Reinforcement Learning
Robust optimal well control using an adaptive multi-grid reinforcement learning framework
Dixit, Atish, ElSheikh, Ahmed H.
Reinforcement learning (RL) is a promising tool to solve robust optimal well control problems where the model parameters are highly uncertain, and the system is partially observable in practice. However, RL of robust control policies often relies on performing a large number of simulations. This could easily become computationally intractable for cases with computationally intensive simulations. To address this bottleneck, an adaptive multi-grid RL framework is introduced which is inspired by principles of geometric multi-grid methods used in iterative numerical algorithms. RL control policies are initially learned using computationally efficient low fidelity simulations using coarse grid discretization of the underlying partial differential equations (PDEs). Subsequently, the simulation fidelity is increased in an adaptive manner towards the highest fidelity simulation that correspond to finest discretization of the model domain. The proposed framework is demonstrated using a state-of-the-art, model-free policy-based RL algorithm, namely the Proximal Policy Optimisation (PPO) algorithm. Results are shown for two case studies of robust optimal well control problems which are inspired from SPE-10 model 2 benchmark case studies. Prominent gains in the computational efficiency is observed using the proposed framework saving around 60-70% of computational cost of its single fine-grid counterpart.
Reinforcement Learning Assisted Recursive QAOA
Patel, Yash J., Jerbi, Sofiene, Bäck, Thomas, Dunjko, Vedran
Variational quantum algorithms such as the Quantum Approximation Optimization Algorithm (QAOA) in recent years have gained popularity as they provide the hope of using NISQ devices to tackle hard combinatorial optimization problems. It is, however, known that at low depth, certain locality constraints of QAOA limit its performance. To go beyond these limitations, a non-local variant of QAOA, namely recursive QAOA (RQAOA), was proposed to improve the quality of approximate solutions. The RQAOA has been studied comparatively less than QAOA, and it is less understood, for instance, for what family of instances it may fail to provide high quality solutions. However, as we are tackling $\mathsf{NP}$-hard problems (specifically, the Ising spin model), it is expected that RQAOA does fail, raising the question of designing even better quantum algorithms for combinatorial optimization. In this spirit, we identify and analyze cases where RQAOA fails and, based on this, propose a reinforcement learning enhanced RQAOA variant (RL-RQAOA) that improves upon RQAOA. We show that the performance of RL-RQAOA improves over RQAOA: RL-RQAOA is strictly better on these identified instances where RQAOA underperforms, and is similarly performing on instances where RQAOA is near-optimal. Our work exemplifies the potentially beneficial synergy between reinforcement learning and quantum (inspired) optimization in the design of new, even better heuristics for hard problems.
Brick Tic-Tac-Toe: Exploring the Generalizability of AlphaZero to Novel Test Environments
Min, John Tan Chong, Motani, Mehul
Traditional reinforcement learning (RL) environments typically are the same for both the training and testing phases. Hence, current RL methods are largely not generalizable to a test environment which is conceptually similar but different from what the method has been trained on, which we term the novel test environment. As an effort to push RL research towards algorithms which can generalize to novel test environments, we introduce the Brick Tic-Tac-Toe (BTTT) test bed, where the brick position in the test environment is different from that in the training environment. Using a round-robin tournament on the BTTT environment, we show that traditional RL state-search approaches such as Monte Carlo Tree Search (MCTS) and Minimax are more generalizable to novel test environments than AlphaZero is. This is surprising because AlphaZero has been shown to achieve superhuman performance in environments such as Go, Chess and Shogi, which may lead one to think that it performs well in novel test environments. Our results show that BTTT, though simple, is rich enough to explore the generalizability of AlphaZero. We find that merely increasing MCTS lookahead iterations was insufficient for AlphaZero to generalize to some novel test environments. Rather, increasing the variety of training environments helps to progressively improve generalizability across all possible starting brick configurations.
