Reinforcement Learning
ep.9: New Voices in AI: environmental conservation, with Lily Xu
In the theoretical ecology world, for example, what they've been doing for several decades now, planning and what they call adaptive management, looks at Markov decision processes to model how environments change over time If an animal population has 100 individuals, and then a year passes and there's like no hunting, then the population will increase to some amount. But then if there's hunting or if there's a drought or something like that, then the population would decrease by this amount. Those are probabilistic systems that you can model. Markov decision processes have been used in computer science for several decades, and it's awesome that this model has been useful in ecology as well. But then in the past10 or so years, there's been a lot of new advances in computer science for planning using reinforcement learning enabling us to model these systems more effectively, account for uncertainty, do robust planning.
Evaluation of Look-ahead Economic Dispatch Using Reinforcement Learning
Yu, Zekuan, Ruan, Guangchun, Wang, Xinyue, Zhang, Guanglun, He, Yiliu, Zhong, Haiwang
Modern power systems are experiencing a variety of challenges driven by renewable energy, which calls for developing novel dispatch methods such as reinforcement learning (RL). Evaluation of these methods as well as the RL agents are largely under explored. In this paper, we propose an evaluation approach to analyze the performance of RL agents in a look-ahead economic dispatch scheme. This approach is conducted by scanning multiple operational scenarios. In particular, a scenario generation method is developed to generate the network scenarios and demand scenarios for evaluation, and network structures are aggregated according to the change rates of power flow. Then several metrics are defined to evaluate the agents' performance from the perspective of economy and security. In the case study, we use a modified IEEE 30-bus system to illustrate the effectiveness of the proposed evaluation approach, and the simulation results reveal good and rapid adaptation to different scenarios. The comparison between different RL agents is also informative to offer advice for a better design of the learning strategies.
Hierarchical Decentralized Deep Reinforcement Learning Architecture for a Simulated Four-Legged Agent
Amri, W. Zai El, Hermes, L., Schilling, M.
Legged locomotion is widespread in nature and has inspired the design of current robots. The controller of these legged robots is often realized as one centralized instance. However, in nature, control of movement happens in a hierarchical and decentralized fashion. Introducing these biological design principles into robotic control systems has motivated this work. We tackle the question whether decentralized and hierarchical control is beneficial for legged robots and present a novel decentral, hierarchical architecture to control a simulated legged agent. Three different tasks varying in complexity are designed to benchmark five architectures (centralized, decentralized, hierarchical and two different combinations of hierarchical decentralized architectures). The results demonstrate that decentralizing the different levels of the hierarchical architectures facilitates learning of the agent, ensures more energy efficient movements as well as robustness towards new unseen environments. Furthermore, this comparison sheds light on the importance of modularity in hierarchical architectures to solve complex goal-directed tasks.
Reinforcement Learning in Computing and Network Convergence Orchestration
Yang, Aidong, Wu, Mohan, Cheng, Boquan, Ye, Xiaozhou, Ouyang, Ye
As computing power is becoming the core productivity of the digital economy era, the concept of Computing and Network Convergence (CNC), under which network and computing resources can be dynamically scheduled and allocated according to users' needs, has been proposed and attracted wide attention. Based on the tasks' properties, the network orchestration plane needs to flexibly deploy tasks to appropriate computing nodes and arrange paths to the computing nodes. This is a orchestration problem that involves resource scheduling and path arrangement. Since CNC is relatively new, in this paper, we review some researches and applications on CNC. Then, we design a CNC orchestration method using reinforcement learning (RL), which is the first attempt, that can flexibly allocate and schedule computing resources and network resources. Which aims at high profit and low latency. Meanwhile, we use multi-factors to determine the optimization objective so that the orchestration strategy is optimized in terms of total performance from different aspects, such as cost, profit, latency and system overload in our experiment. The experiments shows that the proposed RL-based method can achieve higher profit and lower latency than the greedy method, random selection and balanced-resource method. We demonstrate RL is suitable for CNC orchestration. This paper enlightens the RL application on CNC orchestration.
Model-Free Reinforcement Learning for Asset Allocation
Oshingbesan, Adebayo, Ajiboye, Eniola, Kamashazi, Peruth, Mbaka, Timothy
Asset allocation (or portfolio management) is the task of determining how to optimally allocate funds of a finite budget into a range of financial instruments/assets such as stocks. This study investigated the performance of reinforcement learning (RL) when applied to portfolio management using model-free deep RL agents. We trained several RL agents on real-world stock prices to learn how to perform asset allocation. We compared the performance of these RL agents against some baseline agents. We also compared the RL agents among themselves to understand which classes of agents performed better. From our analysis, RL agents can perform the task of portfolio management since they significantly outperformed two of the baseline agents (random allocation and uniform allocation). Four RL agents (A2C, SAC, PPO, and TRPO) outperformed the best baseline, MPT, overall. This shows the abilities of RL agents to uncover more profitable trading strategies. Furthermore, there were no significant performance differences between value-based and policy-based RL agents. Actor-critic agents performed better than other types of agents. Also, on-policy agents performed better than off-policy agents because they are better at policy evaluation and sample efficiency is not a significant problem in portfolio management. This study shows that RL agents can substantially improve asset allocation since they outperform strong baselines. On-policy, actor-critic RL agents showed the most promise based on our analysis.
