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 Reinforcement Learning


Safe RAN control: A Symbolic Reinforcement Learning Approach

arXiv.org Artificial Intelligence

In this paper, we present a Symbolic Reinforcement Learning (SRL) based architecture for safety control of Radio Access Network (RAN) applications. In particular, we provide a purely automated procedure in which a user can specify high-level logical safety specifications for a given cellular network topology in order for the latter to execute optimal safe performance which is measured through certain Key Performance Indicators (KPIs). The network consists of a set of fixed Base Stations (BS) which are equipped with antennas, which one can control by adjusting their vertical tilt angle. The aforementioned process is called Remote Electrical Tilt (RET) optimization. Recent research has focused on performing this RET optimization by employing Reinforcement Learning (RL) strategies due to the fact that they have self-learning capabilities to adapt in uncertain environments. The term safety refers to particular constraints bounds of the network KPIs in order to guarantee that when the algorithms are deployed in a live network, the performance is maintained. In our proposed architecture the safety is ensured through model-checking techniques over combined discrete system models (automata) that are abstracted through the learning process. We introduce a user interface (UI) developed to help a user set intent specifications to the system, and inspect the difference in agent proposed actions, and those that are allowed and blocked according to the safety specification.


Lifetime policy reuse and the importance of task capacity

arXiv.org Artificial Intelligence

A long-standing challenge in artificial intelligence is lifelong learning. In lifelong learning, many tasks are presented in sequence and learners must efficiently transfer knowledge between tasks while avoiding catastrophic forgetting over long lifetimes. On these problems, policy reuse and other multi-policy reinforcement learning techniques can learn many tasks. However, they can generate many temporary or permanent policies, resulting in memory issues. Consequently, there is a need for lifetime-scalable methods that continually refine a policy library of a pre-defined size. This paper presents a first approach to lifetime-scalable policy reuse. To pre-select the number of policies, a notion of task capacity, the maximal number of tasks that a policy can accurately solve, is proposed. To evaluate lifetime policy reuse using this method, two state-of-the-art single-actor base-learners are compared: 1) a value-based reinforcement learner, Deep Q-Network (DQN) or Deep Recurrent Q-Network (DRQN); and 2) an actor-critic reinforcement learner, Proximal Policy Optimisation (PPO) with or without Long Short-Term Memory layer. By selecting the number of policies based on task capacity, D(R)QN achieves near-optimal performance with 6 policies in a 27-task MDP domain and 9 policies in an 18-task POMDP domain; with fewer policies, catastrophic forgetting and negative transfer are observed. Due to slow, monotonic improvement, PPO requires fewer policies, 1 policy for the 27-task domain and 4 policies for the 18-task domain, but it learns the tasks with lower accuracy than D(R)QN. These findings validate lifetime-scalable policy reuse and suggest using D(R)QN for larger and PPO for smaller library sizes. During their lifetime, animals may be subjected to a large number of unknown tasks. In some environmental conditions, nutritious food sources may be readily available, while in others they may be sparse, hidden, or even poisonous, and dangerous predators may roam in their vicinity. To address these challenging conditions, various behaviours must be selectively combined, such as avoidance, reward-seeking, or even fleeing. When direct perception provides limited or no cues about the current task, animals have to infer the task or use a strategy that works for many different tasks it may encounter. Therefore, a key challenge for learning challenging sequences of tasks is to find a limited number of strategies that work on the large domain of tasks that animals encounter over their lifetime. In artificial intelligence, variants of the above problem have been studied with investigations focusing on two aspects: transfer learning and catastrophic forgetting. Transfer learning is a process in which learners leverage the knowledge gained from a set of previously learned tasks with similar characteristics to a new task, whilst avoiding transferring knowledge that is not relevant [Taylor and Stone, 2009, Pan and Yang, 2010, Lazaric, 2013].


MICo: Learning improved representations via sampling-based state similarity for Markov decision processes

arXiv.org Artificial Intelligence

The success of reinforcement learning (RL) algorithms in large-scale, complex tasks depends on forming useful representations of the environment with which the algorithms interact. Feature selection and feature learning has long been an important subdomain of RL, and with the advent of deep reinforcement learning there has been much recent interest in understanding and improving the representations learnt by RL agents. Much of the work in representation learning has taken place from the perspective of auxiliary tasks [Jaderberg et al., 2017, Bellemare et al., 2017, Fedus et al., 2019]; in addition to the primary reinforcement learning task, the agent may attempt to predict and control additional aspects of the environment. Auxiliary tasks shape the agent's representation of the environment implicitly, typically via gradient descent on the additional learning objectives. As such, while auxiliary tasks continue to play an important role in improving the performance of deep RL algorithms, our understanding of the effects of auxiliary tasks on representations in RL is still in its infancy.


Detecting and Adapting to Novelty in Games

arXiv.org Artificial Intelligence

Open-world novelty occurs when the rules of an environment can change abruptly, such as when a game player encounters "house rules". To address open-world novelty, game playing agents must be able to detect when novelty is injected, and to quickly adapt to the new rules. We propose a model-based reinforcement learning approach where game state and rules are represented as knowledge graphs. The knowledge graph representation of the state and rules allows novelty to be detected as changes in the knowledge graph, assists with the training of deep reinforcement learners, and enables imagination-based re-training where the agent uses the knowledge graph to perform look-ahead.


