Reinforcement Learning
Risk-based implementation of COLREGs for autonomous surface vehicles using deep reinforcement learning
Larsen, Thomas Nakken, Heiberg, Amalie, Meyer, Eivind, Rasheeda, Adil, San, Omer, Varagnolo, Damiano
Autonomous systems are becoming ubiquitous and gaining momentum within the marine sector. Since the electrification of transport is happening simultaneously, autonomous marine vessels can reduce environmental impact, lower costs, and increase efficiency. Although close monitoring is still required to ensure safety, the ultimate goal is full autonomy. One major milestone is to develop a control system that is versatile enough to handle any weather and encounter that is also robust and reliable. Additionally, the control system must adhere to the International Regulations for Preventing Collisions at Sea (COLREGs) for successful interaction with human sailors. Since the COLREGs were written for the human mind to interpret, they are written in ambiguous prose and therefore not machine-readable or verifiable. Due to these challenges and the wide variety of situations to be tackled, classical model-based approaches prove complicated to implement and computationally heavy. Within machine learning (ML), deep reinforcement learning (DRL) has shown great potential for a wide range of applications. The model-free and self-learning properties of DRL make it a promising candidate for autonomous vessels. In this work, a subset of the COLREGs is incorporated into a DRL-based path following and obstacle avoidance system using collision risk theory. The resulting autonomous agent dynamically interpolates between path following and COLREG-compliant collision avoidance in the training scenario, isolated encounter situations, and AIS-based simulations of real-world scenarios.
DeepCQ+: Robust and Scalable Routing with Multi-Agent Deep Reinforcement Learning for Highly Dynamic Networks
Kaviani, Saeed, Ryu, Bo, Ahmed, Ejaz, Larson, Kevin, Le, Anh, Yahja, Alex, Kim, Jae H.
Highly dynamic mobile ad-hoc networks (MANETs) remain as one of the most challenging environments to develop and deploy robust, efficient, and scalable routing protocols. In this paper, we present DeepCQ+ routing protocol which, in a novel manner integrates emerging multi-agent deep reinforcement learning (MADRL) techniques into existing Q-learning-based routing protocols and their variants and achieves persistently higher performance across a wide range of topology and mobility configurations. While keeping the overall protocol structure of the Q-learning-based routing protocols, DeepCQ+ replaces statically configured parameterized thresholds and hand-written rules with carefully designed MADRL agents such that no configuration of such parameters is required a priori. Extensive simulation shows that DeepCQ+ yields significantly increased end-to-end throughput with lower overhead and no apparent degradation of end-to-end delays (hop counts) compared to its Q-learning based counterparts. Qualitatively, and perhaps more significantly, DeepCQ+ maintains remarkably similar performance gains under many scenarios that it was not trained for in terms of network sizes, mobility conditions, and traffic dynamics. To the best of our knowledge, this is the first successful application of the MADRL framework for the MANET routing problem that demonstrates a high degree of scalability and robustness even under environments that are outside the trained range of scenarios. This implies that our MARL-based DeepCQ+ design solution significantly improves the performance of Q-learning based CQ+ baseline approach for comparison and increases its practicality and explainability because the real-world MANET environment will likely vary outside the trained range of MANET scenarios. Additional techniques to further increase the gains in performance and scalability are discussed.
Improving Zero-shot Generalization in Offline Reinforcement Learning using Generalized Similarity Functions
Mazoure, Bogdan, Kostrikov, Ilya, Nachum, Ofir, Tompson, Jonathan
Reinforcement learning (RL) agents are widely used for solving complex sequential decision making tasks, but still exhibit difficulty in generalizing to scenarios not seen during training. While prior online approaches demonstrated that using additional signals beyond the reward function can lead to better generalization capabilities in RL agents, i.e. using self-supervised learning (SSL), they struggle in the offline RL setting, i.e. learning from a static dataset. We show that performance of online algorithms for generalization in RL can be hindered in the offline setting due to poor estimation of similarity between observations. We propose a new theoretically-motivated framework called Generalized Similarity Functions (GSF), which uses contrastive learning to train an offline RL agent to aggregate observations based on the similarity of their expected future behavior, where we quantify this similarity using \emph{generalized value functions}. We show that GSF is general enough to recover existing SSL objectives while also improving zero-shot generalization performance on a complex offline RL benchmark, offline Procgen.
