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 Reinforcement Learning


Inference and dynamic decision-making for deteriorating systems with probabilistic dependencies through Bayesian networks and deep reinforcement learning

arXiv.org Artificial Intelligence

In the context of modern environmental and societal concerns, there is an increasing demand for methods able to identify management strategies for civil engineering systems, minimizing structural failure risks while optimally planning inspection and maintenance (I&M) processes. Most available methods simplify the I&M decision problem to the component level due to the computational complexity associated with global optimization methodologies under joint system-level state descriptions. In this paper, we propose an efficient algorithmic framework for inference and decision-making under uncertainty for engineering systems exposed to deteriorating environments, providing optimal management strategies directly at the system level. In our approach, the decision problem is formulated as a factored partially observable Markov decision process, whose dynamics are encoded in Bayesian network conditional structures. The methodology can handle environments under equal or general, unequal deterioration correlations among components, through Gaussian hierarchical structures and dynamic Bayesian networks. In terms of policy optimization, we adopt a deep decentralized multi-agent actor-critic (DDMAC) reinforcement learning approach, in which the policies are approximated by actor neural networks guided by a critic network. By including deterioration dependence in the simulated environment, and by formulating the cost model at the system level, DDMAC policies intrinsically consider the underlying system-effects. This is demonstrated through numerical experiments conducted for both a 9-out-of-10 system and a steel frame under fatigue deterioration. Results demonstrate that DDMAC policies offer substantial benefits when compared to state-of-the-art heuristic approaches. The inherent consideration of system-effects by DDMAC strategies is also interpreted based on the learned policies.


Learning Practical Communication Strategies in Cooperative Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

In Multi-Agent Reinforcement Learning, communication is critical to encourage cooperation among agents. Communication in realistic wireless networks can be highly unreliable due to network conditions varying with agents' mobility, and stochasticity in the transmission process. We propose a framework to learn practical communication strategies by addressing three fundamental questions: (1) When: Agents learn the timing of communication based on not only message importance but also wireless channel conditions. (2) What: Agents augment message contents with wireless network measurements to better select the game and communication actions. (3) How: Agents use a novel neural message encoder to preserve all information from received messages, regardless of the number and order of messages. Simulating standard benchmarks under realistic wireless network settings, we show significant improvements in game performance, convergence speed and communication efficiency compared with state-of-the-art.


Reversible Action Design for Combinatorial Optimization with Reinforcement Learning

arXiv.org Artificial Intelligence

Combinatorial optimization problem (COP) over graphs is a fundamental challenge in optimization. Reinforcement learning (RL) has recently emerged as a new framework to tackle these problems and has demonstrated promising results. However, most RL solutions employ a greedy manner to construct the solution incrementally, thus inevitably pose unnecessary dependency on action sequences and need a lot of problem-specific designs. We propose a general RL framework that not only exhibits state-of-the-art empirical performance but also generalizes to a variety class of COPs. Specifically, we define state as a solution to a problem instance and action as a perturbation to this solution. We utilize graph neural networks (GNN) to extract latent representations for given problem instances for state-action encoding, and then apply deep Q-learning to obtain a policy that gradually refines the solution by flipping or swapping vertex labels. Experiments are conducted on Maximum $k$-Cut and Traveling Salesman Problem and performance improvement is achieved against a set of learning-based and heuristic baselines.


Congested Urban Networks Tend to Be Insensitive to Signal Settings: Implications for Learning-Based Control

arXiv.org Artificial Intelligence

This paper highlights several properties of large urban networks that can have an impact on machine learning methods applied to traffic signal control. In particular, we show that the average network flow tends to be independent of the signal control policy as density increases. This property, which so far has remained under the radar, implies that deep reinforcement learning (DRL) methods becomes ineffective when trained under congested conditions, and might explain DRL's limited success for traffic signal control. Our results apply to all possible grid networks thanks to a parametrization based on two network parameters: the ratio of the expected distance between consecutive traffic lights to the expected green time, and the turning probability at intersections. Networks with different parameters exhibit very different responses to traffic signal control. Notably, we found that no control (i.e. random policy) can be an effective control strategy for a surprisingly large family of networks. The impact of the turning probability turned out to be very significant both for baseline and for DRL policies. It also explains the loss of symmetry observed for these policies, which is not captured by existing theories that rely on corridor approximations without turns. Our findings also suggest that supervised learning methods have enormous potential as they require very little examples to produce excellent policies.


Remember and Forget Experience Replay for Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

We present the extension of the Remember and Forget for Experience Replay (ReF-ER) algorithm to Multi-Agent Reinforcement Learning (MARL). ReF-ER was shown to outperform state of the art algorithms for continuous control in problems ranging from the OpenAI Gym to complex fluid flows. In MARL, the dependencies between the agents are included in the state-value estimator and the environment dynamics are modeled via the importance weights used by ReF-ER. In collaborative environments, we find the best performance when the value is estimated using individual rewards and we ignore the effects of other actions on the transition map. We benchmark the performance of ReF-ER MARL on the Stanford Intelligent Systems Laboratory (SISL) environments. We find that employing a single feed-forward neural network for the policy and the value function in ReF-ER MARL, outperforms state of the art algorithms that rely on complex neural network architectures.


