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 Reinforcement Learning


Generative Adversarial Learning for Intelligent Trust Management in 6G Wireless Networks

arXiv.org Artificial Intelligence

Emerging six generation (6G) is the integration of heterogeneous wireless networks, which can seamlessly support anywhere and anytime networking. But high Quality-of-Trust should be offered by 6G to meet mobile user expectations. Artificial intelligence (AI) is considered as one of the most important components in 6G. Then AI-based trust management is a promising paradigm to provide trusted and reliable services. In this article, a generative adversarial learning-enabled trust management method is presented for 6G wireless networks. Some typical AI-based trust management schemes are first reviewed, and then a potential heterogeneous and intelligent 6G architecture is introduced. Next, the integration of AI and trust management is developed to optimize the intelligence and security. Finally, the presented AI-based trust management method is applied to secure clustering to achieve reliable and real-time communications. Simulation results have demonstrated its excellent performance in guaranteeing network security and service quality.


Learning to Grasp on the Moon from 3D Octree Observations with Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Extraterrestrial rovers with a general-purpose robotic arm have many potential applications in lunar and planetary exploration. Introducing autonomy into such systems is desirable for increasing the time that rovers can spend gathering scientific data and collecting samples. This work investigates the applicability of deep reinforcement learning for vision-based robotic grasping of objects on the Moon. A novel simulation environment with procedurally-generated datasets is created to train agents under challenging conditions in unstructured scenes with uneven terrain and harsh illumination. A model-free off-policy actor-critic algorithm is then employed for end-to-end learning of a policy that directly maps compact octree observations to continuous actions in Cartesian space. Experimental evaluation indicates that 3D data representations enable more effective learning of manipulation skills when compared to traditionally used image-based observations. Domain randomization improves the generalization of learned policies to novel scenes with previously unseen objects and different illumination conditions. To this end, we demonstrate zero-shot sim-to-real transfer by evaluating trained agents on a real robot in a Moon-analogue facility.


Mobility-Aware Cooperative Caching in Vehicular Edge Computing Based on Asynchronous Federated and Deep Reinforcement Learning

arXiv.org Artificial Intelligence

The vehicular edge computing (VEC) can cache contents in different RSUs at the network edge to support the real-time vehicular applications. In VEC, owing to the high-mobility characteristics of vehicles, it is necessary to cache the user data in advance and learn the most popular and interesting contents for vehicular users. Since user data usually contains privacy information, users are reluctant to share their data with others. To solve this problem, traditional federated learning (FL) needs to update the global model synchronously through aggregating all users' local models to protect users' privacy. However, vehicles may frequently drive out of the coverage area of the VEC before they achieve their local model trainings and thus the local models cannot be uploaded as expected, which would reduce the accuracy of the global model. In addition, the caching capacity of the local RSU is limited and the popular contents are diverse, thus the size of the predicted popular contents usually exceeds the cache capacity of the local RSU. Hence, the VEC should cache the predicted popular contents in different RSUs while considering the content transmission delay. In this paper, we consider the mobility of vehicles and propose a cooperative Caching scheme in the VEC based on Asynchronous Federated and deep Reinforcement learning (CAFR). We first consider the mobility of vehicles and propose an asynchronous FL algorithm to obtain an accurate global model, and then propose an algorithm to predict the popular contents based on the global model. In addition, we consider the mobility of vehicles and propose a deep reinforcement learning algorithm to obtain the optimal cooperative caching location for the predicted popular contents in order to optimize the content transmission delay. Extensive experimental results have demonstrated that the CAFR scheme outperforms other baseline caching schemes.


Performance Comparison of Deep RL Algorithms for Energy Systems Optimal Scheduling

arXiv.org Artificial Intelligence

Taking advantage of their data-driven and model-free features, Deep Reinforcement Learning (DRL) algorithms have the potential to deal with the increasing level of uncertainty due to the introduction of renewable-based generation. To deal simultaneously with the energy systems' operational cost and technical constraints (e.g, generation-demand power balance) DRL algorithms must consider a trade-off when designing the reward function. This trade-off introduces extra hyperparameters that impact the DRL algorithms' performance and capability of providing feasible solutions. In this paper, a performance comparison of different DRL algorithms, including DDPG, TD3, SAC, and PPO, are presented. We aim to provide a fair comparison of these DRL algorithms for energy systems optimal scheduling problems. Results show DRL algorithms' capability of providing in real-time good-quality solutions, even in unseen operational scenarios, when compared with a mathematical programming model of the energy system optimal scheduling problem. Nevertheless, in the case of large peak consumption, these algorithms failed to provide feasible solutions, which can impede their practical implementation.


Model-based graph reinforcement learning for inductive traffic signal control

arXiv.org Artificial Intelligence

Most reinforcement learning methods for adaptive-traffic-signal-control require training from scratch to be applied on any new intersection or after any modification to the road network, traffic distribution, or behavioral constraints experienced during training. Considering 1) the massive amount of experience required to train such methods, and 2) that experience must be gathered by interacting in an exploratory fashion with real road-network-users, such a lack of transferability limits experimentation and applicability. Recent approaches enable learning policies that generalize for unseen road-network topologies and traffic distributions, partially tackling this challenge. However, the literature remains divided between the learning of cyclic (the evolution of connectivity at an intersection must respect a cycle) and acyclic (less constrained) policies, and these transferable methods 1) are only compatible with cyclic constraints and 2) do not enable coordination. We introduce a new model-based method, MuJAM, which, on top of enabling explicit coordination at scale for the first time, pushes generalization further by allowing a generalization to the controllers' constraints. In a zero-shot transfer setting involving both road networks and traffic settings never experienced during training, and in a larger transfer experiment involving the control of 3,971 traffic signal controllers in Manhattan, we show that MuJAM, using both cyclic and acyclic constraints, outperforms domain-specific baselines as well as another transferable approach.