Final Adaptation Reinforcement Learning for N-Player Games
Konen, Wolfgang, Bagheri, Samineh
This paper covers n-tuple-based reinforcement learning (RL) algorithms for games. We present new algorithms for TD-, SARSA- and Q-learning which work seamlessly on various games with arbitrary number of players. This is achieved by taking a player-centered view where each player propagates his/her rewards back to previous rounds. We add a new element called Final Adaptation RL (FARL) to all these algorithms. Our main contribution is that FARL is a vitally important ingredient to achieve success with the player-centered view in various games. We report results on seven board games with 1, 2 and 3 players, including Othello, ConnectFour and Hex. In most cases it is found that FARL is important to learn a near-perfect playing strategy. All algorithms are available in the GBG framework on GitHub.
Pessimistic Model Selection for Offline Deep Reinforcement Learning
Yang, Chao-Han Huck, Qi, Zhengling, Cui, Yifan, Chen, Pin-Yu
Deep Reinforcement Learning (DRL) has demonstrated great potentials in solving sequential decision making problems in many applications. Despite its promising performance, practical gaps exist when deploying DRL in real-world scenarios. One main barrier is the over-fitting issue that leads to poor generalizability of the policy learned by DRL. In particular, for offline DRL with observational data, model selection is a challenging task as there is no ground truth available for performance demonstration, in contrast with the online setting with simulated environments. In this work, we propose a pessimistic model selection (PMS) approach for offline DRL with a theoretical guarantee, which features a provably effective framework for finding the best policy among a set of candidate models. Two refined approaches are also proposed to address the potential bias of DRL model in identifying the optimal policy. Numerical studies demonstrated the superior performance of our approach over existing methods.
Improving Experience Replay with Successor Representation
Prioritized experience replay is a reinforcement learning technique shown to speed up learning by allowing agents to replay useful past experiences more frequently. This usefulness is quantified as the expected gain from replaying the experience, and is often approximated as the prediction error (TD-error) observed during the corresponding experience. However, prediction error is only one possible prioritization metric. Recent work in neuroscience suggests that, in biological organisms, replay is prioritized by both gain and need. The need term measures the expected relevance of each experience with respect to the current situation, and more importantly, this term is not currently considered in algorithms such as deep Q-network (DQN). Thus, in this paper we present a new approach for prioritizing experiences for replay that considers both gain and need. We test our approach by considering the need term, quantified as the Successor Representation, into the sampling process of different reinforcement learning algorithms. Our proposed algorithms show a significant increase in performance in benchmarks including the Dyna-Q maze and a selection of Atari games.
Artificial Intelligence: Reinforcement Learning in Python
When people talk about artificial intelligence, they usually don't mean supervised and unsupervised machine learning. These tasks are pretty trivial compared to what we think of AIs doing - playing chess and Go, driving cars, and beating video games at a superhuman level. Reinforcement learning has recently become popular for doing all of that and more. Much like deep learning, a lot of the theory was discovered in the 70s and 80s but it hasn't been until recently that we've been able to observe first hand the amazing results that are possible. In 2016 we saw Google's AlphaGo beat the world Champion in Go.
Advanced AI: Deep Reinforcement Learning in Python
This course is all about the application of deep learning and neural networks to reinforcement learning. If you've taken my first reinforcement learning class, then you know that reinforcement learning is on the bleeding edge of what we can do with AI. Specifically, the combination of deep learning with reinforcement learning has led to AlphaGo beating a world champion in the strategy game Go, it has led to self-driving cars, and it has led to machines that can play video games at a superhuman level. Reinforcement learning has been around since the 70s but none of this has been possible until now. The world is changing at a very fast pace.
Identification of Subgroups With Similar Benefits in Off-Policy Policy Evaluation
Keramati, Ramtin, Gottesman, Omer, Celi, Leo Anthony, Doshi-Velez, Finale, Brunskill, Emma
Off-policy policy evaluation methods for sequential decision making can be used to help identify if a proposed decision policy is better than a current baseline policy. However, a new decision policy may be better than a baseline policy for some individuals but not others. This has motivated a push towards personalization and accurate per-state estimates of heterogeneous treatment effects (HTEs). Given the limited data present in many important applications, individual predictions can come at a cost to accuracy and confidence in such predictions. We develop a method to balance the need for personalization with confident predictions by identifying subgroups where it is possible to confidently estimate the expected difference in a new decision policy relative to a baseline. We propose a novel loss function that accounts for uncertainty during the subgroup partitioning phase. In experiments, we show that our method can be used to form accurate predictions of HTEs where other methods struggle.