Reinforcement Learning
Deep Reinforcement Learning for Uplink Multi-Carrier Non-Orthogonal Multiple Access Resource Allocation Using Buffer State Information
Bansbach, Eike-Manuel, Kiyak, Yigit, Schmalen, Laurent
For orthogonal multiple access (OMA) systems, the number of served user equipments (UEs) is limited to the number of available orthogonal resources. On the other hand, non-orthogonal multiple access (NOMA) schemes allow multiple UEs to use the same orthogonal resource. This extra degree of freedom introduces new challenges for resource allocation. Buffer state information (BSI), like the size and age of packets waiting for transmission, can be used to improve scheduling in OMA systems. In this paper, we investigate the impact of BSI on the performance of a centralized scheduler in an uplink multi-carrier NOMA scenario with UEs having various data rate and latency requirements. To handle the large combinatorial space of allocating UEs to the resources, we propose a novel scheduler based on actor-critic reinforcement learning incorporating BSI. Training and evaluation are carried out using Nokia's "wireless suite". We propose various novel techniques to both stabilize and speed up training. The proposed scheduler outperforms benchmark schedulers.
Model-Based Imitation Learning Using Entropy Regularization of Model and Policy
Approaches based on generative adversarial networks for imitation learning are promising because they are sample efficient in terms of expert demonstrations. However, training a generator requires many interactions with the actual environment because model-free reinforcement learning is adopted to update a policy. To improve the sample efficiency using model-based reinforcement learning, we propose model-based Entropy-Regularized Imitation Learning (MB-ERIL) under the entropy-regularized Markov decision process to reduce the number of interactions with the actual environment. MB-ERIL uses two discriminators. A policy discriminator distinguishes the actions generated by a robot from expert ones, and a model discriminator distinguishes the counterfactual state transitions generated by the model from the actual ones. We derive structured discriminators so that the learning of the policy and the model is efficient. Computer simulations and real robot experiments show that MB-ERIL achieves a competitive performance and significantly improves the sample efficiency compared to baseline methods.
Transmit Power Control for Indoor Small Cells: A Method Based on Federated Reinforcement Learning
Li, Peizheng, Erdol, Hakan, Briggs, Keith, Wang, Xiaoyang, Piechocki, Robert, Ahmad, Abdelrahim, Inacio, Rui, Kapoor, Shipra, Doufexi, Angela, Parekh, Arjun
Setting the transmit power setting of 5G cells has been a long-term topic of discussion, as optimized power settings can help reduce interference and improve the quality of service to users. Recently, machine learning (ML)-based, especially reinforcement learning (RL)-based control methods have received much attention. However, there is little discussion about the generalisation ability of the trained RL models. This paper points out that an RL agent trained in a specific indoor environment is room-dependent, and cannot directly serve new heterogeneous environments. Therefore, in the context of Open Radio Access Network (O-RAN), this paper proposes a distributed cell power-control scheme based on Federated Reinforcement Learning (FRL). Models in different indoor environments are aggregated to the global model during the training process, and then the central server broadcasts the updated model back to each client. The model will also be used as the base model for adaptive training in the new environment. The simulation results show that the FRL model has similar performance to a single RL agent, and both are better than the random power allocation method and exhaustive search method. The results of the generalisation test show that using the FRL model as the base model improves the convergence speed of the model in the new environment.
Neural PPO-Clip Attains Global Optimality: A Hinge Loss Perspective
Huang, Nai-Chieh, Hsieh, Ping-Chun, Ho, Kuo-Hao, Yao, Hsuan-Yu, Hu, Kai-Chun, Ouyang, Liang-Chun, Wu, I-Chen
Policy optimization is a fundamental principle for designing reinforcement learning algorithms, and one example is the proximal policy optimization algorithm with a clipped surrogate objective (PPO-Clip), which has been popularly used in deep reinforcement learning due to its simplicity and effectiveness. Despite its superior empirical performance, PPO-Clip has not been justified via theoretical proof up to date. In this paper, we establish the first global convergence rate of PPO-Clip under neural function approximation. We identify the fundamental challenges of analyzing PPO-Clip and address them with the two core ideas: (i) We reinterpret PPO-Clip from the perspective of hinge loss, which connects policy improvement with solving a large-margin classification problem with hinge loss and offers a generalized version of the PPO-Clip objective. (ii) Based on the above viewpoint, we propose a two-step policy improvement scheme, which facilitates the convergence analysis by decoupling policy search from the complex neural policy parameterization with the help of entropic mirror descent and a regression-based policy update scheme. Moreover, our theoretical results provide the first characterization of the effect of the clipping mechanism on the convergence of PPO-Clip. Through experiments, we empirically validate the reinterpretation of PPO-Clip and the generalized objective with various classifiers on various RL benchmark tasks.
