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 Reinforcement Learning


Trajectory-based Reinforcement Learning of Non-prehensile Manipulation Skills for Semi-Autonomous Teleoperation

arXiv.org Artificial Intelligence

In this paper, we present a semi-autonomous teleoperation framework for a pick-and-place task using an RGB-D sensor. In particular, we assume that the target object is located in a cluttered environment where both prehensile grasping and non-prehensile manipulation are combined for efficient teleoperation. A trajectory-based reinforcement learning is utilized for learning the non-prehensile manipulation to rearrange the objects for enabling direct grasping. From the depth image of the cluttered environment and the location of the goal object, the learned policy can provide multiple options of non-prehensile manipulation to the human operator. We carefully design a reward function for the rearranging task where the policy is trained in a simulational environment. Then, the trained policy is transferred to a real-world and evaluated in a number of real-world experiments with the varying number of objects where we show that the proposed method outperforms manual keyboard control in terms of the time duration for the grasping.


DRL-based Slice Placement under Realistic Network Load Conditions

arXiv.org Artificial Intelligence

We propose to demonstrate a network slice placement optimization solution based on Deep Reinforcement Learning (DRL), referred to as Heuristically-controlled DRL, which uses a heuristic to control the DRL algorithm convergence. The solution is adapted to realistic networks with large scale and under non-stationary traffic conditions (namely, the network load). We demonstrate the applicability of the proposed solution and its higher and stable performance over a non-controlled DRL-based solution. Demonstration scenarios include full online learning with multiple volatile network slice placement request arrivals.


From internal models toward metacognitive AI

arXiv.org Artificial Intelligence

In several papers published in Biological Cybernetics in the 1980s and 1990s, Kawato and colleagues proposed computational models explaining how internal models are acquired in the cerebellum. These models were later supported by neurophysiological experiments using monkeys and neuroimaging experiments involving humans. These early studies influenced neuroscience from basic, sensory-motor control to higher cognitive functions. One of the most perplexing enigmas related to internal models is to understand the neural mechanisms that enable animals to learn large-dimensional problems with so few trials. Consciousness and metacognition -- the ability to monitor one's own thoughts, may be part of the solution to this enigma. Based on literature reviews of the past 20 years, here we propose a computational neuroscience model of metacognition. The model comprises a modular hierarchical reinforcement-learning architecture of parallel and layered, generative-inverse model pairs. In the prefrontal cortex, a distributed executive network called the "cognitive reality monitoring network" (CRMN) orchestrates conscious involvement of generative-inverse model pairs in perception and action. Based on mismatches between computations by generative and inverse models, as well as reward prediction errors, CRMN computes a "responsibility signal" that gates selection and learning of pairs in perception, action, and reinforcement learning. A high responsibility signal is given to the pairs that best capture the external world, that are competent in movements (small mismatch), and that are capable of reinforcement learning (small reward prediction error). CRMN selects pairs with higher responsibility signals as objects of metacognition, and consciousness is determined by the entropy of responsibility signals across all pairs.


Learning Multimodal Rewards from Rankings

arXiv.org Artificial Intelligence

Learning from human feedback has shown to be a useful approach in acquiring robot reward functions. However, expert feedback is often assumed to be drawn from an underlying unimodal reward function. This assumption does not always hold including in settings where multiple experts provide data or when a single expert provides data for different tasks -- we thus go beyond learning a unimodal reward and focus on learning a multimodal reward function. We formulate the multimodal reward learning as a mixture learning problem and develop a novel ranking-based learning approach, where the experts are only required to rank a given set of trajectories. Furthermore, as access to interaction data is often expensive in robotics, we develop an active querying approach to accelerate the learning process. We conduct experiments and user studies using a multi-task variant of OpenAI's LunarLander and a real Fetch robot, where we collect data from multiple users with different preferences. The results suggest that our approach can efficiently learn multimodal reward functions, and improve data-efficiency over benchmark methods that we adapt to our learning problem.


Applying supervised and reinforcement learning methods to create neural-network-based agents for playing StarCraft II

arXiv.org Artificial Intelligence

Recently, multiple approaches for creating agents for playing various complex real-time computer games such as StarCraft II or Dota 2 were proposed, however, they either embed a significant amount of expert knowledge into the agent or use a prohibitively large for most researchers amount of computational resources. We propose a neural network architecture for playing the full two-player match of StarCraft II trained with general-purpose supervised and reinforcement learning, that can be trained on a single consumer-grade PC with a single GPU. We also show that our implementation achieves a non-trivial performance when compared to the in-game scripted bots. We make no simplifying assumptions about the game except for playing on a single chosen map, and we use very little expert knowledge. In principle, our approach can be applied to any RTS game with small modifications. While our results are far behind the state-of-the-art large-scale approaches in terms of the final performance, we believe our work can serve as a solid baseline for other small-scale experiments.


