human and robot partners increasingly need to work together to perform tasks as a team. Robots designed for such collaboration must reason about how their task-completion strategies interplay with the behavior and skills of their human team members as they coordinate on achieving joint goals. Our goal in this work is to develop a computational framework for robot adaptation to human partners in human-robot team collaborations. We first present an algorithm for autonomously recognizing available task-completion strategies by observing human-human teams performing a collaborative task. By transforming team actions into low dimensional representations using hidden Markov models, we can identify strategies without prior knowledge. Robot policies are learned on each of the identified strategies to construct a Mixture-of-Experts model that adapts to the task strategies of unseen human partners. We evaluate our model on a collaborative cooking task using an Overcooked simulator. Results of an online user study with 125 participants demonstrate that our framework improves the task performance and collaborative fluency of human-agent teams, as compared to state of the art reinforcement learning methods.
A Survey on Influence Maximization: From an ML-Based Combinatorial Optimization
Li, Yandi, Gao, Haobo, Gao, Yunxuan, Guo, Jianxiong, Wu, Weili
Influence Maximization (IM) is a classical combinatorial optimization problem, which can be widely used in mobile networks, social computing, and recommendation systems. It aims at selecting a small number of users such that maximizing the influence spread across the online social network. Because of its potential commercial and academic value, there are a lot of researchers focusing on studying the IM problem from different perspectives. The main challenge comes from the NP-hardness of the IM problem and \#P-hardness of estimating the influence spread, thus traditional algorithms for overcoming them can be categorized into two classes: heuristic algorithms and approximation algorithms. However, there is no theoretical guarantee for heuristic algorithms, and the theoretical design is close to the limit. Therefore, it is almost impossible to further optimize and improve their performance. With the rapid development of artificial intelligence, the technology based on Machine Learning (ML) has achieved remarkable achievements in many fields. In view of this, in recent years, a number of new methods have emerged to solve combinatorial optimization problems by using ML-based techniques. These methods have the advantages of fast solving speed and strong generalization ability to unknown graphs, which provide a brand-new direction for solving combinatorial optimization problems. Therefore, we abandon the traditional algorithms based on iterative search and review the recent development of ML-based methods, especially Deep Reinforcement Learning, to solve the IM problem and other variants in social networks. We focus on summarizing the relevant background knowledge, basic principles, common methods, and applied research. Finally, the challenges that need to be solved urgently in future IM research are pointed out.
Developing Decentralised Resilience to Malicious Influence in Collective Perception Problem
Wise, Chris, Hussein, Aya, El-Fiqi, Heba
In collective decision-making, designing algorithms that use only local information to effect swarm-level behaviour is a non-trivial problem. We used machine learning techniques to teach swarm members to map their local perceptions of the environment to an optimal action. A curriculum inspired by Machine Education approaches was designed to facilitate this learning process and teach the members the skills required for optimal performance in the collective perception problem. We extended upon previous approaches by creating a curriculum that taught agents resilience to malicious influence. The experimental results show that well-designed rules-based algorithms can produce effective agents. When performing opinion fusion, we implemented decentralised resilience by having agents dynamically weight received opinion. We found a non-significant difference between constant and dynamic weights, suggesting that momentum-based opinion fusion is perhaps already a resilience mechanism.
ProtoX: Explaining a Reinforcement Learning Agent via Prototyping
Ragodos, Ronilo J., Wang, Tong, Lin, Qihang, Zhou, Xun
While deep reinforcement learning has proven to be successful in solving control tasks, the "black-box" nature of an agent has received increasing concerns. We propose a prototype-based post-hoc policy explainer, ProtoX, that explains a blackbox agent by prototyping the agent's behaviors into scenarios, each represented by a prototypical state. When learning prototypes, ProtoX considers both visual similarity and scenario similarity. The latter is unique to the reinforcement learning context, since it explains why the same action is taken in visually different states. To teach ProtoX about visual similarity, we pre-train an encoder using contrastive learning via self-supervised learning to recognize states as similar if they occur close together in time and receive the same action from the black-box agent. We then add an isometry layer to allow ProtoX to adapt scenario similarity to the downstream task. ProtoX is trained via imitation learning using behavior cloning, and thus requires no access to the environment or agent. In addition to explanation fidelity, we design different prototype shaping terms in the objective function to encourage better interpretability. We conduct various experiments to test ProtoX. Results show that ProtoX achieved high fidelity to the original black-box agent while providing meaningful and understandable explanations.