Multi-Step Prediction in Linearized Latent State Spaces for Representation Learning

arXiv.org Artificial Intelligence

In this paper, we derive a novel method as a generalization over LCEs such as E2C. The method develops the idea of learning a locally linear state space, by adding a multi-step prediction, thus allowing for more explicit control over the curvature. We show, that the method outperforms E2C without drastic model changes which come with other works, such as PCC and P3C. We discuss the relation between E2C and the presented method and derived update equations. We provide empirical evidence, which suggests that by considering the multi-step prediction our method - ms-E2C - allows to learn much better latent state spaces in terms of curvature and next state predictability. Finally, we also discuss certain stability challenges we encounter with multi-step predictions and the ways to mitigate them.


Dialogue Evaluation with Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Task-oriented dialogue systems aim to fulfill user goals through natural language interactions. They are ideally evaluated with human users, which however is unattainable to do at every iteration of the development phase. Simulated users could be an alternative, however their development is nontrivial. Therefore, researchers resort to offline metrics on existing human-human corpora, which are more practical and easily reproducible. They are unfortunately limited in reflecting real performance of dialogue systems. BLEU for instance is poorly correlated with human judgment, and existing corpus-based metrics such as success rate overlook dialogue context mismatches. There is still a need for a reliable metric for task-oriented systems with good generalization and strong correlation with human judgements. In this paper, we propose the use of offline reinforcement learning for dialogue evaluation based on a static corpus. Such an evaluator is typically called a critic and utilized for policy optimization. We go one step further and show that offline RL critics can be trained on a static corpus for any dialogue system as external evaluators, allowing dialogue performance comparisons across various types of systems. This approach has the benefit of being corpus- and model-independent, while attaining strong correlation with human judgements, which we confirm via an interactive user trial.


Neural Approaches to Co-Optimization in Robotics

arXiv.org Artificial Intelligence

Robots and intelligent systems that sense or interact with the world are increasingly being used to automate a wide array of tasks. The ability of these systems to complete these tasks depends on a large range of technologies such as the mechanical and electrical parts that make up the physical body of the robot and its sensors, perception algorithms to perceive the environment, and planning and control algorithms to produce meaningful actions. Therefore, it is often necessary to consider the interactions between these components when designing an embodied system. This thesis explores work on the task-driven co-optimization of robotics systems in an end-to-end manner, simultaneously optimizing the physical components of the system with inference or control algorithms directly for task performance. We start by considering the problem of optimizing a beacon-based localization system directly for localization accuracy. Designing such a system involves placing beacons throughout the environment and inferring location from sensor readings. In our work, we develop a deep learning approach to optimize both beacon placement and location inference directly for localization accuracy. We then turn our attention to the related problem of task-driven optimization of robots and their controllers. In our work, we start by proposing a data-efficient algorithm based on multi-task reinforcement learning. Our approach efficiently optimizes both physical design and control parameters directly for task performance by leveraging a design-conditioned controller capable of generalizing over the space of physical designs. We then follow this up with an extension to allow for the optimization over discrete morphological parameters such as the number and configuration of limbs. Finally, we conclude by exploring the fabrication and deployment of optimized soft robots.


MetaTrader: An Reinforcement Learning Approach Integrating Diverse Policies for Portfolio Optimization

arXiv.org Artificial Intelligence

Portfolio management is a fundamental problem in finance. It involves periodic reallocations of assets to maximize the expected returns within an appropriate level of risk exposure. Deep reinforcement learning (RL) has been considered a promising approach to solving this problem owing to its strong capability in sequential decision making. However, due to the non-stationary nature of financial markets, applying RL techniques to portfolio optimization remains a challenging problem. Extracting trading knowledge from various expert strategies could be helpful for agents to accommodate the changing markets. In this paper, we propose MetaTrader, a novel two-stage RL-based approach for portfolio management, which learns to integrate diverse trading policies to adapt to various market conditions. In the first stage, MetaTrader incorporates an imitation learning objective into the reinforcement learning framework. Through imitating different expert demonstrations, MetaTrader acquires a set of trading policies with great diversity. In the second stage, MetaTrader learns a meta-policy to recognize the market conditions and decide on the most proper learned policy to follow. We evaluate the proposed approach on three real-world index datasets and compare it to state-of-the-art baselines. The empirical results demonstrate that MetaTrader significantly outperforms those baselines in balancing profits and risks. Furthermore, thorough ablation studies validate the effectiveness of the components in the proposed approach.


Go-Explore Complex 3D Game Environments for Automated Reachability Testing

arXiv.org Artificial Intelligence

Modern AAA video games feature huge game levels and maps which are increasingly hard for level testers to cover exhaustively. As a result, games often ship with catastrophic bugs such as the player falling through the floor or being stuck in walls. We propose an approach specifically targeted at reachability bugs in simulated 3D environments based on the powerful exploration algorithm, Go-Explore, which saves unique checkpoints across the map and then identifies promising ones to explore from. We show that when coupled with simple heuristics derived from the game's navigation mesh, Go-Explore finds challenging bugs and comprehensively explores complex environments without the need for human demonstration or knowledge of the game dynamics. Go-Explore vastly outperforms more complicated baselines including reinforcement learning with intrinsic curiosity in both covering the navigation mesh and number of unique positions across the map discovered. Finally, due to our use of parallel agents, our algorithm can fully cover a vast 1.5km x 1.5km game world within 10 hours on a single machine making it extremely promising for continuous testing suites.