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 Reinforcement Learning


Security-Aware Virtual Network Embedding Algorithm based on Reinforcement Learning

arXiv.org Artificial Intelligence

Virtual network embedding (VNE) algorithm is always the key problem in network virtualization (NV) technology. At present, the research in this field still has the following problems. The traditional way to solve VNE problem is to use heuristic algorithm. However, this method relies on manual embedding rules, which does not accord with the actual situation of VNE. In addition, as the use of intelligent learning algorithm to solve the problem of VNE has become a trend, this method is gradually outdated. At the same time, there are some security problems in VNE. However, there is no intelligent algorithm to solve the security problem of VNE. For this reason, this paper proposes a security-aware VNE algorithm based on reinforcement learning (RL). In the training phase, we use a policy network as a learning agent and take the extracted attributes of the substrate nodes to form a feature matrix as input. The learning agent is trained in this environment to get the mapping probability of each substrate node. In the test phase, we map nodes according to the mapping probability and use the breadth-first strategy (BFS) to map links. For the security problem, we add security requirements level constraint for each virtual node and security level constraint for each substrate node. Virtual nodes can only be embedded on substrate nodes that are not lower than the level of security requirements. Experimental results show that the proposed algorithm is superior to other typical algorithms in terms of long-term average return, long-term revenue consumption ratio and virtual network request (VNR) acceptance rate.


Dynamic Virtual Network Embedding Algorithm based on Graph Convolution Neural Network and Reinforcement Learning

arXiv.org Artificial Intelligence

Network virtualization (NV) is a technology with broad application prospects. Virtual network embedding (VNE) is the core orientation of VN, which aims to provide more flexible underlying physical resource allocation for user function requests. The classical VNE problem is usually solved by heuristic method, but this method often limits the flexibility of the algorithm and ignores the time limit. In addition, the partition autonomy of physical domain and the dynamic characteristics of virtual network request (VNR) also increase the difficulty of VNE. This paper proposed a new type of VNE algorithm, which applied reinforcement learning (RL) and graph neural network (GNN) theory to the algorithm, especially the combination of graph convolutional neural network (GCNN) and RL algorithm. Based on a self-defined fitness matrix and fitness value, we set up the objective function of the algorithm implementation, realized an efficient dynamic VNE algorithm, and effectively reduced the degree of resource fragmentation. Finally, we used comparison algorithms to evaluate the proposed method. Simulation experiments verified that the dynamic VNE algorithm based on RL and GCNN has good basic VNE characteristics. By changing the resource attributes of physical network and virtual network, it can be proved that the algorithm has good flexibility.


Efficient Reinforcement Learning in Block MDPs: A Model-free Representation Learning Approach

arXiv.org Artificial Intelligence

Representation learning in Reinforcement Learning (RL) has gained increasing attention in recent years from both theoretical and empirical research communities (Schwarzer et al., 2020; Laskin et al., 2020) due to its potential in enabling sample-efficient non-linear function approximation, the benefits in multitask settings (Zhang et al., 2020; Yang et al., 2022; Sodhani et al., 2021), and the potential to leverage advances on representation learning in related areas such as computer vision and natural language processing. Despite this interest, there remains a gap between the theoretical and empirical literature, where the theoretically sound methods are seldom evaluated or even implemented and often rely on strong assumptions, while the empirical techniques are not backed with any theoretical guarantees even under stylistic assumptions. This leaves open the key challenge of designing representation learning methods that are both theoretically sound and empirically effective. In this work, we tackle this challenge for a special class of problems called Block MDPs, where the high dimensional and rich observations of the agent are generated from certain latent states and there exists some fixed, but unknown mapping from observations to the latent states (each observation is generated only by one latent state). Prior works (Dann et al., 2018; Du et al., 2019; Misra et al., 2020; Zhang et al., 2020; Sodhani et al., 2021) have motivated the Block MDP model through scenarios such as navigation tasks and image based robotics tasks where the observations can often be reasonably mapped to the latent physical location and states.