Design Process is a Reinforcement Learning Problem
kakooee, Reza, Dillunberger, Benjamin
While reinforcement learning has been used widely in research during the past few years, it found fewer real-world applications than supervised learning due to some weaknesses that the RL algorithms suffer from, such as performance degradation in transitioning from the simulator to the real world. Here, we argue the design process is a reinforcement learning problem and can potentially be a proper application for RL algorithms as it is an offline process and conventionally is done in CAD software - a sort of simulator. This creates opportunities for using RL methods and, at the same time, raises challenges. While the design processes are so diverse, here we focus on the space layout planning (SLP), frame it as an RL problem under the Markov Decision Process, and use PPO to address the layout design problem. To do so, we developed an environment named RLDesigner, to simulate the SLP. The RLDesigner is an OpenAI Gym compatible environment that can be easily customized to define a diverse range of design scenarios. We publicly share the environment to encourage both RL and architecture communities to use it for testing different RL algorithms or in their design practice. The codes are available in the following GitHub repository https://github.com/
Spatio-temporal Incentives Optimization for Ride-hailing Services with Offline Deep Reinforcement Learning
Wu, Yanqiu, Li, Qingyang, Qin, Zhiwei
A fundamental question in any peer-to-peer ride-sharing system is how to, both effectively and efficiently, meet the request of passengers to balance the supply and demand in real time. On the passenger side, traditional approaches focus on pricing strategies by increasing the probability of users' call to adjust the distribution of demand. However, previous methods do not take into account the impact of changes in strategy on future supply and demand changes, which means drivers are repositioned to different destinations due to passengers' calls, which will affect the driver's income for a period of time in the future. Motivated by this observation, we make an attempt to optimize the distribution of demand to handle this problem by learning the long-term spatio-temporal values as a guideline for pricing strategy. In this study, we propose an offline deep reinforcement learning based method focusing on the demand side to improve the utilization of transportation resources and customer satisfaction. We adopt a spatio-temporal learning method to learn the value of different time and location, then incentivize the ride requests of passengers to adjust the distribution of demand to balance the supply and demand in the system. In particular, we model the problem as a Markov Decision Process (MDP).
Reward-Predictive Clustering
Lehnert, Lucas, Frank, Michael J., Littman, Michael L.
Recent advances in reinforcement-learning research have demonstrated impressive results in building algorithms that can out-perform humans in complex tasks. Nevertheless, creating reinforcement-learning systems that can build abstractions of their experience to accelerate learning in new contexts still remains an active area of research. Previous work showed that reward-predictive state abstractions fulfill this goal, but have only be applied to tabular settings. Here, we provide a clustering algorithm that enables the application of such state abstractions to deep learning settings, providing compressed representations of an agent's inputs that preserve the ability to predict sequences of reward. A convergence theorem and simulations show that the resulting reward-predictive deep network maximally compresses the agent's inputs, significantly speeding up learning in high dimensional visual control tasks. Furthermore, we present different generalization experiments and analyze under which conditions a pre-trained reward-predictive representation network can be re-used without re-training to accelerate learning -- a form of systematic out-of-distribution transfer.
On the connection between Bregman divergence and value in regularized Markov decision processes
In this short note we derive a relationship between the Bregman divergence from the current policy to the optimal policy and the suboptimality of the current value function in a regularized Markov decision process. This result has implications for multi-task reinforcement learning, offline reinforcement learning, and regret analysis under function approximation, among others. The main result of this manuscript holds more generally, but for brevity we shall restrict ourselves to this case. To prove our main result we require a slight generalization of the performance difference lemma (PDL)[1] to cover the regularized MDP case. The proof of this identity is included in the appendix for completeness.
Exposing Surveillance Detection Routes via Reinforcement Learning, Attack Graphs, and Cyber Terrain
Huang, Lanxiao, Cody, Tyler, Redino, Christopher, Rahman, Abdul, Kakkar, Akshay, Kushwaha, Deepak, Wang, Cheng, Clark, Ryan, Radke, Daniel, Beling, Peter, Bowen, Edward
Reinforcement learning (RL) operating on attack graphs leveraging cyber terrain principles are used to develop reward and state associated with determination of surveillance detection routes (SDR). This work extends previous efforts on developing RL methods for path analysis within enterprise networks. This work focuses on building SDR where the routes focus on exploring the network services while trying to evade risk. RL is utilized to support the development of these routes by building a reward mechanism that would help in realization of these paths. The RL algorithm is modified to have a novel warm-up phase which decides in the initial exploration which areas of the network are safe to explore based on the rewards and penalty scale factor.
Collaborative Video Analytics on Distributed Edges with Multiagent Deep Reinforcement Learning
Dong, Yuqi, Gao, Guanyu, Wang, Ran, Yan, Zhisheng
Deep Neural Network (DNN) based video analytics empowers many computer vision-based applications to achieve high recognition accuracy. To reduce inference delay and bandwidth cost for video analytics, the DNN models can be deployed on the edge nodes, which are proximal to end users. However, the processing capacity of an edge node is limited, potentially incurring substantial delay if the inference requests on an edge node is overloaded. While efforts have been made to enhance video analytics by optimizing the configurations on a single edge node, we observe that multiple edge nodes can work collaboratively by utilizing the idle resources on each other to improve the overall processing capacity and resource utilization. To this end, we propose a Multiagent Reinforcement Learning (MARL) based approach, named as EdgeVision, for collaborative video analytics on distributed edges. The edge nodes can jointly learn the optimal policies for video preprocessing, model selection, and request dispatching by collaborating with each other to minimize the overall cost. We design an actor-critic-based MARL algorithm with an attention mechanism to learn the optimal policies. We build a multi-edge-node testbed and conduct experiments with real-world datasets to evaluate the performance of our method. The experimental results show our method can improve the overall rewards by 33.6%-86.4% compared with the most competitive baseline methods.