Deep Reinforcement Learning for Wireless Scheduling in Distributed Networked Control

arXiv.org Artificial Intelligence

In the literature of transmission scheduling in wireless networked control systems (WNCSs) over shared wireless resources, most research works have focused on partially distributed settings, i.e., where either the controller and actuator, or the sensor and controller are co-located. To overcome this limitation, the present work considers a fully distributed WNCS with distributed plants, sensors, actuators and a controller, sharing a limited number of frequency channels. To overcome communication limitations, the controller schedules the transmissions and generates sequential predictive commands for control. Using elements of stochastic systems theory, we derive a sufficient stability condition of the WNCS, which is stated in terms of both the control and communication system parameters. Once the condition is satisfied, there exists at least one stationary and deterministic scheduling policy that can stabilize all plants of the WNCS. By analyzing and representing the per-step cost function of the WNCS in terms of a finite-length countable vector state, we formulate the optimal transmission scheduling problem into a Markov decision process problem and develop a deep-reinforcement-learning-based algorithm for solving it. Numerical results show that the proposed algorithm significantly outperforms the benchmark policies.


Modelling the transition to a low-carbon energy supply

arXiv.org Artificial Intelligence

A transition to a low-carbon electricity supply is crucial to limit the impacts of climate change. Reducing carbon emissions could help prevent the world from reaching a tipping point, where runaway emissions are likely. Runaway emissions could lead to extremes in weather conditions around the world -- especially in problematic regions unable to cope with these conditions. However, the movement to a low-carbon energy supply can not happen instantaneously due to the existing fossil-fuel infrastructure and the requirement to maintain a reliable energy supply. Therefore, a low-carbon transition is required, however, the decisions various stakeholders should make over the coming decades to reduce these carbon emissions are not obvious. This is due to many long-term uncertainties, such as electricity, fuel and generation costs, human behaviour and the size of electricity demand. A well choreographed low-carbon transition is, therefore, required between all of the heterogenous actors in the system, as opposed to changing the behaviour of a single, centralised actor. The objective of this thesis is to create a novel, open-source agent-based model to better understand the manner in which the whole electricity market reacts to different factors using state-of-the-art machine learning and artificial intelligence methods. In contrast to other works, this thesis looks at both the long-term and short-term impact that different behaviours have on the electricity market by using these state-of-the-art methods.


Emergent behavior and neural dynamics in artificial agents tracking turbulent plumes

arXiv.org Artificial Intelligence

Tracking a turbulent plume to locate its source is a complex control problem because it requires multi-sensory integration and must be robust to intermittent odors, changing wind direction, and variable plume statistics. This task is routinely performed by flying insects, often over long distances, in pursuit of food or mates. Several aspects of this remarkable behavior have been studied in detail in many experimental studies. Here, we take a complementary in silico approach, using artificial agents trained with reinforcement learning to develop an integrated understanding of the behaviors and neural computations that support plume tracking. Specifically, we use deep reinforcement learning (DRL) to train recurrent neural network (RNN) agents to locate the source of simulated turbulent plumes. Interestingly, the agents' emergent behaviors resemble those of flying insects, and the RNNs learn to represent task-relevant variables, such as head direction and time since last odor encounter. Our analyses suggest an intriguing experimentally testable hypothesis for tracking plumes in changing wind direction -- that agents follow local plume shape rather than the current wind direction. While reflexive short-memory behaviors are sufficient for tracking plumes in constant wind, longer timescales of memory are essential for tracking plumes that switch direction. At the level of neural dynamics, the RNNs' population activity is low-dimensional and organized into distinct dynamical structures, with some correspondence to behavioral modules. Our in silico approach provides key intuitions for turbulent plume tracking strategies and motivates future targeted experimental and theoretical developments.


A Graph Policy Network Approach for Volt-Var Control in Power Distribution Systems

arXiv.org Artificial Intelligence

Volt-var control (VVC) is the problem of operating power distribution systems within healthy regimes by controlling actuators in power systems. Existing works have mostly adopted the conventional routine of representing the power systems (a graph with tree topology) as vectors to train deep reinforcement learning (RL) policies. We propose a framework that combines RL with graph neural networks and study the benefits and limitations of graph-based policy in the VVC setting. Our results show that graph-based policies converge to the same rewards asymptotically however at a slower rate when compared to vector representation counterpart. We conduct further analysis on the impact of both observations and actions: on the observation end, we examine the robustness of graph-based policy on two typical data acquisition errors in power systems, namely sensor communication failure and measurement misalignment. On the action end, we show that actuators have various impacts on the system, thus using a graph representation induced by power systems topology may not be the optimal choice. In the end, we conduct a case study to demonstrate that the choice of readout function architecture and graph augmentation can further improve training performance and robustness.


Go-Blend behavior and affect

arXiv.org Artificial Intelligence

This paper proposes a paradigm shift for affective computing by viewing the affect modeling task as a reinforcement learning process. According to our proposed framework the context (environment) and the actions of an agent define the common representation that interweaves behavior and affect. To realise this framework we build on recent advances in reinforcement learning and use a modified version of the Go-Explore algorithm which has showcased supreme performance in hard exploration tasks. In this initial study, we test our framework in an arcade game by training Go-Explore agents to both play optimally and attempt to mimic human demonstrations of arousal. We vary the degree of importance between optimal play and arousal imitation and create agents that can effectively display a palette of affect and behavioral patterns. Our Go-Explore implementation not only introduces a new paradigm for affect modeling; it empowers believable AI-based game testing by providing agents that can blend and express a multitude of behavioral and affective patterns.