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 Reinforcement Learning


A Deep Reinforcement Learning-based Adaptive Charging Policy for WRSNs

arXiv.org Artificial Intelligence

Wireless sensor networks consist of randomly distributed sensor nodes for monitoring targets or areas of interest. Maintaining the network for continuous surveillance is a challenge due to the limited battery capacity in each sensor. Wireless power transfer technology is emerging as a reliable solution for energizing the sensors by deploying a mobile charger (MC) to recharge the sensor. However, designing an optimal charging path for the MC is challenging because of uncertainties arising in the networks. The energy consumption rate of the sensors may fluctuate significantly due to unpredictable changes in the network topology, such as node failures. These changes also lead to shifts in the importance of each sensor, which are often assumed to be the same in existing works. We address these challenges in this paper by proposing a novel adaptive charging scheme using a deep reinforcement learning (DRL) approach. Specifically, we endow the MC with a charging policy that determines the next sensor to charge conditioning on the current state of the network. We then use a deep neural network to parametrize this charging policy, which will be trained by reinforcement learning techniques. Our model can adapt to spontaneous changes in the network topology. The empirical results show that the proposed algorithm outperforms the existing on-demand algorithms by a significant margin.


Learning to Operate an Electric Vehicle Charging Station Considering Vehicle-grid Integration

arXiv.org Artificial Intelligence

The rapid adoption of electric vehicles (EVs) calls for the widespread installation of EV charging stations. To maximize the profitability of charging stations, intelligent controllers that provide both charging and electric grid services are in great need. However, it is challenging to determine the optimal charging schedule due to the uncertain arrival time and charging demands of EVs. In this paper, we propose a novel centralized allocation and decentralized execution (CADE) reinforcement learning (RL) framework to maximize the charging station's profit. In the centralized allocation process, EVs are allocated to either the waiting or charging spots. In the decentralized execution process, each charger makes its own charging/discharging decision while learning the action-value functions from a shared replay memory. This CADE framework significantly improves the scalability and sample efficiency of the RL algorithm. Numerical results show that the proposed CADE framework is both computationally efficient and scalable, and significantly outperforms the baseline model predictive control (MPC). We also provide an in-depth analysis of the learned action-value function to explain the inner working of the reinforcement learning agent.


Model-Free Generative Replay for Lifelong Reinforcement Learning: Application to Starcraft-2

arXiv.org Artificial Intelligence

One approach to meet the challenges of deep lifelong reinforcement learning (LRL) is careful management of the agent's learning experiences, to learn (without forgetting) and build internal meta-models (of the tasks, environments, agents, and world). Generative replay (GR) is a biologically inspired replay mechanism that augments learning experiences with self-labelled examples drawn from an internal generative model that is updated over time. We present a version of GR for LRL that satisfies two desiderata: (a) Introspective density modelling of the latent representations of policies learned using deep RL, and (b) Model-free end-to-end learning. In this paper, we study three deep learning architectures for model-free GR, starting from a na\"ive GR and adding ingredients to achieve (a) and (b). We evaluate our proposed algorithms on three different scenarios comprising tasks from the Starcraft-2 and Minigrid domains. We report several key findings showing the impact of the design choices on quantitative metrics that include transfer learning, generalization to unseen tasks, fast adaptation after task change, performance wrt task expert, and catastrophic forgetting. We observe that our GR prevents drift in the features-to-action mapping from the latent vector space of a deep RL agent. We also show improvements in established lifelong learning metrics. We find that a small random replay buffer significantly increases the stability of training. Overall, we find that "hidden replay" (a well-known architecture for class-incremental classification) is the most promising approach that pushes the state-of-the-art in GR for LRL and observe that the architecture of the sleep model might be more important for improving performance than the types of replay used. Our experiments required only 6% of training samples to achieve 80-90% of expert performance in most Starcraft-2 scenarios.


Artificial Intelligence Empowered Multiple Access for Ultra Reliable and Low Latency THz Wireless Networks

arXiv.org Artificial Intelligence

Terahertz (THz) wireless networks are expected to catalyze the beyond fifth generation (B5G) era. However, due to the directional nature and the line-of-sight demand of THz links, as well as the ultra-dense deployment of THz networks, a number of challenges that the medium access control (MAC) layer needs to face are created. In more detail, the need of rethinking user association and resource allocation strategies by incorporating artificial intelligence (AI) capable of providing "real-time" solutions in complex and frequently changing environments becomes evident. Moreover, to satisfy the ultra-reliability and low-latency demands of several B5G applications, novel mobility management approaches are required. Motivated by this, this article presents a holistic MAC layer approach that enables intelligent user association and resource allocation, as well as flexible and adaptive mobility management, while maximizing systems' reliability through blockage minimization. In more detail, a fast and centralized joint user association, radio resource allocation, and blockage avoidance by means of a novel metaheuristic-machine learning framework is documented, that maximizes the THz networks performance, while minimizing the association latency by approximately three orders of magnitude. To support, within the access point (AP) coverage area, mobility management and blockage avoidance, a deep reinforcement learning (DRL) approach for beam-selection is discussed. Finally, to support user mobility between coverage areas of neighbor APs, a proactive hand-over mechanism based on AI-assisted fast channel prediction is~reported.