Style-Agnostic Reinforcement Learning
Lee, Juyong, Ahn, Seokjun, Park, Jaesik
We present a novel method of learning style-agnostic representation using both style transfer and adversarial learning in the reinforcement learning framework. The style, here, refers to task-irrelevant details such as the color of the background in the images, where generalizing the learned policy across environments with different styles is still a challenge. Focusing on learning style-agnostic representations, our method trains the actor with diverse image styles generated from an inherent adversarial style perturbation generator, which plays a min-max game between the actor and the generator, without demanding expert knowledge for data augmentation or additional class labels for adversarial training. We verify that our method achieves competitive or better performances than the state-of-the-art approaches on Procgen and Distracting Control Suite benchmarks, and further investigate the features extracted from our model, showing that the model better captures the invariants and is less distracted by the shifted style.
Object Goal Navigation using Data Regularized Q-Learning
Object Goal Navigation requires a robot to find and navigate to an instance of a target object class in a previously unseen environment. Our framework incrementally builds a semantic map of the environment over time, and then repeatedly selects a long-term goal ('where to go') based on the semantic map to locate the target object instance. Long-term goal selection is formulated as a vision-based deep reinforcement learning problem. Specifically, an Encoder Network is trained to extract high-level features from a semantic map and select a long-term goal. In addition, we incorporate data augmentation and Q-function regularization to make the long-term goal selection more effective.
Using AI To Get Robots To Work Together
Last night as I was trying to sleep, I was thinking about robots and how they would operate in the future. I had wondered how robots would work with us but more importantly, how robots would work with each other because many robots may be built by different companies and may not be on the same communication line. After sleeping on it, I did some research the next day and came across a new article written by UIUC that spoke almost exactly to my curiosity. A few researchers at the Grainger College of Engineering developed a sort of artificial intelligence that used "multi-agent reinforcement learning", a term that I have not heard of before. After diving deeper into it, the machine basically learns from its past experiences and builds a training method that rewards and punishes certain decisions made by the machine.
Correct-by-Construction Runtime Enforcement in AI -- A Survey
Kรถnighofer, Bettina, Bloem, Roderick, Ehlers, Rรผdiger, Pek, Christian
Runtime enforcement refers to the theories, techniques, and tools for enforcing correct behavior with respect to a formal specification of systems at runtime. In this paper, we are interested in techniques for constructing runtime enforcers for the concrete application domain of enforcing safety in AI. We discuss how safety is traditionally handled in the field of AI and how more formal guarantees on the safety of a self-learning agent can be given by integrating a runtime enforcer. We survey a selection of work on such enforcers, where we distinguish between approaches for discrete and continuous action spaces. The purpose of this paper is to foster a better understanding of advantages and limitations of different enforcement techniques, focusing on the specific challenges that arise due to their application in AI. Finally, we present some open challenges and avenues for future work.
A further exploration of deep Multi-Agent Reinforcement Learning with Hybrid Action Space
Hua, Hongzhi, Wen, Guixuan, Wu, Kaigui
The research of extending deep reinforcement learning (drl) to multi-agent field has solved many complicated problems and made great achievements. However, almost all these studies only focus on discrete or continuous action space and there are few works having ever used multi-agent deep reinforcement learning to real-world environment problems which mostly have a hybrid action space. Therefore, in this paper, we propose two algorithms: deep multi-agent hybrid soft actor-critic (MAHSAC) and multi-agent hybrid deep deterministic policy gradients (MAHDDPG) to fill this gap. This two algorithms follow the centralized training and decentralized execution (CTDE) paradigm and could handle hybrid action space problems. Our experiences are running on multi-agent particle environment which is an easy multi-agent particle world, along with some basic simulated physics. The experimental results show that these algorithms have good performances.
Beyond Greedy Search: Tracking by Multi-Agent Reinforcement Learning-based Beam Search
Wang, Xiao, Chen, Zhe, Jiang, Bo, Tang, Jin, Luo, Bin, Tao, Dacheng
To track the target in a video, current visual trackers usually adopt greedy search for target object localization in each frame, that is, the candidate region with the maximum response score will be selected as the tracking result of each frame. However, we found that this may be not an optimal choice, especially when encountering challenging tracking scenarios such as heavy occlusion and fast motion. To address this issue, we propose to maintain multiple tracking trajectories and apply beam search strategy for visual tracking, so that the trajectory with fewer accumulated errors can be identified. Accordingly, this paper introduces a novel multi-agent reinforcement learning based beam search tracking strategy, termed BeamTracking. It is mainly inspired by the image captioning task, which takes an image as input and generates diverse descriptions using beam search algorithm. Accordingly, we formulate the tracking as a sample selection problem fulfilled by multiple parallel decision-making processes, each of which aims at picking out one sample as their tracking result in each frame. Each maintained trajectory is associated with an agent to perform the decision-making and determine what actions should be taken to update related information. When all the frames are processed, we select the trajectory with the maximum accumulated score as the tracking result. Extensive experiments on seven popular tracking benchmark datasets validated the effectiveness of the proposed algorithm.