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 Reinforcement Learning


A Reinforcement Learning Approach for GNSS Spoofing Attack Detection of Autonomous Vehicles

arXiv.org Artificial Intelligence

A resilient and robust positioning, navigation, and timing (PNT) system is a necessity for the navigation of autonomous vehicles (AVs). Global Navigation Satelite System (GNSS) provides satellite-based PNT services. However, a spoofer can temper an authentic GNSS signal and could transmit wrong position information to an AV. Therefore, a GNSS must have the capability of real-time detection and feedback-correction of spoofing attacks related to PNT receivers, whereby it will help the end-user (autonomous vehicle in this case) to navigate safely if it falls into any compromises. This paper aims to develop a deep reinforcement learning (RL)-based turn-by-turn spoofing attack detection using low-cost in-vehicle sensor data. We have utilized Honda Driving Dataset to create attack and non-attack datasets, develop a deep RL model, and evaluate the performance of the RL-based attack detection model. We find that the accuracy of the RL model ranges from 99.99% to 100%, and the recall value is 100%. However, the precision ranges from 93.44% to 100%, and the f1 score ranges from 96.61% to 100%. Overall, the analyses reveal that the RL model is effective in turn-by-turn spoofing attack detection.


Cooperative Localization Utilizing Reinforcement Learning for 5G Networks

arXiv.org Artificial Intelligence

The demand for accurate localization has risen in recent years to enable the emerging of autonomous vehicles. To have these vehicles in the traffic ecosystem of smart cities, the need for an accurate positioning system is emphasized. To realize accurate positioning, collaborative localization plays an important role. This type of localization computes range measurements between vehicles and improves the accuracy of position by correcting the possibly faulty values of one of them by using the more accurate values of the other. 5G signals with the technology of Millimeter Wave (mmWave) support precise range measurements and 5G networks provide Device to Device (D2D) communication which improves collaborative localization. The aim of this paper is to provide an accurate collaborative positioning for autonomous vehicles, which is less prone to errors utilizing reinforcement learning technique for selecting the most accurate and suitable range measurement technique for the 5G signal.


Global Convergence of the ODE Limit for Online Actor-Critic Algorithms in Reinforcement Learning

arXiv.org Machine Learning

Actor-critic algorithms are widely used in reinforcement learning, but are challenging to mathematically analyze due to the online arrival of non-i.i.d. data samples. The distribution of the data samples dynamically changes as the model is updated, introducing a complex feedback loop between the data distribution and the reinforcement learning algorithm. We prove that, under a time rescaling, the online actor-critic algorithm with tabular parametrization converges to an ordinary differential equations (ODEs) as the number of updates becomes large. The proof first establishes the geometric ergodicity of the data samples under a fixed actor policy. Then, using a Poisson equation, we prove that the fluctuations of the data samples around a dynamic probability measure, which is a function of the evolving actor model, vanish as the number of updates become large. Once the ODE limit has been derived, we study its convergence properties using a two time-scale analysis which asymptotically de-couples the critic ODE from the actor ODE. The convergence of the critic to the solution of the Bellman equation and the actor to the optimal policy are proven. In addition, a convergence rate to this global minimum is also established. Our convergence analysis holds under specific choices for the learning rates and exploration rates in the actor-critic algorithm, which could provide guidance for the implementation of actor-critic algorithms in practice.


Provably Efficient Generative Adversarial Imitation Learning for Online and Offline Setting with Linear Function Approximation

arXiv.org Artificial Intelligence

In generative adversarial imitation learning (GAIL), the agent aims to learn a policy from an expert demonstration so that its performance cannot be discriminated from the expert policy on a certain predefined reward set. In this paper, we study GAIL in both online and offline settings with linear function approximation, where both the transition and reward function are linear in the feature maps. Besides the expert demonstration, in the online setting the agent can interact with the environment, while in the offline setting the agent only accesses an additional dataset collected by a prior. For online GAIL, we propose an optimistic generative adversarial policy optimization algorithm (OGAP) and prove that OGAP achieves $\widetilde{\mathcal{O}}(H^2 d^{3/2}K^{1/2}+KH^{3/2}dN_1^{-1/2})$ regret. Here $N_1$ represents the number of trajectories of the expert demonstration, $d$ is the feature dimension, and $K$ is the number of episodes. For offline GAIL, we propose a pessimistic generative adversarial policy optimization algorithm (PGAP). For an arbitrary additional dataset, we obtain the optimality gap of PGAP, achieving the minimax lower bound in the utilization of the additional dataset. Assuming sufficient coverage on the additional dataset, we show that PGAP achieves $\widetilde{\mathcal{O}}(H^{2}dK^{-1/2} +H^2d^{3/2}N_2^{-1/2}+H^{3/2}dN_1^{-1/2} \ )$ optimality gap. Here $N_2$ represents the number of trajectories of the additional dataset with sufficient coverage.