Value-Consistent Representation Learning for Data-Efficient Reinforcement Learning

arXiv.org Artificial Intelligence

Deep reinforcement learning (RL) algorithms suffer severe performance degradation when the interaction data is scarce, which limits their real-world application. Recently, visual representation learning has been shown to be effective and promising for boosting sample efficiency in RL. These methods usually rely on contrastive learning and data augmentation to train a transition model for state prediction, which is different from how the model is used in RL--performing value-based planning. Accordingly, the learned representation by these visual methods may be good for recognition but not optimal for estimating state value and solving the decision problem. To address this issue, we propose a novel method, called value-consistent representation learning (VCR), to learn representations that are directly related to decision-making. More specifically, VCR trains a model to predict the future state (also referred to as the ''imagined state'') based on the current one and a sequence of actions. Instead of aligning this imagined state with a real state returned by the environment, VCR applies a $Q$-value head on both states and obtains two distributions of action values. Then a distance is computed and minimized to force the imagined state to produce a similar action value prediction as that by the real state. We develop two implementations of the above idea for the discrete and continuous action spaces respectively. We conduct experiments on Atari 100K and DeepMind Control Suite benchmarks to validate their effectiveness for improving sample efficiency. It has been demonstrated that our methods achieve new state-of-the-art performance for search-free RL algorithms.


Do As I Can, Not As I Say: Grounding Language in Robotic Affordances

arXiv.org Artificial Intelligence

Such knowledge could be extremely useful to robots aiming to act upon high-level, temporally extended instructions expressed in natural language. However, a significant weakness of language models is that they lack real-world experience, which makes it difficult to leverage them for decision making within a given embodiment. For example, asking a language model to describe how to clean a spill might result in a reasonable narrative, but it may not be applicable to a particular agent, such as a robot, that needs to perform this task in a particular environment. We propose to provide real-world grounding by means of pretrained skills, which are used to constrain the model to propose natural language actions that are both feasible and contextually appropriate. The robot can act as the language model's "hands and eyes," while the language model supplies high-level semantic knowledge about the task. We show how low-level skills can be combined with large language models so that the language model provides high-level knowledge about the procedures for performing complex and temporally extended instructions, while value functions associated with these skills provide the grounding necessary to connect this knowledge to a particular physical environment. We evaluate our method on a number of real-world robotic tasks, where we show the need for real-world grounding and that this approach is capable of completing long-horizon, abstract, natural language instructions on a mobile manipulator. The project's website, the video, and open sourced code in a tabletop domain can be found at say-can.github.io. Figure 1: LLMs have not interacted with their environment and observed the outcome of their responses, and thus are not grounded in the world. SayCan grounds LLMs via value functions of pretrained skills, allowing them to execute real-world, abstract, long-horizon commands on robots.


A Survey of Ad Hoc Teamwork Research

arXiv.org Artificial Intelligence

Ad hoc teamwork is the research problem of designing agents that can collaborate with new teammates without prior coordination. This survey makes a two-fold contribution: First, it provides a structured description of the different facets of the ad hoc teamwork problem. Second, it discusses the progress that has been made in the field so far, and identifies the immediate and long-term open problems that need to be addressed in ad hoc teamwork.


Deep Reinforcement Learning based Robot Navigation in Dynamic Environments using Occupancy Values of Motion Primitives

arXiv.org Artificial Intelligence

This paper presents a Deep Reinforcement Learning based navigation approach in which we define the occupancy observations as heuristic evaluations of motion primitives, rather than using raw sensor data. Our method enables fast mapping of the occupancy data, generated by multi-sensor fusion, into trajectory values in 3D workspace. The computationally efficient trajectory evaluation allows dense sampling of the action space. We utilize our occupancy observations in different data structures to analyze their effects on both training process and navigation performance. We train and test our methodology on two different robots within challenging physics-based simulation environments including static and dynamic obstacles. We benchmark our occupancy representations with other conventional data structures from state-of-the-art methods. The trained navigation policies are also validated successfully with physical robots in dynamic environments. The results show that our method not only decreases the required training time but also improves the navigation performance as compared to other occupancy representations. The open-source implementation of our work and all related info are available at \url{https://github.com/RIVeR-Lab/tentabot}.


Towards Modern Card Games with Large-Scale Action Spaces Through Action Representation

arXiv.org Artificial Intelligence

Dulac-Arnold et Games have facilitated the rapid development of RL algorithms al. [11] propose to choose actions in a small subset of the in recent years. Card games, as a classical type action space to speed up the action search process. This set of games, also pose many challenges to RL algorithms. The is chosen based on a proper action encoding method which direct applications of generic algorithms [1]-[4] in card games usually relies on prior knowledge. However, the prior human are problematic in many aspects because of the large-scale knowledge for our problem is hard to obtain due to the discrete action space [5]. Prior works have proposed RL diversity of the teams and the strategies. Chandak et al. [12] methods to approach a number of traditional card games, like propose an algorithm to learn action representations from the Texas Hold'em [6]-[8], Mahjong [9], DouDizhu [5], [10], etc. consequences of corresponding actions.


Causal Imitation Learning with Unobserved Confounders

#artificialintelligence

One of the common ways children learn is by mimicking adults. Imitation learning focuses on learning policies with suitable performance from demonstrations generated by an expert, with an unspecified performance measure, and unobserved reward signal. Popular methods for imitation learning start by either directly mimicking the behavior policy of an expert (behavior cloning) or by learning a reward function that prioritizes observed expert trajectories (inverse reinforcement learning). However, these methods rely on the assumption that covariates used by the expert to determine her/his actions are fully observed. In this paper, we relax this assumption and study imitation learning when sensory inputs of the learner and the expert differ. First, we provide a non-parametric, graphical criterion that is complete (both necessary and sufficient) for determining the feasibility of imitation from the combinations of demonstration data and qualitative assumptions about the underlying environment, represented in the form of a causal model. We then show that when such a criterion does not hold, imitation could still be feasible by exploiting quantitative knowledge of the expert trajectories. Finally, we develop an efficient procedure for learning the imitating policy from experts' trajectories.