Reinforcement Learning
Robust Event-Driven Interactions in Cooperative Multi-Agent Learning
Ornia, Daniel Jarne, Mazo, Manuel Jr
Lately, with the wide adoption of Deep Learning techniques for compact representations of value functions and policies in model-free problems [16, 21, 34], the field of Multi-Agent Reinforcement Learning (MARL) has seen an explosion in the applications of such algorithms to solve real-world problems [19]. However, this has naturally led to a trend where both the amount of data handled in such data driven approaches and the complexity of the targeted problems grow exponentially. In a MARL setting where communication between agents is required, this may inevitably lead to restrictive requirements in the frequency and reliability of the communication to and from each agents (as it was already pointed out in [23]). The effect of asynchronous communication in dynamic programming problems was studied already in [2]. In particular, one of the first examples of how communication affects learning and policy performance in MARL is found in [31], where the author investigates the impact of agents sharing different combinations of state variable subsets or Q values.
Automatic Meta-Path Discovery for Effective Graph-Based Recommendation
Ning, Wentao, Cheng, Reynold, Shen, Jiajun, Haldar, Nur Al Hasan, Kao, Ben, Yan, Xiao, Huo, Nan, Lam, Wai Kit, Li, Tian, Tang, Bo
Heterogeneous Information Networks (HINs) are labeled graphs that depict relationships among different types of entities (e.g., users, movies and directors). For HINs, meta-path-based recommenders (MPRs) utilize meta-paths (i.e., abstract paths consisting of node and link types) to predict user preference, and have attracted a lot of attention due to their explainability and performance. We observe that the performance of MPRs is highly sensitive to the meta-paths they use, but existing works manually select the meta-paths from many possible ones. Thus, to discover effective meta-paths automatically, we propose the Reinforcement learning-based Meta-path Selection (RMS) framework. Specifically, we define a vector encoding for meta-paths and design a policy network to extend meta-paths. The policy network is trained based on the results of downstream recommendation tasks and an early stopping approximation strategy is proposed to speed up training. RMS is a general model, and it can work with all existing MPRs. We also propose a new MPR called RMS-HRec, which uses an attention mechanism to aggregate information from the meta-paths. We conduct extensive experiments on real datasets. Compared with the manually selected meta-paths, the meta-paths identified by RMS consistently improve recommendation quality. Moreover, RMS-HRec outperforms state-of-the-art recommender systems by an average of 7% in hit ratio. The codes and datasets are available on https://github.com/Stevenn9981/RMS-HRec.
A Deep Reinforcement Learning Strategy for UAV Autonomous Landing on a Platform
With the development of industry, drones are appearing in various field. In recent years, deep reinforcement learning has made impressive gains in games, and we are committed to applying deep reinforcement learning algorithms to the field of robotics, moving reinforcement learning algorithms from game scenarios to real-world application scenarios. We are inspired by the LunarLander of OpenAI Gym, we decided to make a bold attempt in the field of reinforcement learning to control drones. At present, there is still a lack of work applying reinforcement learning algorithms to robot control, the physical simulation platform related to robot control is only suitable for the verification of classical algorithms, and is not suitable for accessing reinforcement learning algorithms for the training. In this paper, we will face this problem, bridging the gap between physical simulation platforms and intelligent agent, connecting intelligent agents to a physical simulation platform, allowing agents to learn and complete drone flight tasks in a simulator that approximates the real world. We proposed a reinforcement learning framework based on Gazebo that is a kind of physical simulation platform (ROS-RL), and used three continuous action space reinforcement learning algorithms in the framework to dealing with the problem of autonomous landing of drones. Experiments show the effectiveness of the algorithm, the task of autonomous landing of drones based on reinforcement learning achieved full success.
Obtaining Robust Control and Navigation Policies for Multi-Robot Navigation via Deep Reinforcement Learning
Jestel, Christian, Surmann, Hartmut, Stenzel, Jonas, Urbann, Oliver, Brehler, Marius
Multi-robot-navigation is one of the main challenges in mobile robotics. Multiple robots must be coordinated simultaneously to finish their task and have to navigate through a complex dynamic environment without causing collisions. One approach to enable the coordination of multi-robot navigation is prioritized planning, where robots plan their trajectories sequentially one after another. Prioritized planning algorithms tend to find a deadlock-free solution for route planning and centralized as well as decentralized planning solutions exist [1]. With a centralized approach all robots are coordinated by a single system, whereas navigation conflicts are resolved via communication between the robots in decentralized approaches. Prioritized path planning approaches tend to find solutions for scenarios with a high number of robots, while other approaches or reactive collisionavoidance algorithms like ORCA [2] fail. However, the main drawback of centralized approaches is the bad scalability as the planning complexity increases drastically with the number of robots and the size and complexity of the environment [3]. Additionally, a reliable and synchronized communication between the centralized planner and all robots is essential. Decentralized approaches often rely on communication between robots in order to share state information (e.g.
Auto-TransRL: Autonomous Composition of Vision Pipelines for Robotic Perception
Kapoor, Aditya, George, Nijil, Sengar, Vartika, Vatsal, Vighnesh, Gubbi, Jayavardhana
One of the most important parts of solving a vision task Our main contribution is to leverage the Transformer is to correctly identify the correct sequence of preprocessing Architecture [1] along with Deep Reinforcement Learning steps and the algorithms that would be most suitable for techniques to search the algorithmic space such that it restoring the image to a format that can be used for achieving can generalize well to the set of algorithms that were not the goal task. Preprocessing of images and videos plays used during training. In a nutshell, after the sequence of a very vital role in the performance of a computer vision preprocessing steps are decided, our framework performs a pipeline. Inappropriate choices of the preprocessing sequence knowledge based graph search over the algorithmic space at and algorithms can drastically hamper the performance of every stage of the pipeline and identifies the algorithms that the goal task. The preprocessing pipeline can have different would be well suited to complete the vision pipeline for a arrangements and the number of algorithms to choose from given input image. As our framework can retrieve algorithms are fairly large in number. As a result, there can exist multiple dynamically, it reduces the level of human intervention for such algorithmic configurations to choose from.
