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 Reinforcement Learning


FedDRL: Deep Reinforcement Learning-based Adaptive Aggregation for Non-IID Data in Federated Learning

arXiv.org Artificial Intelligence

The uneven distribution of local data across different edge devices (clients) results in slow model training and accuracy reduction in federated learning. Naive federated learning (FL) strategy and most alternative solutions attempted to achieve more fairness by weighted aggregating deep learning models across clients. This work introduces a novel non-IID type encountered in real-world datasets, namely cluster-skew, in which groups of clients have local data with similar distributions, causing the global model to converge to an over-fitted solution. To deal with non-IID data, particularly the cluster-skewed data, we propose FedDRL, a novel FL model that employs deep reinforcement learning to adaptively determine each client's impact factor (which will be used as the weights in the aggregation process). Extensive experiments on a suite of federated datasets confirm that the proposed FedDRL improves favorably against FedAvg and FedProx methods, e.g., up to 4.05% and 2.17% on average for the CIFAR-100 dataset, respectively.


Towards Augmented Microscopy with Reinforcement Learning-Enhanced Workflows

arXiv.org Artificial Intelligence

Here, we report a case study implementation of reinforcement learning (RL) to automate operations in the scanning transmission electron microscopy (STEM) workflow. To do so, we design a virtual, prototypical RL environment to test and develop a network to autonomously align the electron beam without prior knowledge. Using this simulator, we evaluate the impact of environment design and algorithm hyperparameters on alignment accuracy and learning convergence, showing robust convergence across a wide hyperparameter space. Additionally, we deploy a successful model on the microscope to validate the approach and demonstrate the value of designing appropriate virtual environments. Consistent with simulated results, the on-microscope RL model achieves convergence to the goal alignment after minimal training. Overall, the results highlight that by taking advantage of RL, microscope operations can be automated without the need for extensive algorithm design, taking another step towards augmenting electron microscopy with machine learning methods.


Backward Imitation and Forward Reinforcement Learning via Bi-directional Model Rollouts

arXiv.org Artificial Intelligence

Traditional model-based reinforcement learning (RL) methods generate forward rollout traces using the learnt dynamics model to reduce interactions with the real environment. The recent model-based RL method considers the way to learn a backward model that specifies the conditional probability of the previous state given the previous action and the current state to additionally generate backward rollout trajectories. However, in this type of model-based method, the samples derived from backward rollouts and those from forward rollouts are simply aggregated together to optimize the policy via the model-free RL algorithm, which may decrease both the sample efficiency and the convergence rate. This is because such an approach ignores the fact that backward rollout traces are often generated starting from some high-value states and are certainly more instructive for the agent to improve the behavior. In this paper, we propose the backward imitation and forward reinforcement learning (BIFRL) framework where the agent treats backward rollout traces as expert demonstrations for the imitation of excellent behaviors, and then collects forward rollout transitions for policy reinforcement. Consequently, BIFRL empowers the agent to both reach to and explore from high-value states in a more efficient manner, and further reduces the real interactions, making it potentially more suitable for real-robot learning. Moreover, a value-regularized generative adversarial network is introduced to augment the valuable states which are infrequently received by the agent. Theoretically, we provide the condition where BIFRL is superior to the baseline methods. Experimentally, we demonstrate that BIFRL acquires the better sample efficiency and produces the competitive asymptotic performance on various MuJoCo locomotion tasks compared against state-of-the-art model-based methods.


Human Decision Makings on Curriculum Reinforcement Learning with Difficulty Adjustment

arXiv.org Artificial Intelligence

Human-centered AI considers human experiences with AI performance. While abundant research has been helping AI achieve superhuman performance either by fully automatic or weak supervision learning, fewer endeavors are experimenting with how AI can tailor to humans' preferred skill level given fine-grained input. In this work, we guide the curriculum reinforcement learning results towards a preferred performance level that is neither too hard nor too easy via learning from the human decision process. To achieve this, we developed a portable, interactive platform that enables the user to interact with agents online via manipulating the task difficulty, observing performance, and providing curriculum feedback. Our system is highly parallelizable, making it possible for a human to train large-scale reinforcement learning applications that require millions of samples without a server. The result demonstrates the effectiveness of an interactive curriculum for reinforcement learning involving human-in-the-loop. It shows reinforcement learning performance can successfully adjust in sync with the human desired difficulty level. We believe this research will open new doors for achieving flow and personalized adaptive difficulties.


Independent Policy Gradient for Large-Scale Markov Potential Games: Sharper Rates, Function Approximation, and Game-Agnostic Convergence

arXiv.org Artificial Intelligence

We examine global non-asymptotic convergence properties of policy gradient methods for multi-agent reinforcement learning (RL) problems in Markov potential games (MPG). To learn a Nash equilibrium of an MPG in which the size of state space and/or the number of players can be very large, we propose new independent policy gradient algorithms that are run by all players in tandem. When there is no uncertainty in the gradient evaluation, we show that our algorithm finds an $\epsilon$-Nash equilibrium with $O(1/\epsilon^2)$ iteration complexity which does not explicitly depend on the state space size. When the exact gradient is not available, we establish $O(1/\epsilon^5)$ sample complexity bound in a potentially infinitely large state space for a sample-based algorithm that utilizes function approximation. Moreover, we identify a class of independent policy gradient algorithms that enjoys convergence for both zero-sum Markov games and Markov cooperative games with the players that are oblivious to the types of games being played. Finally, we provide computational experiments to corroborate the merits and the effectiveness of our theoretical developments.


