Reinforcement Learning
Quantum Stream Learning
Ding, Yongcheng, Chen, Xi, Magdalena-Benedicto, Rafael, Martín-Guerrero, José D.
The exotic nature of quantum mechanics makes machine learning (ML) be different in the quantum realm compared to classical applications. ML can be used for knowledge discovery using information continuously extracted from a quantum system in a broad range of tasks. The model receives streaming quantum information for learning and decision-making, resulting in instant feedback on the quantum system. As a stream learning approach, we present a deep reinforcement learning on streaming data from a continuously measured qubit at the presence of detuning, dephasing, and relaxation. We also investigate how the agent adapts to another quantum noise pattern by transfer learning. Stream learning provides a better understanding of closed-loop quantum control, which may pave the way for advanced quantum technologies.
Google At NeurIPS 2021: Gets 177 Papers Accepted
The 35th edition of the Neural Information Processing Systems conference 2021 (NeurIPS 2021) commenced on December 6, 2021. The nine day conference is packed with a series of tutorials, workshops, and presentations. Over 9,000 papers were submitted at the conference this year, of which 2,344 papers were accepted; this the highest number of papers accepted since 2013. The annual NeurIPS conference is the most awaited and well attended machine learning events of the year. Leading companies and academic institutions like Google, Microsoft, Meta, DeepMind, Stanford, and Carnegie Mellon University participate in great number.
Playing MOBA game using Deep Reinforcement Learning -- part 1
MOBA are currently one of the most popular game genres along with RTS and MMORPG. Unlike RTS games, MOBA games have a fixed number of units that can be controlled by the user. However, the unit can grow up through level and item system as the game progresses. In this series, we will learn how to make the Deep Reinforcement Learning agent for MOBA game with code example. The DOTA 2 is the most commonly used MOBA game for research because it has Python API and lots of reference.
Representing Knowledge as Predictions (and State as Knowledge)
This paper shows how a single mechanism allows knowledge to be constructed layer by layer directly from an agent's raw sensorimotor stream. This mechanism, the General Value Function (GVF) or "forecast," captures high-level, abstract knowledge as a set of predictions about existing features and knowledge, based exclusively on the agent's low-level senses and actions. Thus, forecasts provide a representation for organizing raw sensorimotor data into useful abstractions over an unlimited number of layers--a long-sought goal of AI and cognitive science. The heart of this paper is a detailed thought experiment providing a concrete, step-by-step formal illustration of how an artificial agent can build true, useful, abstract knowledge from its raw sensorimotor experience alone. The knowledge is represented as a set of layered predictions (forecasts) about the agent's observed consequences of its actions. This illustration shows twelve separate layers: the lowest consisting of raw pixels, touch and force sensors, and a small number of actions; the higher layers increasing in abstraction, eventually resulting in rich knowledge about the agent's world, corresponding roughly to doorways, walls, rooms, and floor plans. I then argue that this general mechanism may allow the representation of a broad spectrum of everyday human knowledge.
Towards Autonomous Satellite Communications: An AI-based Framework to Address System-level Challenges
Garau-Luis, Juan Jose, Eiskowitz, Skylar, Pachler, Nils, Crawley, Edward, Cameron, Bruce
The next generation of satellite constellations is designed to better address the future needs of our connected society: highly-variable data demand, mobile connectivity, and reaching more under-served regions. Artificial Intelligence (AI) and learning-based methods are expected to become key players in the industry, given the poor scalability and slow reaction time of current resource allocation mechanisms. While AI frameworks have been validated for isolated communication tasks or subproblems, there is still not a clear path to achieve fully-autonomous satellite systems. Part of this issue results from the focus on subproblems when designing models, instead of the necessary system-level perspective. In this paper we try to bridge this gap by characterizing the system-level needs that must be met to increase satellite autonomy, and introduce three AI-based components (Demand Estimator, Offline Planner, and Real Time Engine) that jointly address them. We first do a broad literature review on the different subproblems and identify the missing links to the system-level goals. In response to these gaps, we outline the three necessary components and highlight their interactions. We also discuss how current models can be incorporated into the framework and possible directions of future work.
Formalising the Foundations of Discrete Reinforcement Learning in Isabelle/HOL
Chevallier, Mark, Fleuriot, Jacques
We present a formalisation of finite Markov decision processes with rewards in the Isabelle theorem prover. We focus on the foundations required for dynamic programming and the use of reinforcement learning agents over such processes. In particular, we derive the Bellman equation from first principles (in both scalar and vector form), derive a vector calculation that produces the expected value of any policy p, and go on to prove the existence of a universally optimal policy where there is a discounting factor less than one. Lastly, we prove that the value iteration and the policy iteration algorithms work in finite time, producing an epsilon-optimal and a fully optimal policy respectively.
