Reinforcement Learning
Machine Learning in Event-Triggered Control: Recent Advances and Open Issues
Sedghi, Leila, Ijaz, Zohaib, Noor-A-Rahim, Md., Witheephanich, Kritchai, Pesch, Dirk
Networked control systems have gained considerable attention over the last decade as a result of the trend towards decentralised control applications and the emergence of cyber-physical system applications. However, real-world wireless networked control systems suffer from limited communication bandwidths, reliability issues, and a lack of awareness of network dynamics due to the complex nature of wireless networks. Combining machine learning and event-triggered control has the potential to alleviate some of these issues. For example, machine learning can be used to overcome the problem of a lack of network models by learning system behavior or adapting to dynamically changing models by continuously learning model dynamics. Event-triggered control can help to conserve communication bandwidth by transmitting control information only when necessary or when resources are available. The purpose of this article is to conduct a review of the literature on the use of machine learning in combination with event-triggered control. Machine learning techniques such as statistical learning, neural networks, and reinforcement learning-based approaches such as deep reinforcement learning are being investigated in combination with event-triggered control. We discuss how these learning algorithms can be used for different applications depending on the purpose of the machine learning use. Following the review and discussion of the literature, we highlight open research questions and challenges associated with machine learning-based event-triggered control and suggest potential solutions.
Vehicle Type Specific Waypoint Generation
Liu, Yunpeng, Lavington, Jonathan Wilder, Scibior, Adam, Wood, Frank
We develop a generic mechanism for generating vehicle-type specific sequences of waypoints from a probabilistic foundation model of driving behavior. Many foundation behavior models are trained on data that does not include vehicle information, which limits their utility in downstream applications such as planning. Our novel methodology conditionally specializes such a behavior predictive model to a vehicle-type by utilizing byproducts of the reinforcement learning algorithms used to produce vehicle specific controllers. We show how to compose a vehicle specific value function estimate with a generic probabilistic behavior model to generate vehicle-type specific waypoint sequences that are more likely to be physically plausible then their vehicle-agnostic counterparts.
Learning Mean-Field Control for Delayed Information Load Balancing in Large Queuing Systems
Tahir, Anam, Cui, Kai, Koeppl, Heinz
Recent years have seen a great increase in the capacity and parallel processing power of data centers and cloud services. To fully utilize the said distributed systems, optimal load balancing for parallel queuing architectures must be realized. Existing state-of-the-art solutions fail to consider the effect of communication delays on the behaviour of very large systems with many clients. In this work, we consider a multi-agent load balancing system, with delayed information, consisting of many clients (load balancers) and many parallel queues. In order to obtain a tractable solution, we model this system as a mean-field control problem with enlarged state-action space in discrete time through exact discretization. Subsequently, we apply policy gradient reinforcement learning algorithms to find an optimal load balancing solution. Here, the discrete-time system model incorporates a synchronization delay under which the queue state information is synchronously broadcasted and updated at all clients. We then provide theoretical performance guarantees for our methodology in large systems. Finally, using experiments, we prove that our approach is not only scalable but also shows good performance when compared to the state-of-the-art power-of-d variant of the Join-the-Shortest-Queue (JSQ) and other policies in the presence of synchronization delays.
Exploring the trade off between human driving imitation and safety for traffic simulation
Koeberle, Yann, Sabatini, Stefano, Tsishkou, Dzmitry, Sabourin, Christophe
Traffic simulation has gained a lot of interest for quantitative evaluation of self driving vehicles performance. In order for a simulator to be a valuable test bench, it is required that the driving policy animating each traffic agent in the scene acts as humans would do while maintaining minimal safety guarantees. Learning the driving policies of traffic agents from recorded human driving data or through reinforcement learning seems to be an attractive solution for the generation of realistic and highly interactive traffic situations in uncontrolled intersections or roundabouts. In this work, we show that a trade-off exists between imitating human driving and maintaining safety when learning driving policies. We do this by comparing how various Imitation learning and Reinforcement learning algorithms perform when applied to the driving task. We also propose a multi objective learning algorithm (MOPPO) that improves both objectives together. We test our driving policies on highly interactive driving scenarios extracted from INTERACTION Dataset to evaluate how human-like they behave.
On the Importance of Critical Period in Multi-stage Reinforcement Learning
Park, Junseok, Hwang, Inwoo, Lee, Min Whoo, Oh, Hyunseok, Lee, Minsu, Lee, Youngki, Zhang, Byoung-Tak
The initial years of an infant's life are known as the critical period, during which the overall development of learning performance is significantly impacted due to neural plasticity. In recent studies, an AI agent, with a deep neural network mimicking mechanisms of actual neurons, exhibited a learning period similar to human's critical period. Especially during this initial period, the appropriate stimuli play a vital role in developing learning ability. However, transforming human cognitive bias into an appropriate shaping reward is quite challenging, and prior works on critical period do not focus on finding the appropriate stimulus. To take a step further, we propose multi-stage reinforcement learning to emphasize finding ``appropriate stimulus" around the critical period. Inspired by humans' early cognitive-developmental stage, we use multi-stage guidance near the critical period, and demonstrate the appropriate shaping reward (stage-2 guidance) in terms of the AI agent's performance, efficiency, and stability.