Musicking Deep Reinforcement Learning

#artificialintelligence

Abstract: In this paper, I relate an auto-reflexive analysis of my practice of designing and musicking deep reinforcement learning. Based on technical description of the Co-Explorer, a deep reinforcement learning agent designed to support sonic exploration through positive or negative human feedback, I discuss how deep reinforcement learning can be seen as a form of sonic comprovisational agent, which enables musicians to compose a parameter sound space, then to engage in embodied improvisation by guiding the agent through sound space using feedback. I then relate on my own musicking experiments led with the Co-Explorer, which resulted to the creation of the รฆgo music performance, and build on these to sketch a music representation for deep reinforcement learning, highlighting its original aesthetics, as well as its ontological shifts between performer and agent, and epistemological tensions with engineering-oriented representations. Rather than discrediting the latters, my wish is to create space for practicebased approaches to machine learning in a way that is complementary to engineering-oriented approaches, while contributing to further music representations and discourses on artificial intelligence.


Reasoning about Counterfactuals to Improve Human Inverse Reinforcement Learning

arXiv.org Artificial Intelligence

To collaborate well with robots, we must be able to understand their decision making. Humans naturally infer other agents' beliefs and desires by reasoning about their observable behavior in a way that resembles inverse reinforcement learning (IRL). Thus, robots can convey their beliefs and desires by providing demonstrations that are informative for a human learner's IRL. An informative demonstration is one that differs strongly from the learner's expectations of what the robot will do given their current understanding of the robot's decision making. However, standard IRL does not model the learner's existing expectations, and thus cannot do this counterfactual reasoning. We propose to incorporate the learner's current understanding of the robot's decision making into our model of human IRL, so that a robot can select demonstrations that maximize the human's understanding. We also propose a novel measure for estimating the difficulty for a human to predict instances of a robot's behavior in unseen environments. A user study finds that our test difficulty measure correlates well with human performance and confidence. Interestingly, considering human beliefs and counterfactuals when selecting demonstrations decreases human performance on easy tests, but increases performance on difficult tests, providing insight on how to best utilize such models.


Character Generation through Self-Supervised Vectorization

arXiv.org Artificial Intelligence

The prevalent approach in self-supervised image generation is to operate on pixel level representations. While this approach can produce high quality images, it cannot benefit from the simplicity and innate quality of vectorization. Here we present a drawing agent that operates on stroke-level representation of images. At each time step, the agent first assesses the current canvas and decides whether to stop or keep drawing. When a 'draw' decision is made, the agent outputs a program indicating the stroke to be drawn. As a result, it produces a final raster image by drawing the strokes on a canvas, using a minimal number of strokes and dynamically deciding when to stop. We train our agent through reinforcement learning on MNIST and Omniglot datasets for unconditional generation and parsing (reconstruction) tasks. We utilize our parsing agent for exemplar generation and type conditioned concept generation in Omniglot challenge without any further training. We present successful results on all three generation tasks and the parsing task. Crucially, we do not need any stroke-level or vector supervision; we only use raster images for training.


AACC: Asymmetric Actor-Critic in Contextual Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) techniques have drawn great attention in many challenging tasks, but their performance deteriorates dramatically when applied to real-world problems. Various methods, such as domain randomization, have been proposed to deal with such situations by training agents under different environmental setups, and therefore they can be generalized to different environments during deployment. However, they usually do not incorporate the underlying environmental factor information that the agents interact with properly and thus can be overly conservative when facing changes in the surroundings. In this paper, we first formalize the task of adapting to changing environmental dynamics in RL as a generalization problem using Contextual Markov Decision Processes (CMDPs). We then propose the Asymmetric Actor-Critic in Contextual RL (AACC) as an end-to-end actor-critic method to deal with such generalization tasks. We demonstrate the essential improvements in the performance of AACC over existing baselines experimentally in a range of simulated environments.


Transferable Multi-Agent Reinforcement Learning with Dynamic Participating Agents

arXiv.org Artificial Intelligence

We study multi-agent reinforcement learning (MARL) with centralized training and decentralized execution. During the training, new agents may join, and existing agents may unexpectedly leave the training. In such situations, a standard deep MARL model must be trained again from scratch, which is very time-consuming. To tackle this problem, we propose a special network architecture with a few-shot learning algorithm that allows the number of agents to vary during centralized training. In particular, when a new agent joins the centralized training, our few-shot learning algorithm trains its policy network and value network using a small number of samples; when an agent leaves the training, the training process of the remaining agents is not affected. Our experiments show that using the proposed network architecture and algorithm, model adaptation when new agents join can be 100+ times faster than the baseline. Our work is applicable to any setting, including cooperative, competitive, and mixed.