Reinforcement Learning
Reducing Action Space: Reference-Model-Assisted Deep Reinforcement Learning for Inverter-based Volt-Var Control
Liu, Qiong, Guo, Ye, Deng, Lirong, Liu, Haotian, Li, Dongyu, Sun, Hongbin
Reference-model-assisted deep reinforcement learning (DRL) for inverter-based Volt-Var Control (IB-VVC) in active distribution networks is proposed. We investigate that a large action space increases the learning difficulties of DRL and degrades the optimization performance in the process of generating data and training neural networks. To reduce the action space of DRL, we design a reference-model-assisted DRL approach. We introduce definitions of the reference model, reference-model-based optimization, and reference actions. The reference-model-assisted DRL learns the residual actions between the reference actions and optimal actions, rather than learning the optimal actions directly. Since the residual actions are considerably smaller than the optimal actions for a reference model, we can design a smaller action space for the reference-model-assisted DRL. It reduces the learning difficulties of DRL and optimises the performance of the reference-model-assisted DRL approach. It is noteworthy that the reference-model-assisted DRL approach is compatible with any policy gradient DRL algorithms for continuous action problems. This work takes the soft actor-critic algorithm as an example and designs a reference-model-assisted soft actor-critic algorithm. Simulations show that 1) large action space degrades the performance of DRL in the whole training stage, and 2) reference-model-assisted DRL requires fewer iteration times and returns a better optimization performance.
Mildly Conservative Q-Learning for Offline Reinforcement Learning
Lyu, Jiafei, Ma, Xiaoteng, Li, Xiu, Lu, Zongqing
Offline reinforcement learning (RL) defines the task of learning from a static logged dataset without continually interacting with the environment. The distribution shift between the learned policy and the behavior policy makes it necessary for the value function to stay conservative such that out-of-distribution (OOD) actions will not be severely overestimated. However, existing approaches, penalizing the unseen actions or regularizing with the behavior policy, are too pessimistic, which suppresses the generalization of the value function and hinders the performance improvement. This paper explores mild but enough conservatism for offline learning while not harming generalization. We propose Mildly Conservative Q-learning (MCQ), where OOD actions are actively trained by assigning them proper pseudo Q values. We theoretically show that MCQ induces a policy that behaves at least as well as the behavior policy and no erroneous overestimation will occur for OOD actions. Experimental results on the D4RL benchmarks demonstrate that MCQ achieves remarkable performance compared with prior work. Furthermore, MCQ shows superior generalization ability when transferring from offline to online, and significantly outperforms baselines. Our code is publicly available at https://github.com/dmksjfl/MCQ.
Mask-based Latent Reconstruction for Reinforcement Learning
Yu, Tao, Zhang, Zhizheng, Lan, Cuiling, Lu, Yan, Chen, Zhibo
For deep reinforcement learning (RL) from pixels, learning effective state representations is crucial for achieving high performance. However, in practice, limited experience and high-dimensional inputs prevent effective representation learning. To address this, motivated by the success of mask-based modeling in other research fields, we introduce mask-based reconstruction to promote state representation learning in RL. Specifically, we propose a simple yet effective self-supervised method, Mask-based Latent Reconstruction (MLR), to predict complete state representations in the latent space from the observations with spatially and temporally masked pixels. MLR enables better use of context information when learning state representations to make them more informative, which facilitates the training of RL agents. Extensive experiments show that our MLR significantly improves the sample efficiency in RL and outperforms the state-of-the-art sample-efficient RL methods on multiple continuous and discrete control benchmarks.
Analysis of Randomization Effects on Sim2Real Transfer in Reinforcement Learning for Robotic Manipulation Tasks
Josifovski, Josip, Malmir, Mohammadhossein, Klarmann, Noah, Žagar, Bare Luka, Navarro-Guerrero, Nicolás, Knoll, Alois
Randomization is currently a widely used approach in Sim2Real transfer for data-driven learning algorithms in robotics. Still, most Sim2Real studies report results for a specific randomization technique and often on a highly customized robotic system, making it difficult to evaluate different randomization approaches systematically. To address this problem, we define an easy-to-reproduce experimental setup for a robotic reach-and-balance manipulator task, which can serve as a benchmark for comparison. We compare four randomization strategies with three randomized parameters both in simulation and on a real robot. Our results show that more randomization helps in Sim2Real transfer, yet it can also harm the ability of the algorithm to find a good policy in simulation. Fully randomized simulations and fine-tuning show differentiated results and translate better to the real robot than the other approaches tested.
Double Check Your State Before Trusting It: Confidence-Aware Bidirectional Offline Model-Based Imagination
Lyu, Jiafei, Li, Xiu, Lu, Zongqing
The learned policy of model-free offline reinforcement learning (RL) methods is often constrained to stay within the support of datasets to avoid possible dangerous out-of-distribution actions or states, making it challenging to handle out-of-support region. Model-based RL methods offer a richer dataset and benefit generalization by generating imaginary trajectories with either trained forward or reverse dynamics model. However, the imagined transitions may be inaccurate, thus downgrading the performance of the underlying offline RL method. In this paper, we propose to augment the offline dataset by using trained bidirectional dynamics models and rollout policies with double check. We introduce conservatism by trusting samples that the forward model and backward model agree on. Our method, confidence-aware bidirectional offline model-based imagination, generates reliable samples and can be combined with any model-free offline RL method. Experimental results on the D4RL benchmarks demonstrate that our method significantly boosts the performance of existing model-free offline RL algorithms and achieves competitive or better scores against baseline methods.