A Simple Approach for Visual Rearrangement: 3D Mapping and Semantic Search
Trabucco, Brandon, Sigurdsson, Gunnar, Piramuthu, Robinson, Sukhatme, Gaurav S., Salakhutdinov, Ruslan
Physically rearranging objects is an important capability for embodied agents. Visual room rearrangement evaluates an agent's ability to rearrange objects in a room to a desired goal based solely on visual input. We propose a simple yet effective method for this problem: (1) search for and map which objects need to be rearranged, and (2) rearrange each object until the task is complete. Our approach consists of an off-the-shelf semantic segmentation model, voxel-based semantic map, and semantic search policy to efficiently find objects that need to be rearranged. On the AI2-THOR Rearrangement Challenge, our method improves on current state-of-the-art end-to-end reinforcement learning-based methods that learn visual rearrangement policies from 0.53% correct rearrangement to 16.56%, using only 2.7% as many samples from the environment.
Automating DBSCAN via Deep Reinforcement Learning
Zhang, Ruitong, Peng, Hao, Dou, Yingtong, Wu, Jia, Sun, Qingyun, Zhang, Jingyi, Yu, Philip S.
DBSCAN is widely used in many scientific and engineering fields because of its simplicity and practicality. However, due to its high sensitivity parameters, the accuracy of the clustering result depends heavily on practical experience. In this paper, we first propose a novel Deep Reinforcement Learning guided automatic DBSCAN parameters search framework, namely DRL-DBSCAN. The framework models the process of adjusting the parameter search direction by perceiving the clustering environment as a Markov decision process, which aims to find the best clustering parameters without manual assistance. DRL-DBSCAN learns the optimal clustering parameter search policy for different feature distributions via interacting with the clusters, using a weakly-supervised reward training policy network. In addition, we also present a recursive search mechanism driven by the scale of the data to efficiently and controllably process large parameter spaces. Extensive experiments are conducted on five artificial and real-world datasets based on the proposed four working modes. The results of offline and online tasks show that the DRL-DBSCAN not only consistently improves DBSCAN clustering accuracy by up to 26% and 25% respectively, but also can stably find the dominant parameters with high computational efficiency. The code is available at https://github.com/RingBDStack/DRL-DBSCAN.
Basis for Intentions: Efficient Inverse Reinforcement Learning using Past Experience
Abdulhai, Marwa, Jaques, Natasha, Levine, Sergey
This paper addresses the problem of inverse reinforcement learning (IRL) - inferring the reward function of an agent from observing its behavior. IRL can provide a generalizable and compact representation for apprenticeship learning, and enable accurately inferring the preferences of a human in order to assist them. However, effective IRL is challenging, because many reward functions can be compatible with an observed behavior. We focus on how prior reinforcement learning (RL) experience can be leveraged to make learning these preferences faster and more efficient. We propose the IRL algorithm BASIS (Behavior Acquisition through Successor-feature Intention inference from Samples), which leverages multi-task RL pre-training and successor features to allow an agent to build a strong basis for intentions that spans the space of possible goals in a given domain. When exposed to just a few expert demonstrations optimizing a novel goal, the agent uses its basis to quickly and effectively infer the reward function. Our experiments reveal that our method is highly effective at inferring and optimizing demonstrated reward functions, accurately inferring reward functions from less than 100 trajectories. Inverse reinforcement learning (IRL) seeks to identify a reward function under which observed behavior of an expert is optimal. Once an agent has effectively inferred the reward function, it can then use standard (forward) RL to optimize it, and thus acquire not only useful skills by observing demonstrations, but also a reward function as an explanation for the demonstrator's behavior. By inferring the underlying goal being pursued by the demonstrator, the agent is more likely to be able to generalize to a new scenario in which it must optimize that goal, versus an agent which merely imitates the demonstrated actions. IRL has already proven useful in applications including autonomous driving, where learned models capture the behavior of nearby drivers and pedestrians (Huang et al., 2021; Kim & Pineau, 2016), and is a key component in enabling assistive technologies where a helper agent must infer the goals of the human it is assisting (Hadfield-Menell et al., 2016).
From Scratch to Sketch: Deep Decoupled Hierarchical Reinforcement Learning for Robotic Sketching Agent
Lee, Ganghun, Kim, Minji, Lee, Minsu, Zhang, Byoung-Tak
We present an automated learning framework for a robotic sketching agent that is capable of learning stroke-based rendering and motor control simultaneously. We formulate the robotic sketching problem as a deep decoupled hierarchical reinforcement learning; two policies for stroke-based rendering and motor control are learned independently to achieve sub-tasks for drawing, and form a hierarchy when cooperating for real-world drawing. Without hand-crafted features, drawing sequences or trajectories, and inverse kinematics, the proposed method trains the robotic sketching agent from scratch. We performed experiments with a 6-DoF robot arm with 2F gripper to sketch doodles. Our experimental results show that the two policies successfully learned the sub-tasks and collaborated to sketch the target images. Also, the robustness and flexibility were examined by varying drawing tools and surfaces.