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 Reinforcement Learning


Artificiel Inteligence Free Structure Metasurface Optimization

#artificialintelligence

Metasurface refers to a nano-optical device that achieves unprecedented properties of light using a structure much smaller than the wavelength of light. Nano-optical devices control the characteristics of light at the micro level, and can be used for LiDAR beam steering devices used for autonomous driving, ultra-high-resolution imaging technology, optical properties control of light emitting devices used in displays, and hologram generation. . Recently, as the expected performance of a nano-optical device increases, interest in optimizing a device having a free structure in order to achieve a performance far exceeding that of the device structure in the past is increasing. This is the first case of solving a problem with a large design space such as a free structure by applying reinforcement learning.


General sum stochastic games with networked information flows

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Inspired by applications such as supply chain management, epidemics, and social networks, we formulate a stochastic game model that addresses three key features common across these domains: 1) network-structured player interactions, 2) pair-wise mixed cooperation and competition among players, and 3) limited global information toward individual decision-making. In combination, these features pose significant challenges for black box approaches taken by deep learning-based multi-agent reinforcement learning (MARL) algorithms and deserve more detailed analysis. We formulate a networked stochastic game with pair-wise general sum objectives and asymmetrical information structure, and empirically explore the effects of information availability on the outcomes of different MARL paradigms such as individual learning and centralized learning decentralized execution.


Learning Reward Models for Cooperative Trajectory Planning with Inverse Reinforcement Learning and Monte Carlo Tree Search

arXiv.org Artificial Intelligence

Cooperative trajectory planning methods for automated vehicles can solve traffic scenarios that require a high degree of cooperation between traffic participants. However, for cooperative systems to integrate into human-centered traffic, the automated systems must behave human-like so that humans can anticipate the system's decisions. While Reinforcement Learning has made remarkable progress in solving the decision-making part, it is non-trivial to parameterize a reward model that yields predictable actions. This work employs feature-based Maximum Entropy Inverse Reinforcement Learning combined with Monte Carlo Tree Search to learn reward models that maximize the likelihood of recorded multi-agent cooperative expert trajectories. The evaluation demonstrates that the approach can recover a reasonable reward model that mimics the expert and performs similarly to a manually tuned baseline reward model.


Deep reinforcement learning for self-tuning laser source of dissipative solitons - Scientific Reports

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Increasing complexity of modern laser systems, mostly originated from the nonlinear dynamics of radiation, makes control of their operation more and more challenging, calling for development of new approaches in laser engineering. Machine learning methods, providing proven tools for identification, control, and data analytics of various complex systems, have been recently applied to mode-locked fiber lasers with the special focus on three key areas: self-starting, system optimization and characterization. However, the development of the machine learning algorithms for a particular laser system, while being an interesting research problem, is a demanding task requiring arduous efforts and tuning a large number of hyper-parameters in the laboratory arrangements. It is not obvious that this learning can be smoothly transferred to systems that differ from the specific laser used for the algorithm development by design or by varying environmental parameters. Here we demonstrate that a deep reinforcement learning (DRL) approach, based on trials and errors and sequential decisions, can be successfully used for control of the generation of dissipative solitons in mode-locked fiber laser system. We have shown the capability of deep Q-learning algorithm to generalize knowledge about the laser system in order to find conditions for stable pulse generation. Region of stable generation was transformed by changing the pumping power of the laser cavity, while tunable spectral filter was used as a control tool. Deep Q-learning algorithm is suited to learn the trajectory of adjusting spectral filter parameters to stable pulsed regime relying on the state of output radiation. Our results confirm the potential of deep reinforcement learning algorithm to control a nonlinear laser system with a feed-back. We also demonstrate that fiber mode-locked laser systems generating data at high speed present a fruitful photonic test-beds for various machine learning concepts based on large datasets.


Learning Locomotion Skills Safely in the Real World

#artificialintelligence

Posted by Jimmy (Tsung-Yen) Yang, Student Researcher, Robotics at Google The promise of deep reinforcement learning (RL) in solving comp...