Cognitive Models as Simulators: The Case of Moral Decision-Making
Nobandegani, Ardavan S., Shultz, Thomas R., Rish, Irina
To achieve desirable performance, current AI systems often require huge amounts of training data. This is especially problematic in domains where collecting data is both expensive and time-consuming, e.g., where AI systems require having numerous interactions with humans, collecting feedback from them. In this work, we substantiate the idea of $\textit{cognitive models as simulators}$, which is to have AI systems interact with, and collect feedback from, cognitive models instead of humans, thereby making their training process both less costly and faster. Here, we leverage this idea in the context of moral decision-making, by having reinforcement learning (RL) agents learn about fairness through interacting with a cognitive model of the Ultimatum Game (UG), a canonical task in behavioral and brain sciences for studying fairness. Interestingly, these RL agents learn to rationally adapt their behavior depending on the emotional state of their simulated UG responder. Our work suggests that using cognitive models as simulators of humans is an effective approach for training AI systems, presenting an important way for computational cognitive science to make contributions to AI.
The Role of Coverage in Online Reinforcement Learning
Xie, Tengyang, Foster, Dylan J., Bai, Yu, Jiang, Nan, Kakade, Sham M.
The last decade has seen development of reinforcement learning algorithms with strong empirical performance in domains including robotics (Kober et al., 2013; Lillicrap et al., 2015), dialogue systems (Li et al., 2016), and personalization (Agarwal et al., 2016; Tewari and Murphy, 2017). While there is great interest in applying these techniques to real-world decision making applications, the number of samples (steps of interaction) required to do so is often prohibitive, with state-of-the-art algorithms requiring millions of samples to reach human-level performance in challenging domains. Developing algorithms with improved sample efficiency, which entails efficiently generalizing across high-dimensional states and actions while taking advantage of problem structure as modeled practitioners, remains a major challenge. Investigation into design and analysis of algorithms for sample-efficient reinforcement learning has largely focused on two distinct problem formulations: Online reinforcement learning, where the learner can repeatedly interact with the environment by executing a policy and observing the resulting trajectory. Offline reinforcement learning, where the learner has access to logged transitions ands reward gathered from a fixed behavioral policy (e.g., historical data or expert demonstrations), but cannot directly interact with the underlying environment. While these formulations share a common goal (learning a near-optimal policy), the algorithms used to achieve this goal and conditions under which it can be achieved are seemingly quite different.
Dynamically meeting performance objectives for multiple services on a service mesh
Samani, Forough Shahab, Stadler, Rolf
We present a framework that lets a service provider achieve end-to-end management objectives under varying load. Dynamic control actions are performed by a reinforcement learning (RL) agent. Our work includes experimentation and evaluation on a laboratory testbed where we have implemented basic information services on a service mesh supported by the Istio and Kubernetes platforms. We investigate different management objectives that include end-to-end delay bounds on service requests, throughput objectives, and service differentiation. These objectives are mapped onto reward functions that an RL agent learns to optimize, by executing control actions, namely, request routing and request blocking. We compute the control policies not on the testbed, but in a simulator, which speeds up the learning process by orders of magnitude. In our approach, the system model is learned on the testbed; it is then used to instantiate the simulator, which produces near-optimal control policies for various management objectives. The learned policies are then evaluated on the testbed using unseen load patterns.
Deep Reinforcement Learning meets Graph Neural Networks: exploring a routing optimization use case
Almasan, Paul, Suárez-Varela, José, Rusek, Krzysztof, Barlet-Ros, Pere, Cabellos-Aparicio, Albert
Deep Reinforcement Learning (DRL) has shown a dramatic improvement in decision-making and automated control problems. Consequently, DRL represents a promising technique to efficiently solve many relevant optimization problems (e.g., routing) in self-driving networks. However, existing DRL-based solutions applied to networking fail to generalize, which means that they are not able to operate properly when applied to network topologies not observed during training. This lack of generalization capability significantly hinders the deployment of DRL technologies in production networks. This is because state-of-the-art DRL-based networking solutions use standard neural networks (e.g., fully connected, convolutional), which are not suited to learn from information structured as graphs. In this paper, we integrate Graph Neural Networks (GNN) into DRL agents and we design a problem specific action space to enable generalization. GNNs are Deep Learning models inherently designed to generalize over graphs of different sizes and structures. This allows the proposed GNN-based DRL agent to learn and generalize over arbitrary network topologies. We test our DRL+GNN agent in a routing optimization use case in optical networks and evaluate it on 180 and 232 unseen synthetic and real-world network topologies respectively. The results show that the DRL+GNN agent is able to outperform state-of-the-art solutions in topologies never seen during training.
Eco-driving for Electric Connected Vehicles at Signalized Intersections: A Parameterized Reinforcement Learning approach
Jiang, Xia, Zhang, Jian, Li, Dan
This paper proposes an eco-driving framework for electric connected vehicles (CVs) based on reinforcement learning (RL) to improve vehicle energy efficiency at signalized intersections. The vehicle agent is specified by integrating the model-based car-following policy, lane-changing policy, and the RL policy, to ensure safe operation of a CV. Subsequently, a Markov Decision Process (MDP) is formulated, which enables the vehicle to perform longitudinal control and lateral decisions, jointly optimizing the car-following and lane-changing behaviors of the CVs in the vicinity of intersections. Then, the hybrid action space is parameterized as a hierarchical structure and thereby trains the agents with two-dimensional motion patterns in a dynamic traffic environment. Finally, our proposed methods are evaluated in SUMO software from both a single-vehicle-based perspective and a flow-based perspective. The results show that our strategy can significantly reduce energy consumption by learning proper action schemes without any interruption of other human-driven vehicles (HDVs).