Reinforcement Learning
Regularized Soft Actor-Critic for Behavior Transfer Learning
Tan, Mingxi, Tian, Andong, Denoyer, Ludovic
Existing imitation learning methods mainly focus on making an agent effectively mimic a demonstrated behavior, but do not address the potential contradiction between the behavior style and the objective of a task. There is a general lack of efficient methods that allow an agent to partially imitate a demonstrated behavior to varying degrees, while completing the main objective of a task. In this paper we propose a method called Regularized Soft Actor-Critic which formulates the main task and the imitation task under the Constrained Markov Decision Process framework (CMDP). The main task is defined as the maximum entropy objective used in Soft Actor-Critic (SAC) and the imitation task is defined as a constraint. We evaluate our method on continuous control tasks relevant to video games applications.
MultiRoboLearn: An open-source Framework for Multi-robot Deep Reinforcement Learning
Chen, Junfeng, Deng, Fuqin, Gao, Yuan, Hu, Junjie, Guo, Xiyue, Liang, Guanqi, Lam, Tin Lun
It is well known that it is difficult to have a reliable and robust framework to link multi-agent deep reinforcement learning algorithms with practical multi-robot applications. To fill this gap, we propose and build an open-source framework for multi-robot systems called MultiRoboLearn1. This framework builds a unified setup of simulation and real-world applications. It aims to provide standard, easy-to-use simulated scenarios that can also be easily deployed to real-world multi-robot environments. Also, the framework provides researchers with a benchmark system for comparing the performance of different reinforcement learning algorithms. We demonstrate the generality, scalability, and capability of the framework with two real-world scenarios2 using different types of multi-agent deep reinforcement learning algorithms in discrete and continuous action spaces.
gym-DSSAT: a crop model turned into a Reinforcement Learning environment
Gautron, Romain, Padrรณn, Emilio J., Preux, Philippe, Bigot, Julien, Maillard, Odalric-Ambrym, Emukpere, David
Addressing a real world sequential decision problem with Reinforcement Learning (RL) usually starts with the use of a simulated environment that mimics real conditions. We present a novel open source RL environment for realistic crop management tasks. gym-DSSAT is a gym interface to the Decision Support System for Agrotechnology Transfer (DSSAT), a high fidelity crop simulator. DSSAT has been developped over the last 30 years and is widely recognized by agronomists. gym-DSSAT comes with predefined simulations based on real world maize experiments. The environment is as easy to use as any gym environment. We provide performance baselines using basic RL algorithms. We also briefly outline how the monolithic DSSAT simulator written in Fortran has been turned into a Python RL environment. Our methodology is generic and may be applied to similar simulators. We report on very preliminary experimental results which suggest that RL can help researchers to improve sustainability of fertilization and irrigation practices.
Reinforcement Learning for Cognitive Delay/Disruption Tolerant Network Node Management in an LEO-based Satellite Constellation
Sun, Xue, Li, Changhao, Yan, Lei, Cao, Suzhi
In recent years, with the large-scale deployment of space spacecraft entities and the increase of satellite onboard capabilities, delay/disruption tolerant network (DTN) emerged as a more robust communication protocol than TCP/IP in the case of excessive network dynamics. DTN node buffer management is still an active area of research, as the current implementation of the DTN core protocol still relies on the assumption that there is always enough memory available in different network nodes to store and forward bundles. In addition, the classical queuing theory does not apply to the dynamic management of DTN node buffers. Therefore, this paper proposes a centralized approach to automatically manage cognitive DTN nodes in low earth orbit (LEO) satellite constellation scenarios based on the advanced reinforcement learning (RL) strategy advantage actor-critic (A2C). The method aims to explore training a geosynchronous earth orbit intelligent agent to manage all DTN nodes in an LEO satellite constellation scenario. The goal of the A2C agent is to maximize delivery success rate and minimize network resource consumption cost while considering node memory utilization. The intelligent agent can dynamically adjust the radio data rate and perform drop operations based on bundle priority. In order to measure the effectiveness of applying A2C technology to DTN node management issues in LEO satellite constellation scenarios, this paper compares the trained intelligent agent strategy with the other two non-RL policies, including random and standard policies. Experiments show that the A2C strategy balances delivery success rate and cost, and provides the highest reward and the lowest node memory utilization.
Im2Oil: Stroke-Based Oil Painting Rendering with Linearly Controllable Fineness Via Adaptive Sampling
Tong, Zhengyan, Wang, Xiaohang, Yuan, Shengchao, Chen, Xuanhong, Wang, Junjie, Fang, Xiangzhong
This paper proposes a novel stroke-based rendering (SBR) method that translates images into vivid oil paintings. Previous SBR techniques usually formulate the oil painting problem as pixel-wise approximation. Different from this technique route, we treat oil painting creation as an adaptive sampling problem. Firstly, we compute a probability density map based on the texture complexity of the input image. Then we use the Voronoi algorithm to sample a set of pixels as the stroke anchors. Next, we search and generate an individual oil stroke at each anchor. Finally, we place all the strokes on the canvas to obtain the oil painting. By adjusting the hyper-parameter maximum sampling probability, we can control the oil painting fineness in a linear manner. Comparison with existing state-of-the-art oil painting techniques shows that our results have higher fidelity and more realistic textures. A user opinion test demonstrates that people behave more preference toward our oil paintings than the results of other methods. More interesting results and the code are in https://github.com/TZYSJTU/Im2Oil.