Chemoreception and chemotaxis of a three-sphere swimmer

arXiv.org Artificial Intelligence

The coupled problem of hydrodynamics and solute transport for the Najafi-Golestanian three-sphere swimmer is studied, with the Reynolds number set to zero and P\'eclet numbers (Pe) ranging from 0.06 to 60. The adopted method is the numerical simulation of the problem with a finite element code based upon the FEniCS library. For the swimmer executing the optimal locomotion gait, we report the Sherwood number as a function of Pe in homogeneous fluids and confirm that little gain in solute flux is achieved by swimming unless Pe is significantly larger than 10. We also consider the swimmer as an learning agent moving inside a fluid that has a concentration gradient. The outcomes of Q-learning processes show that learning locomotion (with the displacement as reward) is significantly easier than learning chemotaxis (with the increase of solute flux as reward). The chemotaxis problem, even at low Pe, has a varying environment that renders learning more difficult. Further, the learning difficulty increases severely with the P\'eclet number. The results demonstrate the challenges that natural and artificial swimmers need to overcome to migrate efficiently when exposed to chemical inhomogeneities.


A Temporal-Pattern Backdoor Attack to Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has made significant achievements in many real-world applications. But these real-world applications typically can only provide partial observations for making decisions due to occlusions and noisy sensors. However, partial state observability can be used to hide malicious behaviors for backdoors. In this paper, we explore the sequential nature of DRL and propose a novel temporal-pattern backdoor attack to DRL, whose trigger is a set of temporal constraints on a sequence of observations rather than a single observation, and effect can be kept in a controllable duration rather than in the instant. We validate our proposed backdoor attack to a typical job scheduling task in cloud computing. Numerous experimental results show that our backdoor can achieve excellent effectiveness, stealthiness, and sustainability. Our backdoor's average clean data accuracy and attack success rate can reach 97.8% and 97.5%, respectively.


Multi-Agent Advisor Q-Learning

Journal of Artificial Intelligence Research

In the last decade, there have been significant advances in multi-agent reinforcement learning (MARL) but there are still numerous challenges, such as high sample complexity and slow convergence to stable policies, that need to be overcome before wide-spread deployment is possible. However, many real-world environments already, in practice, deploy sub-optimal or heuristic approaches for generating policies. An interesting question that arises is how to best use such approaches as advisors to help improve reinforcement learning in multi-agent domains. In this paper, we provide a principled framework for incorporating action recommendations from online suboptimal advisors in multi-agent settings. We describe the problem of ADvising Multiple Intelligent Reinforcement Agents (ADMIRAL) in nonrestrictive general-sum stochastic game environments and present two novel Q-learning based algorithms: ADMIRAL - Decision Making (ADMIRAL-DM) and ADMIRAL - Advisor Evaluation (ADMIRAL-AE), which allow us to improve learning by appropriately incorporating advice from an advisor (ADMIRAL-DM), and evaluate the effectiveness of an advisor (ADMIRAL-AE). We analyze the algorithms theoretically and provide fixed point guarantees regarding their learning in general-sum stochastic games. Furthermore, extensive experiments illustrate that these algorithms: can be used in a variety of environments, have performances that compare favourably to other related baselines, can scale to large state-action spaces, and are robust to poor advice from advisors.


Machine learning program for games inspires development of groundbreaking scientific tool

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We learn new skills by repetition and reinforcement learning. Through trial and error, we repeat actions leading to good outcomes, try to avoid bad outcomes and seek to improve those in between. Researchers are now designing algorithms based on a form of artificial intelligence that uses reinforcement learning. They are applying them to automate chemical synthesis, drug discovery and even play games like chess and Go. Scientists at the U.S. Department of Energy's (DOE) Argonne National Laboratory have developed a reinforcement learning algorithm for yet another application.


Offline RL made easier: no TD learning, advantage reweighting, or transformers

AIHub

A demonstration of the RvS policy we learn with just supervised learning and a depth-two MLP. It uses no TD learning, advantage reweighting, or Transformers! Offline reinforcement learning (RL) is conventionally approached using value-based methods based on temporal difference (TD) learning. These algorithms learn conditional policies by conditioning on goal states (Lynch et al., 2019; Ghosh et al., 2021), reward-to-go (Kumar et al., 2019; Chen et al., 2021), or language descriptions of the task (Lynch and Sermanet, 2021). We find the simplicity of these methods quite appealing.