Navigating to Objects in Unseen Environments by Distance Prediction
Zhu, Minzhao, Zhao, Binglei, Kong, Tao
Object Goal Navigation (ObjectNav) task is to navigate an agent to an object category in unseen environments without a pre-built map. In this paper, we solve this task by predicting the distance to the target using semantically-related objects as cues. Based on the estimated distance to the target object, our method directly choose optimal mid-term goals that are more likely to have a shorter path to the target. Specifically, based on the learned knowledge, our model takes a bird's-eye view semantic map as input, and estimates the path length from the frontier map cells to the target object. With the estimated distance map, the agent could simultaneously explore the environment and navigate to the target objects based on a simple human-designed strategy. Empirical results in visually realistic simulation environments show that the proposed method outperforms a wide range of baselines on success rate and efficiency. Real-robot experiment also demonstrates that our method generalizes well to the real world. Video at https://www.youtube.com/watch?v=R79pWVGFKS4
Self-Play PSRO: Toward Optimal Populations in Two-Player Zero-Sum Games
McAleer, Stephen, Lanier, JB, Wang, Kevin, Baldi, Pierre, Fox, Roy, Sandholm, Tuomas
In competitive two-agent environments, deep reinforcement learning (RL) methods based on the \emph{Double Oracle (DO)} algorithm, such as \emph{Policy Space Response Oracles (PSRO)} and \emph{Anytime PSRO (APSRO)}, iteratively add RL best response policies to a population. Eventually, an optimal mixture of these population policies will approximate a Nash equilibrium. However, these methods might need to add all deterministic policies before converging. In this work, we introduce \emph{Self-Play PSRO (SP-PSRO)}, a method that adds an approximately optimal stochastic policy to the population in each iteration. Instead of adding only deterministic best responses to the opponent's least exploitable population mixture, SP-PSRO also learns an approximately optimal stochastic policy and adds it to the population as well. As a result, SP-PSRO empirically tends to converge much faster than APSRO and in many games converges in just a few iterations.
Scheduling Out-of-Coverage Vehicular Communications Using Reinforcement Learning
Şahin, Taylan, Khalili, Ramin, Boban, Mate, Wolisz, Adam
Performance of vehicle-to-vehicle (V2V) communications depends highly on the employed scheduling approach. While centralized network schedulers offer high V2V communication reliability, their operation is conventionally restricted to areas with full cellular network coverage. In contrast, in out-of-cellular-coverage areas, comparatively inefficient distributed radio resource management is used. To exploit the benefits of the centralized approach for enhancing the reliability of V2V communications on roads lacking cellular coverage, we propose VRLS (Vehicular Reinforcement Learning Scheduler), a centralized scheduler that proactively assigns resources for out-of-coverage V2V communications \textit{before} vehicles leave the cellular network coverage. By training in simulated vehicular environments, VRLS can learn a scheduling policy that is robust and adaptable to environmental changes, thus eliminating the need for targeted (re-)training in complex real-life environments. We evaluate the performance of VRLS under varying mobility, network load, wireless channel, and resource configurations. VRLS outperforms the state-of-the-art distributed scheduling algorithm in zones without cellular network coverage by reducing the packet error rate by half in highly loaded conditions and achieving near-maximum reliability in low-load scenarios.
Achieving Zero Constraint Violation for Constrained Reinforcement Learning via Primal-Dual Approach
Bai, Qinbo, Bedi, Amrit Singh, Agarwal, Mridul, Koppel, Alec, Aggarwal, Vaneet
Reinforcement learning is widely used in applications where one needs to perform sequential decisions while interacting with the environment. The problem becomes more challenging when the decision requirement includes satisfying some safety constraints. The problem is mathematically formulated as constrained Markov decision process (CMDP). In the literature, various algorithms are available to solve CMDP problems in a model-free manner to achieve $\epsilon$-optimal cumulative reward with $\epsilon$ feasible policies. An $\epsilon$-feasible policy implies that it suffers from constraint violation. An important question here is whether we can achieve $\epsilon$-optimal cumulative reward with zero constraint violations or not. To achieve that, we advocate the use of randomized primal-dual approach to solve the CMDP problems and propose a conservative stochastic primal-dual algorithm (CSPDA) which is shown to exhibit $\tilde{\mathcal{O}}\left(1/\epsilon^2\right)$ sample complexity to achieve $\epsilon$-optimal cumulative reward with zero constraint violations. In the prior works, the best available sample complexity for the $\epsilon$-optimal policy with zero constraint violation is $\tilde{\mathcal{O}}\left(1/\epsilon^5\right)$. Hence, the proposed algorithm provides a significant improvement as compared to the state of the art.