Dynamic Difficulty Adjustment in Virtual Reality Exergames through Experience-driven Procedural Content Generation

arXiv.org Artificial Intelligence

Virtual Reality (VR) games that feature physical activities have been shown to increase players' motivation to do physical exercise. However, for such exercises to have a positive healthcare effect, they have to be repeated several times a week. To maintain player motivation over longer periods of time, games often employ Dynamic Difficulty Adjustment (DDA) to adapt the game's challenge according to the player's capabilities. For exercise games, this is mostly done by tuning specific in-game parameters like the speed of objects. In this work, we propose to use experience-driven Procedural Content Generation for DDA in VR exercise games by procedurally generating levels that match the player's current capabilities. Not only finetuning specific parameters but creating completely new levels has the potential to decrease repetition over longer time periods and allows for the simultaneous adaptation of the cognitive and physical challenge of the exergame. As a proof-of-concept, we implement an initial prototype in which the player must traverse a maze that includes several exercise rooms, whereby the generation of the maze is realized by a neural network. Passing those exercise rooms requires the player to perform physical activities. To match the player's capabilities, we use Deep Reinforcement Learning to adjust the structure of the maze and to decide which exercise rooms to include in the maze. We evaluate our prototype in an exploratory user study utilizing both biodata and subjective questionnaires.


A relaxed technical assumption for posterior sampling-based reinforcement learning for control of unknown linear systems

arXiv.org Artificial Intelligence

We revisit the Thompson sampling algorithm to control an unknown linear quadratic (LQ) system recently proposed by Ouyang et al (arXiv:1709.04047). The regret bound of the algorithm was derived under a technical assumption on the induced norm of the closed loop system. In this technical note, we show that by making a minor modification in the algorithm (in particular, ensuring that an episode does not end too soon), this technical assumption on the induced norm can be replaced by a milder assumption in terms of the spectral radius of the closed loop system. The modified algorithm has the same Bayesian regret of $\tilde{\mathcal{O}}(\sqrt{T})$, where $T$ is the time-horizon and the $\tilde{\mathcal{O}}(\cdot)$ notation hides logarithmic terms in~$T$.


Agent-Based Markov Modeling for Improved COVID-19 Mitigation Policies

Journal of Artificial Intelligence Research

The year 2020 saw the covid-19 virus lead to one of the worst global pandemics in history. As a result, governments around the world have been faced with the challenge of protecting public health while keeping the economy running to the greatest extent possible. Epidemiological models provide insight into the spread of these types of diseases and predict the effects of possible intervention policies. However, to date, even the most data-driven intervention policies rely on heuristics. In this paper, we study how reinforcement learning (RL) and Bayesian inference can be used to optimize mitigation policies that minimize economic impact without overwhelming hospital capacity. Our main contributions are (1) a novel agent-based pandemic simulator which, unlike traditional models, is able to model fine-grained interactions among people at specific locations in a community; (2) an RLbased methodology for optimizing fine-grained mitigation policies within this simulator; and (3) a Hidden Markov Model for predicting infected individuals based on partial observations regarding test results, presence of symptoms, and past physical contacts. This article is part of the special track on AI and COVID-19.


Evaluating Strategic Structures in Multi-Agent Inverse Reinforcement Learning

Journal of Artificial Intelligence Research

A core question in multi-agent systems is understanding the motivations for an agent's actions based on their behavior. Inverse reinforcement learning provides a framework for extracting utility functions from observed agent behavior, casting the problem as finding domain parameters which induce such a behavior from rational decision makers. We show how to efficiently and scalably extend inverse reinforcement learning to multi-agent settings, by reducing the multi-agent problem to N single-agent problems while still satisfying rationality conditions such as strong rationality. However, we observe that rewards learned naively tend to lack insightful structure, which causes them to produce undesirable behavior when optimized in games with different players from those encountered during training. We further investigate conditions under which rewards or utility functions can be precisely identified, on problem domains such as normal-form and Markov games, as well as auctions, where we show we can learn reward functions that properly generalize to new settings.


Introduction to Reinforcement Learning

#artificialintelligence

The idea of CartPole is that there is a pole standing up on top of a cart. The goal is to balance this pole by moving the cart from side to side to keep the stick balanced upright. We consider the environment won if we balance it for 500 frames and fail once the pole is tilted more than 15 degrees from totally vertical or the cart moves more than 2.4 units from the middle position. For every frame that we go with the pole "balanced" (less than 15 degrees from vertical), our "score" gets 1, and our target is a score of 500. Now, however, how can we do this?


Monolithic vs. hybrid controller for multi-objective Sim-to-Real learning

arXiv.org Artificial Intelligence

Simulation to real (Sim-to-Real) is an attractive approach to construct controllers for robotic tasks that are easier to simulate than to analytically solve. Working Sim-to-Real solutions have been demonstrated for tasks with a clear single objective such as "reach the target". Real world applications, however, often consist of multiple simultaneous objectives such as "reach the target" but "avoid obstacles". A straightforward solution in the context of reinforcement learning (RL) is to combine multiple objectives into a multi-term reward function and train a single monolithic controller. Recently, a hybrid solution based on pre-trained single objective controllers and a switching rule between them was proposed. In this work, we compare these two approaches in the multi-objective setting of a robot manipulator to reach a target while avoiding an obstacle. Our findings show that the training of a hybrid controller is easier and obtains a better success-failure trade-off than a monolithic controller. The controllers trained in simulator were verified by a real set-up.