On Decentralizing Federated Reinforcement Learning in Multi-Robot Scenarios
Nair, Jayprakash S., Kulkarni, Divya D., Joshi, Ajitem, Suresh, Sruthy
Federated Learning (FL) allows for collaboratively aggregating learned information across several computing devices and sharing the same amongst them, thereby tackling issues of privacy and the need of huge bandwidth. FL techniques generally use a central server or cloud for aggregating the models received from the devices. Such centralized FL techniques suffer from inherent problems such as failure of the central node and bottlenecks in channel bandwidth. When FL is used in conjunction with connected robots serving as devices, a failure of the central controlling entity can lead to a chaotic situation. This paper describes a mobile agent based paradigm to decentralize FL in multi-robot scenarios. Using Webots, a popular free open-source robot simulator, and Tartarus, a mobile agent platform, we present a methodology to decentralize federated learning in a set of connected robots. With Webots running on different connected computing systems, we show how mobile agents can perform the task of Decentralized Federated Reinforcement Learning (dFRL). Results obtained from experiments carried out using Q-learning and SARSA by aggregating their corresponding Q-tables, show the viability of using decentralized FL in the domain of robotics. Since the proposed work can be used in conjunction with other learning algorithms and also real robots, it can act as a vital tool for the study of decentralized FL using heterogeneous learning algorithms concurrently in multi-robot scenarios.
Concept-modulated model-based offline reinforcement learning for rapid generalization
Ketz, Nicholas A., Pilly, Praveen K.
The robustness of any machine learning solution is fundamentally bound by the data it was trained on. One way to generalize beyond the original training is through human-informed augmentation of the original dataset; however, it is impossible to specify all possible failure cases that can occur during deployment. To address this limitation we combine model-based reinforcement learning and model-interpretability methods to propose a solution that self-generates simulated scenarios constrained by environmental concepts and dynamics learned in an unsupervised manner. In particular, an internal model of the agent's environment is conditioned on low-dimensional concept representations of the input space that are sensitive to the agent's actions. We demonstrate this method within a standard realistic driving simulator in a simple point-to-point navigation task, where we show dramatic improvements in one-shot generalization to different instances of specified failure cases as well as zero-shot generalization to similar variations compared to model-based and model-free approaches.
On the Convergence of Monte Carlo UCB for Random-Length Episodic MDPs
Dong, Zixuan, Wang, Che, Ross, Keith
In reinforcement learning, Monte Carlo algorithms update the Q function by averaging the episodic returns. In the Monte Carlo UCB (MC-UCB) algorithm, the action taken in each state is the action that maximizes the Q function plus a UCB exploration term, which biases the choice of actions to those that have been chosen less frequently. Although there has been significant work on establishing regret bounds for MC-UCB, most of that work has been focused on finite-horizon versions of the problem, for which each episode terminates after a constant number of steps. For such finite-horizon problems, the optimal policy depends both on the current state and the time within the episode. However, for many natural episodic problems, such as games like Go and Chess and robotic tasks, the episode is of random length and the optimal policy is stationary. For such environments, it is an open question whether the Q-function in MC-UCB will converge to the optimal Q function; we conjecture that, unlike Q-learning, it does not converge for all MDPs. We nevertheless show that for a large class of MDPs, which includes stochastic MDPs such as blackjack and deterministic MDPs such as Go, the Q-function in MC-UCB converges almost surely to the optimal Q function. An immediate corollary of this result is that it also converges almost surely for all finite-horizon MDPs. We also provide numerical experiments, providing further insights into MC-UCB.
Project proposal: A modular reinforcement learning based automated theorem prover
We propose to build a reinforcement learning prover of independent components: a deductive system (an environment), the proof state representation (how an agent sees the environment), and an agent training algorithm. To that purpose, we contribute an additional Vampire-based environment to $\texttt{gym-saturation}$ package of OpenAI Gym environments for saturation provers. We demonstrate a prototype of using $\texttt{gym-saturation}$ together with a popular reinforcement learning framework (Ray $\texttt{RLlib}$). Finally, we discuss our plans for completing this work in progress to a competitive automated theorem prover.
Finite-Time Error Bounds for Greedy-GQ
Wang, Yue, Zhou, Yi, Zou, Shaofeng
Greedy-GQ with linear function approximation, originally proposed in \cite{maei2010toward}, is a value-based off-policy algorithm for optimal control in reinforcement learning, and it has a non-linear two timescale structure with a non-convex objective function. This paper develops its finite-time error bounds. We show that the Greedy-GQ algorithm converges as fast as $\mathcal{O}({1}/{\sqrt{T}})$ under the i.i.d.\ setting and $\mathcal{O}({\log T}/{\sqrt{T}})$ under the Markovian setting. We further design a variant of the vanilla Greedy-GQ algorithm using the nested-loop approach, and show that its sample complexity is $\mathcal{O}({\log(1/\epsilon)\epsilon^{-2}})$, which matches with the one of the vanilla Greedy-GQ. Our finite-time error bounds match with one of the stochastic gradient descent algorithms for general smooth non-convex optimization problems. Our finite-sample analysis provides theoretical guidance on choosing step-sizes for faster convergence in practice and suggests the trade-off between the convergence rate and the quality of the obtained policy. Our techniques in this paper provide a general approach for finite-sample analysis of non-convex two timescale value-based reinforcement learning algorithms.