Safe Policy Improvement Approaches and their Limitations

arXiv.org Artificial Intelligence

Safe Policy Improvement (SPI) is an important technique for offline reinforcement learning in safety critical applications as it improves the behavior policy with a high probability. We classify various SPI approaches from the literature into two groups, based on how they utilize the uncertainty of state-action pairs. Focusing on the Soft-SPIBB (Safe Policy Improvement with Soft Baseline Bootstrapping) algorithms, we show that their claim of being provably safe does not hold. Based on this finding, we develop adaptations, the Adv-Soft-SPIBB algorithms, and show that they are provably safe. A heuristic adaptation, Lower-Approx-Soft-SPIBB, yields the best performance among all SPIBB algorithms in extensive experiments on two benchmarks. We also check the safety guarantees of the provably safe algorithms and show that huge amounts of data are necessary such that the safety bounds become useful in practice.


Graph Inverse Reinforcement Learning from Diverse Videos

arXiv.org Artificial Intelligence

Research on Inverse Reinforcement Learning (IRL) from third-person videos has shown encouraging results on removing the need for manual reward design for robotic tasks. However, most prior works are still limited by training from a relatively restricted domain of videos. In this paper, we argue that the true potential of third-person IRL lies in increasing the diversity of videos for better scaling. To learn a reward function from diverse videos, we propose to perform graph abstraction on the videos followed by temporal matching in the graph space to measure the task progress. Our insight is that a task can be described by entity interactions that form a graph, and this graph abstraction can help remove irrelevant information such as textures, resulting in more robust reward functions. We evaluate our approach, GraphIRL, on cross-embodiment learning in X-MAGICAL and learning from human demonstrations for real-robot manipulation. We show significant improvements in robustness to diverse video demonstrations over previous approaches, and even achieve better results than manual reward design on a real robot pushing task. Videos are available at https://sateeshkumar21.github.io/GraphIRL .


SOCIALGYM: A Framework for Benchmarking Social Robot Navigation

arXiv.org Artificial Intelligence

Robots moving safely and in a socially compliant manner in dynamic human environments is an essential benchmark for long-term robot autonomy. However, it is not feasible to learn and benchmark social navigation behaviors entirely in the real world, as learning is data-intensive, and it is challenging to make safety guarantees during training. Therefore, simulation-based benchmarks that provide abstractions for social navigation are required. A framework for these benchmarks would need to support a wide variety of learning approaches, be extensible to the broad range of social navigation scenarios, and abstract away the perception problem to focus on social navigation explicitly. While there have been many proposed solutions, including high fidelity 3D simulators and grid world approximations, no existing solution satisfies all of the aforementioned properties for learning and evaluating social navigation behaviors. In this work, we propose SOCIALGYM, a lightweight 2D simulation environment for robot social navigation designed with extensibility in mind, and a benchmark scenario built on SOCIALGYM. Further, we present benchmark results that compare and contrast human-engineered and model-based learning approaches to a suite of off-the-shelf Learning from Demonstration (LfD) and Reinforcement Learning (RL) approaches applied to social robot navigation. These results demonstrate the data efficiency, task performance, social compliance, and environment transfer capabilities for each of the policies evaluated to provide a solid grounding for future social navigation research.


Retrieval of surgical phase transitions using reinforcement learning

arXiv.org Artificial Intelligence

In minimally invasive surgery, surgical workflow segmentation from video analysis is a well studied topic. The conventional approach defines it as a multi-class classification problem, where individual video frames are attributed a surgical phase label. We introduce a novel reinforcement learning formulation for offline phase transition retrieval. Instead of attempting to classify every video frame, we identify the timestamp of each phase transition. By construction, our model does not produce spurious and noisy phase transitions, but contiguous phase blocks. We investigate two different configurations of this model. The first does not require processing all frames in a video (only <60% and <20% of frames in 2 different applications), while producing results slightly under the state-of-the-art accuracy. The second configuration processes all video frames, and outperforms the state-of-the art at a comparable computational cost. We compare our method against the recent top-performing frame-based approaches TeCNO and Trans-SVNet on the public dataset Cholec80 and also on an in-house dataset of laparoscopic sacrocolpopexy. We perform both a frame-based (accuracy, precision, recall and F1-score) and an event-based (event ratio) evaluation of our algorithms.


Hierarchical Reinforcement Learning for Precise Soccer Shooting Skills using a Quadrupedal Robot

arXiv.org Artificial Intelligence

We address the problem of enabling quadrupedal robots to perform precise shooting skills in the real world using reinforcement learning. Developing algorithms to enable a legged robot to shoot a soccer ball to a given target is a challenging problem that combines robot motion control and planning into one task. To solve this problem, we need to consider the dynamics limitation and motion stability during the control of a dynamic legged robot. Moreover, we need to consider motion planning to shoot the hard-to-model deformable ball rolling on the ground with uncertain friction to a desired location. In this paper, we propose a hierarchical framework that leverages deep reinforcement learning to train (a) a robust motion control policy that can track arbitrary motions and (b) a planning policy to decide the desired kicking motion to shoot a soccer ball to a target. We deploy the proposed framework on an A1 quadrupedal robot and enable it to accurately shoot the ball to random targets in the real world.