ElegantRL-Podracer: Scalable and Elastic Library for Cloud-Native Deep Reinforcement Learning
Liu, Xiao-Yang, Li, Zechu, Yang, Zhuoran, Zheng, Jiahao, Wang, Zhaoran, Walid, Anwar, Guo, Jian, Jordan, Michael I.
Deep reinforcement learning (DRL) has revolutionized learning and actuation in applications such as game playing and robotic control. The cost of data collection, i.e., generating transitions from agent-environment interactions, remains a major challenge for wider DRL adoption in complex real-world problems. Following a cloud-native paradigm to train DRL agents on a GPU cloud platform is a promising solution. In this paper, we present a scalable and elastic library ElegantRL-podracer for cloud-native deep reinforcement learning, which efficiently supports millions of GPU cores to carry out massively parallel training at multiple levels. At a high-level, ElegantRL-podracer employs a tournament-based ensemble scheme to orchestrate the training process on hundreds or even thousands of GPUs, scheduling the interactions between a leaderboard and a training pool with hundreds of pods. At a low-level, each pod simulates agent-environment interactions in parallel by fully utilizing nearly 7,000 GPU CUDA cores in a single GPU. Our ElegantRL-podracer library features high scalability, elasticity and accessibility by following the development principles of containerization, microservices and MLOps. Using an NVIDIA DGX SuperPOD cloud, we conduct extensive experiments on various tasks in locomotion and stock trading and show that ElegantRL-podracer substantially outperforms RLlib. Our codes are available on GitHub.
Joint Synthesis of Safety Certificate and Safe Control Policy using Constrained Reinforcement Learning
Ma, Haitong, Liu, Changliu, Li, Shengbo Eben, Zheng, Sifa, Chen, Jianyu
Safety is the major consideration in controlling complex dynamical systems using reinforcement learning (RL), where the safety certificate can provide provable safety guarantee. A valid safety certificate is an energy function indicating that safe states are with low energy, and there exists a corresponding safe control policy that allows the energy function to always dissipate. The safety certificate and the safe control policy are closely related to each other and both challenging to synthesize. Therefore, existing learning-based studies treat either of them as prior knowledge to learn the other, which limits their applicability with general unknown dynamics. This paper proposes a novel approach that simultaneously synthesizes the energy-function-based safety certificate and learns the safe control policy with CRL. We do not rely on prior knowledge about either an available model-based controller or a perfect safety certificate. In particular, we formulate a loss function to optimize the safety certificate parameters by minimizing the occurrence of energy increases. By adding this optimization procedure as an outer loop to the Lagrangian-based constrained reinforcement learning (CRL), we jointly update the policy and safety certificate parameters and prove that they will converge to their respective local optima, the optimal safe policy and a valid safety certificate. We evaluate our algorithms on multiple safety-critical benchmark environments. The results show that the proposed algorithm learns provably safe policies with no constraint violation. The validity or feasibility of synthesized safety certificate is also verified numerically.
Mastering Atari Games with Limited Data
Ye, Weirui, Liu, Shaohuai, Kurutach, Thanard, Abbeel, Pieter, Gao, Yang
Reinforcement learning has achieved great success in many applications. However, sample efficiency remains a key challenge, with prominent methods requiring millions (or even billions) of environment steps to train. Recently, there has been significant progress in sample efficient image-based RL algorithms; however, consistent human-level performance on the Atari game benchmark remains an elusive goal. We propose a sample efficient model-based visual RL algorithm built on MuZero, which we name EfficientZero. Our method achieves 194.3% mean human performance and 109.0% median performance on the Atari 100k benchmark with only two hours of real-time game experience and outperforms the state SAC in some tasks on the DMControl 100k benchmark. This is the first time an algorithm achieves super-human performance on Atari games with such little data. EfficientZero's performance is also close to DQN's performance at 200 million frames while we consume 500 times less data. EfficientZero's low sample complexity and high performance can bring RL closer to real-world applicability. We implement our algorithm in an easy-to-understand manner and it is available at https://github.com/YeWR/EfficientZero. We hope it will accelerate the research of MCTS-based RL algorithms in the wider community.
Efficient Action Poisoning Attacks on Linear Contextual Bandits
Multiple armed bandits (MABs), a popular framework of sequential decision making model, has been widely investigated and has many applicants in a variety of scenarios [1, 2, 3]. The contextual bandits model is an extension of the multi-armed bandits model with contextual information. At each round, the reward is associated with both the arm (a.k.a, action) and the context, while the reward of stochastic MABs is only associated with the arm. Contextual bandits algorithms have a broad range of applications, such as recommender systems [4], wireless networks [5], etc. In the modern industry-scale applications of bandit algorithms, action decisions, reward signal collection, and policy iterations are normally implemented in a distributed network.