Chaining Value Functions for Off-Policy Learning

arXiv.org Machine Learning

To accumulate knowledge and improve its policy of behaviour, a reinforcement learning agent can learn `off-policy' about policies that differ from the policy used to generate its experience. This is important to learn counterfactuals, or because the experience was generated out of its own control. However, off-policy learning is non-trivial, and standard reinforcement-learning algorithms can be unstable and divergent. In this paper we discuss a novel family of off-policy prediction algorithms which are convergent by construction. The idea is to first learn on-policy about the data-generating behaviour, and then bootstrap an off-policy value estimate on this on-policy estimate, thereby constructing a value estimate that is partially off-policy. This process can be repeated to build a chain of value functions, each time bootstrapping a new estimate on the previous estimate in the chain. Each step in the chain is stable and hence the complete algorithm is guaranteed to be stable. Under mild conditions this comes arbitrarily close to the off-policy TD solution when we increase the length of the chain. Hence it can compute the solution even in cases where off-policy TD diverges. We prove that the proposed scheme is convergent and corresponds to an iterative decomposition of the inverse key matrix. Furthermore it can be interpreted as estimating a novel objective -- that we call a `k-step expedition' -- of following the target policy for finitely many steps before continuing indefinitely with the behaviour policy. Empirically we evaluate the idea on challenging MDPs such as Baird's counter example and observe favourable results.


Reinforcement learning of optimal active particle navigation

arXiv.org Artificial Intelligence

The development of self-propelled particles at the micro-and the nanoscale has sparked a huge potential for future applications in active matter physics, microsurgery, and targeted drug delivery. However, while the latter applications provoke the quest on how to optimally navigate towards a target, such as e.g. a cancer cell, there is still no simple way known to determine the optimal route in sufficiently complex environments. Here we develop a machine learning-based approach that allows us, for the first time, to determine the asymptotically optimal path of a selfpropelled agent which can freely steer in complex environments. Our method hinges on policy gradient-based deep reinforcement learning techniques and, crucially, does not require any reward shaping or heuristics. The presented method provides a powerful alternative to current analytical methods to calculate optimal trajectories and opens a route towards a universal path planner for future intelligent active particles. Keywords: Active Matter Physics, Colloids, Soft Matter Physics, Optimization, Microswimmers, Optimal Navigation, Reinforcement Learning Introduction The problem of finding suitable navigation strategies is of great interest to applications ranging from motion planning for autonomous underwater vehicles, ocean gliders [1-4], and aerial vehicles [5-7] to microorganisms searching for food and prey [8,9] and striving for survival in complex environments [10, 11]. One important class of path planning problems which is currently attracting a rapidly increasing attention is centered around the quest for the optimal trajectory allowing an active particle, which can freely steer but cannot control its speed, to reach a given target in a complex environment. This active particle navigation (APN) problem is relevant both for biological swimmers like fish or for turtles on the way to their breeding grounds [12,13] and for future applications of synthetic microswimmers [14] such as targeted drug [15-17] and gene delivery [18,19] or microsurgery [20].


Do Differentiable Simulators Give Better Policy Gradients?

arXiv.org Artificial Intelligence

Differentiable simulators promise faster computation time for reinforcement learning by replacing zeroth-order gradient estimates of a stochastic objective with an estimate based on first-order gradients. However, it is yet unclear what factors decide the performance of the two estimators on complex landscapes that involve long-horizon planning and control on physical systems, despite the crucial relevance of this question for the utility of differentiable simulators. We show that characteristics of certain physical systems, such as stiffness or discontinuities, may compromise the efficacy of the first-order estimator, and analyze this phenomenon through the lens of bias and variance. We additionally propose an $\alpha$-order gradient estimator, with $\alpha \in [0,1]$, which correctly utilizes exact gradients to combine the efficiency of first-order estimates with the robustness of zero-order methods. We demonstrate the pitfalls of traditional estimators and the advantages of the $\alpha$-order estimator on some numerical examples.