Market Making with Scaled Beta Policies
Jerome, Joseph, Palmer, Gregory, Savani, Rahul
This paper introduces a new representation for the actions of a market maker in an order-driven market. This representation uses scaled beta distributions, and generalises three approaches taken in the artificial intelligence for market making literature: single price-level selection, ladder strategies and "market making at the touch". Ladder strategies place uniform volume across an interval of contiguous prices. Scaled beta distribution based policies generalise these, allowing volume to be skewed across the price interval. We demonstrate that this flexibility is useful for inventory management, one of the key challenges faced by a market maker. In this paper, we conduct three main experiments: first, we compare our more flexible beta-based actions with the special case of ladder strategies; then, we investigate the performance of simple fixed distributions; and finally, we devise and evaluate a simple and intuitive dynamic control policy that adjusts actions in a continuous manner depending on the signed inventory that the market maker has acquired. All empirical evaluations use a high-fidelity limit order book simulator based on historical data with 50 levels on each side.
Design of experiments for the calibration of history-dependent models via deep reinforcement learning and an enhanced Kalman filter
Villarreal, Ruben, Vlassis, Nikolaos N., Phan, Nhon N., Catanach, Tommie A., Jones, Reese E., Trask, Nathaniel A., Kramer, Sharlotte L. B., Sun, WaiChing
Experimental data is costly to obtain, which makes it difficult to calibrate complex models. For many models an experimental design that produces the best calibration given a limited experimental budget is not obvious. This paper introduces a deep reinforcement learning (RL) algorithm for design of experiments that maximizes the information gain measured by Kullback-Leibler (KL) divergence obtained via the Kalman filter (KF). This combination enables experimental design for rapid online experiments where traditional methods are too costly. We formulate possible configurations of experiments as a decision tree and a Markov decision process (MDP), where a finite choice of actions is available at each incremental step. Once an action is taken, a variety of measurements are used to update the state of the experiment. This new data leads to a Bayesian update of the parameters by the KF, which is used to enhance the state representation. In contrast to the Nash-Sutcliffe efficiency (NSE) index, which requires additional sampling to test hypotheses for forward predictions, the KF can lower the cost of experiments by directly estimating the values of new data acquired through additional actions. In this work our applications focus on mechanical testing of materials. Numerical experiments with complex, history-dependent models are used to verify the implementation and benchmark the performance of the RL-designed experiments.
Actor-Critic Network for O-RAN Resource Allocation: xApp Design, Deployment, and Analysis
Kouchaki, Mohammadreza, Marojevic, Vuk
Open Radio Access Network (O-RAN) has introduced an emerging RAN architecture that enables openness, intelligence, and automated control. The RAN Intelligent Controller (RIC) provides the platform to design and deploy RAN controllers. xApps are the applications which will take this responsibility by leveraging machine learning (ML) algorithms and acting in near-real time. Despite the opportunities provided by this new architecture, the progress of practical artificial intelligence (AI)-based solutions for network control and automation has been slow. This is mostly because of the lack of an endto-end solution for designing, deploying, and testing AI-based xApps fully executable in real O-RAN network. In this paper we introduce an end-to-end O-RAN design and evaluation procedure and provide a detailed discussion of developing a Reinforcement Learning (RL) based xApp by using two different RL approaches and considering the latest released O-RAN architecture and interfaces.
On Efficient Online Imitation Learning via Classification
Imitation learning (IL) is a general learning paradigm for tackling sequential decision-making problems. Interactive imitation learning, where learners can interactively query for expert demonstrations, has been shown to achieve provably superior sample efficiency guarantees compared with its offline counterpart or reinforcement learning. In this work, we study classification-based online imitation learning (abbrev. $\textbf{COIL}$) and the fundamental feasibility to design oracle-efficient regret-minimization algorithms in this setting, with a focus on the general nonrealizable case. We make the following contributions: (1) we show that in the $\textbf{COIL}$ problem, any proper online learning algorithm cannot guarantee a sublinear regret in general; (2) we propose $\textbf{Logger}$, an improper online learning algorithmic framework, that reduces $\textbf{COIL}$ to online linear optimization, by utilizing a new definition of mixed policy class; (3) we design two oracle-efficient algorithms within the $\textbf{Logger}$ framework that enjoy different sample and interaction round complexity tradeoffs, and conduct finite-sample analyses to show their improvements over naive behavior cloning; (4) we show that under the standard complexity-theoretic assumptions, efficient dynamic regret minimization is infeasible in the $\textbf{Logger}$ framework. Our work puts classification-based online imitation learning, an important IL setup, into a firmer foundation.
Defining and Characterizing Reward Hacking
Skalse, Joar, Howe, Nikolaus H. R., Krasheninnikov, Dmitrii, Krueger, David
We provide the first formal definition of reward hacking, a phenomenon where optimizing an imperfect proxy reward function, $\mathcal{\tilde{R}}$, leads to poor performance according to the true reward function, $\mathcal{R}$. We say that a proxy is unhackable if increasing the expected proxy return can never decrease the expected true return. Intuitively, it might be possible to create an unhackable proxy by leaving some terms out of the reward function (making it "narrower") or overlooking fine-grained distinctions between roughly equivalent outcomes, but we show this is usually not the case. A key insight is that the linearity of reward (in state-action visit counts) makes unhackability a very strong condition. In particular, for the set of all stochastic policies, two reward functions can only be unhackable if one of them is constant. We thus turn our attention to deterministic policies and finite sets of stochastic policies, where non-trivial unhackable pairs always exist, and establish necessary and sufficient conditions for the existence of simplifications, an important special case of unhackability. Our results reveal a tension between using reward functions to specify narrow tasks and aligning AI systems with human values.