Deep Q-Network for AI Soccer
Kim, Curie, Hwang, Yewon, Kim, Jong-Hwan
Reinforcement learning has shown an outstanding performance in the applications of games, particularly in Atari games as well as Go. Based on these successful examples, we attempt to apply one of the well-known reinforcement learning algorithms, Deep Q-Network, to the AI Soccer game. AI Soccer is a 5:5 robot soccer game where each participant develops an algorithm that controls five robots in a team to defeat the opponent participant. Deep Q-Network is designed to implement our original rewards, the state space, and the action space to train each agent so that it can take proper actions in different situations during the game. Our algorithm was able to successfully train the agents, and its performance was preliminarily proven through the mini-competition against 10 teams wishing to take part in the AI Soccer international competition. The competition was organized by the AI World Cup committee, in conjunction with the WCG 2019 Xi'an AI Masters. With our algorithm, we got the achievement of advancing to the round of 16 in this international competition with 130 teams from 39 countries.
Cliff Diving: Exploring Reward Surfaces in Reinforcement Learning Environments
Sullivan, Ryan, Terry, J. K., Black, Benjamin, Dickerson, John P.
Visualizing optimization landscapes has led to many fundamental insights in numeric optimization, and novel improvements to optimization techniques. However, visualizations of the objective that reinforcement learning optimizes (the "reward surface") have only ever been generated for a small number of narrow contexts. This work presents reward surfaces and related visualizations of 27 of the most widely used reinforcement learning environments in Gym for the first time. We also explore reward surfaces in the policy gradient direction and show for the first time that many popular reinforcement learning environments have frequent "cliffs" (sudden large drops in expected return). We demonstrate that A2C often "dives off" these cliffs into low reward regions of the parameter space while PPO avoids them, confirming a popular intuition for PPO's improved performance over previous methods. We additionally introduce a highly extensible library that allows researchers to easily generate these visualizations in the future. Our findings provide new intuition to explain the successes and failures of modern RL methods, and our visualizations concretely characterize several failure modes of reinforcement learning agents in novel ways.
LCRL: Certified Policy Synthesis via Logically-Constrained Reinforcement Learning
Hasanbeig, Hosein, Kroening, Daniel, Abate, Alessandro
LCRL is a software tool that implements model-free Reinforcement Learning (RL) algorithms over unknown Markov Decision Processes (MDPs), synthesising policies that satisfy a given linear temporal specification with maximal probability. LCRL leverages partially deterministic finite-state machines known as Limit Deterministic Buchi Automata (LDBA) to express a given linear temporal specification. A reward function for the RL algorithm is shaped on-the-fly, based on the structure of the LDBA. Theoretical guarantees under proper assumptions ensure the convergence of the RL algorithm to an optimal policy that maximises the satisfaction probability. We present case studies to demonstrate the applicability, ease of use, scalability, and performance of LCRL. Owing to the LDBA-guided exploration and LCRL model-free architecture, we observe robust performance, which also scales well when compared to standard RL approaches (whenever applicable to LTL specifications). Full instructions on how to execute all the case studies in this paper are provided on a GitHub page that accompanies the LCRL distribution www.github.com/grockious/lcrl.
Hierarchical Decision Transformer
Correia, André, Alexandre, Luís A.
Sequence models in reinforcement learning require task knowledge to estimate the task policy. This paper presents a hierarchical algorithm for learning a sequence model from demonstrations. The high-level mechanism guides the low-level controller through the task by selecting sub-goals for the latter to reach. This sequence replaces the returns-to-go of previous methods, improving its performance overall, especially in tasks with longer episodes and scarcer rewards. We validate our method in multiple tasks of OpenAIGym, D4RL and RoboMimic benchmarks. Our method outperforms the baselines in eight out of ten tasks of varied horizons and reward frequencies without prior task knowledge, showing the advantages of the hierarchical model approach for learning from demonstrations using a sequence model.
Goal-Aware Generative Adversarial Imitation Learning from Imperfect Demonstration for Robotic Cloth Manipulation
Tsurumine, Yoshihisa, Matsubara, Takamitsu
Generative Adversarial Imitation Learning (GAIL) can learn policies without explicitly defining the reward function from demonstrations. GAIL has the potential to learn policies with high-dimensional observations as input, e.g., images. By applying GAIL to a real robot, perhaps robot policies can be obtained for daily activities like washing, folding clothes, cooking, and cleaning. However, human demonstration data are often imperfect due to mistakes, which degrade the performance of the resulting policies. We address this issue by focusing on the following features: 1) many robotic tasks are goal-reaching tasks, and 2) labeling such goal states in demonstration data is relatively easy. With these in mind, this paper proposes Goal-Aware Generative Adversarial Imitation Learning (GA-GAIL), which trains a policy by introducing a second discriminator to distinguish the goal state in parallel with the first discriminator that indicates the demonstration data. This extends a standard GAIL framework to more robustly learn desirable policies even from imperfect demonstrations through a goal-state discriminator that promotes achieving the goal state. Furthermore, GA-GAIL employs the Entropy-maximizing Deep P-Network (EDPN) as a generator, which considers both the smoothness and causal entropy in the policy update, to achieve stable policy learning from two discriminators. Our proposed method was successfully applied to two real-robotic cloth-manipulation tasks: turning a handkerchief over and folding clothes. We confirmed that it learns cloth-manipulation policies without task-specific reward function design. Video of the real experiments are available at https://youtu.be/h_nII2ooUrE.