Improving Sample Efficiency of Value Based Models Using Attention and Vision Transformers

arXiv.org Artificial Intelligence

Much of recent Deep Reinforcement Learning success is owed to the neural architecture's potential to learn and use effective internal representations of the world. While many current algorithms access a simulator to train with a large amount of data, in realistic settings, including while playing games that may be played against people, collecting experience can be quite costly. In this paper, we introduce a deep reinforcement learning architecture whose purpose is to increase sample efficiency without sacrificing performance. We design this architecture by incorporating advances achieved in recent years in the field of Natural Language Processing and Computer Vision. Specifically, we propose a visually attentive model that uses transformers to learn a self-attention mechanism on the feature maps of the state representation, while simultaneously optimizing return. We demonstrate empirically that this architecture improves sample complexity for several Atari environments, while also achieving better performance in some of the games.


Tutorial on amortized optimization for learning to optimize over continuous domains

arXiv.org Artificial Intelligence

Optimization is a ubiquitous modeling tool and is often deployed in settings which repeatedly solve similar instances of the same problem. Amortized optimization methods use learning to predict the solutions to problems in these settings. This leverages the shared structure between similar problem instances. In this tutorial, we will discuss the key design choices behind amortized optimization, roughly categorizing 1) models into fully-amortized and semi-amortized approaches, and 2) learning methods into regression-based and objectivebased. We then view existing applications through these foundations to draw connections between them, including for manifold optimization, variational inference, sparse coding, meta-learning, control, reinforcement learning, convex optimization, and deep equilibrium networks. This framing enables us easily see, for example, that the amortized inference in variational autoencoders is conceptually identical to value gradients in control and reinforcement learning as they both use fully-amortized models with an objective-based loss.


Scalable Fragment-Based 3D Molecular Design with Reinforcement Learning

arXiv.org Artificial Intelligence

Machine learning has the potential to automate molecular design and drastically accelerate the discovery of new functional compounds. Towards this goal, generative models and reinforcement learning (RL) using string and graph representations have been successfully used to search for novel molecules. However, these approaches are limited since their representations ignore the three-dimensional (3D) structure of molecules. In fact, geometry plays an important role in many applications in inverse molecular design, especially in drug discovery. Thus, it is important to build models that can generate molecular structures in 3D space based on property-oriented geometric constraints. To address this, one approach is to generate molecules as 3D point clouds by sequentially placing atoms at locations in space -- this allows the process to be guided by physical quantities such as energy or other properties. However, this approach is inefficient as placing individual atoms makes the exploration unnecessarily deep, limiting the complexity of molecules that can be generated. Moreover, when optimizing a molecule, organic and medicinal chemists use known fragments and functional groups, not single atoms. We introduce a novel RL framework for scalable 3D design that uses a hierarchical agent to build molecules by placing molecular substructures sequentially in 3D space, thus attempting to build on the existing human knowledge in the field of molecular design. In a variety of experiments with different substructures, we show that our agent, guided only by energy considerations, can efficiently learn to produce molecules with over 100 atoms from many distributions including drug-like molecules, organic LED molecules, and biomolecules.


Adversarial Imitation Learning from Video using a State Observer

arXiv.org Artificial Intelligence

The imitation learning research community has recently made significant progress towards the goal of enabling artificial agents to imitate behaviors from video demonstrations alone. However, current state-of-the-art approaches developed for this problem exhibit high sample complexity due, in part, to the high-dimensional nature of video observations. Towards addressing this issue, we introduce here a new algorithm called Visual Generative Adversarial Imitation from Observation using a State Observer VGAIfO-SO. At its core, VGAIfO-SO seeks to address sample inefficiency using a novel, self-supervised state observer, which provides estimates of lower-dimensional proprioceptive state representations from high-dimensional images. We show experimentally in several continuous control environments that VGAIfO-SO is more sample efficient than other IfO algorithms at learning from video-only demonstrations and can sometimes even achieve performance close to the Generative Adversarial Imitation from Observation (GAIfO) algorithm that has privileged access to the demonstrator's proprioceptive state information.