Inferring and Conveying Intentionality: Beyond Numerical Rewards to Logical Intentions
Shared intentionality is a critical component in developing conscious AI agents capable of collaboration, self-reflection, deliberation, and reasoning. We formulate inference of shared intentionality as an inverse reinforcement learning problem with logical reward specifications. We show how the approach can infer task descriptions from demonstrations. We also extend our approach to actively convey intentionality. We demonstrate the approach on a simple grid-world example.
RobustAnalog: Fast Variation-Aware Analog Circuit Design Via Multi-task RL
Shi, Wei, Wang, Hanrui, Gu, Jiaqi, Liu, Mingjie, Pan, David, Han, Song, Sun, Nan
Analog/mixed-signal circuit design is one of the most complex and time-consuming stages in the whole chip design process. Due to various process, voltage, and temperature (PVT) variations from chip manufacturing, analog circuits inevitably suffer from performance degradation. Although there has been plenty of work on automating analog circuit design under the typical condition, limited research has been done on exploring robust designs under real and unpredictable silicon variations. Automatic analog design against variations requires prohibitive computation and time costs. To address the challenge, we present RobustAnalog, a robust circuit design framework that involves the variation information in the optimization process. Specifically, circuit optimizations under different variations are considered as a set of tasks. Similarities among tasks are leveraged and competitions are alleviated to realize a sample-efficient multi-task training. Moreover, RobustAnalog prunes the task space according to the current performance in each iteration, leading to a further simulation cost reduction. In this way, RobustAnalog can rapidly produce a set of circuit parameters that satisfies diverse constraints (e.g. gain, bandwidth, noise...) across variations. We compare RobustAnalog with Bayesian optimization, Evolutionary algorithm, and Deep Deterministic Policy Gradient (DDPG) and demonstrate that RobustAnalog can significantly reduce required optimization time by 14-30 times. Therefore, our study provides a feasible method to handle various real silicon conditions.
Interactive Machine Learning: A State of the Art Review
Wondimu, Natnael A., Buche, Cédric, Visser, Ubbo
Machine learning has proved useful in many software disciplines, including computer vision, speech and audio processing, natural language processing, robotics and some other fields. However, its applicability has been significantly hampered due its black-box nature and significant resource consumption. Performance is achieved at the expense of enormous computational resource and usually compromising the robustness and trustworthiness of the model. Recent researches have been identifying a lack of interactivity as the prime source of these machine learning problems. Consequently, interactive machine learning (iML) has acquired increased attention of researchers on account of its human-in-the-loop modality and relatively efficient resource utilization. Thereby, a state-of-the-art review of interactive machine learning plays a vital role in easing the effort toward building human-centred models. In this paper, we provide a comprehensive analysis of the state-of-the-art of iML. We analyze salient research works using merit-oriented and application/task oriented mixed taxonomy. We use a bottom-up clustering approach to generate a taxonomy of iML research works. Research works on adversarial black-box attacks and corresponding iML based defense system, exploratory machine learning, resource constrained learning, and iML performance evaluation are analyzed under their corresponding theme in our merit-oriented taxonomy. We have further classified these research works into technical and sectoral categories. Finally, research opportunities that we believe are inspiring for future work in iML are discussed thoroughly.