Cross-Trajectory Representation Learning for Zero-Shot Generalization in RL

arXiv.org Artificial Intelligence

A highly desirable property of a reinforcement learning (RL) agent -- and a major difficulty for deep RL approaches -- is the ability to generalize policies learned on a few tasks over a high-dimensional observation space to similar tasks not seen during training. Many promising approaches to this challenge consider RL as a process of training two functions simultaneously: a complex nonlinear encoder that maps high-dimensional observations to a latent representation space, and a simple linear policy over this space. We posit that a superior encoder for zero-shot generalization in RL can be trained by using solely an auxiliary SSL objective if the training process encourages the encoder to map behaviorally similar observations to similar representations, as reward-based signal can cause overfitting in the encoder (Raileanu et al., 2021). We propose Cross-Trajectory Representation Learning (CTRL), a method that runs within an RL agent and conditions its encoder to recognize behavioral similarity in observations by applying a novel SSL objective to pairs of trajectories from the agent's policies. CTRL can be viewed as having the same effect as inducing a pseudo-bisimulation metric but, crucially, avoids the use of rewards and associated overfitting risks. Our experiments ablate various components of CTRL and demonstrate that in combination with PPO it achieves better generalization performance on the challenging Procgen benchmark suite (Cobbe et al., 2020).


Reinforcement Learning as One Big Sequence Modeling Problem

arXiv.org Artificial Intelligence

Reinforcement learning (RL) is typically concerned with estimating single-step policies or single-step models, leveraging the Markov property to factorize the problem in time. However, we can also view RL as a sequence modeling problem, with the goal being to predict a sequence of actions that leads to a sequence of high rewards. Viewed in this way, it is tempting to consider whether powerful, high-capacity sequence prediction models that work well in other domains, such as natural-language processing, can also provide simple and effective solutions to the RL problem. To this end, we explore how RL can be reframed as "one big sequence modeling" problem, using state-of-the-art Transformer architectures to model distributions over sequences of states, actions, and rewards. Addressing RL as a sequence modeling problem significantly simplifies a range of design decisions: we no longer require separate behavior policy constraints, as is common in prior work on offline model-free RL, and we no longer require ensembles or other epistemic uncertainty estimators, as is common in prior work on model-based RL. All of these roles are filled by the same Transformer sequence model. In our experiments, we demonstrate the flexibility of this approach across long-horizon dynamics prediction, imitation learning, goal-conditioned RL, and offline RL.


LiMIIRL: Lightweight Multiple-Intent Inverse Reinforcement Learning

arXiv.org Artificial Intelligence

Multiple-Intent Inverse Reinforcement Learning (MI-IRL) seeks to find a reward function ensemble to rationalize demonstrations of different but unlabelled intents. Within the popular expectation maximization (EM) framework for learning probabilistic MI-IRL models, we present a warm-start strategy based on up-front clustering of the demonstrations in feature space. Our theoretical analysis shows that this warm-start solution produces a near-optimal reward ensemble, provided the behavior modes satisfy mild separation conditions. We also propose a MI-IRL performance metric that generalizes the popular Expected Value Difference measure to directly assesses learned rewards against the ground-truth reward ensemble. Our metric elegantly addresses the difficulty of pairing up learned and ground truth rewards via a min-cost flow formulation, and is efficiently computable. We also develop a MI-IRL benchmark problem that allows for more comprehensive algorithmic evaluations. On this problem, we find our MI-IRL warm-start strategy helps avoid poor quality local minima reward ensembles, resulting in a significant improvement in behavior clustering. Our extensive sensitivity analysis demonstrates that the quality of the learned reward ensembles is improved under various settings, including cases where our theoretical assumptions do not necessarily hold. Finally, we demonstrate the effectiveness of our methods by discovering distinct driving styles in a large real-world dataset of driver GPS trajectories.


A TELUS AI agent approached sustainability like a chess game

#artificialintelligence

Everything in this small, nondescript datacentre comes in singles. There's one server, one cooling unit, and one cardinal rule: stay within thermal guidelines. It's into this setting that TELUS released an AI agent tasked with cooling the room as efficiently as possible, and gave it virtual carte blanche to figure out how. This was the first real-world test in TELUS' Energy Optimization System Project (EOS), a pilot in which a reinforcement learning agent took control of a real physical system in order to teach itself how to best operate it. Two months prior, that same agent had showed it could increase energy efficiency by 2%-15% in a simulator, thanks in large part to a series of its own ingenious innovations.


A Provably-Efficient Model-Free Algorithm for Constrained Markov Decision Processes

arXiv.org Artificial Intelligence

This paper presents the first {\em model-free}, {\em simulator-free} reinforcement learning algorithm for Constrained Markov Decision Processes (CMDPs) with sublinear regret and zero constraint violation. The algorithm is named Triple-Q because it has three key components: a Q-function (also called action-value function) for the cumulative reward, a Q-function for the cumulative utility for the constraint, and a virtual-Queue that (over)-estimates the cumulative constraint violation. Under Triple-Q, at each step, an action is chosen based on the pseudo-Q-value that is a combination of the three Q values. The algorithm updates the reward and utility Q-values with learning rates that depend on the visit counts to the corresponding (state, action) pairs and are periodically reset. In the episodic CMDP setting, Triple-Q achieves $\tilde{\cal O}\left(\frac{1 }{\delta}H^4 S^{\frac{1}{2}}A^{\frac{1}{2}}K^{\frac{4}{5}} \right)$ regret, where $K$ is the total number of episodes, $H$ is the number of steps in each episode, $S$ is the number of states, $A$ is the number of actions, and $\delta$ is Slater's constant. Furthermore, Triple-Q guarantees zero constraint violation when $K$ is sufficiently large. Finally, the computational complexity of Triple-Q is similar to SARSA for unconstrained MDPs and is computationally efficient.


Variational Empowerment as Representation Learning for Goal-Based Reinforcement Learning

arXiv.org Artificial Intelligence

Learning to reach goal states and learning diverse skills through mutual information (MI) maximization have been proposed as principled frameworks for self-supervised reinforcement learning, allowing agents to acquire broadly applicable multitask policies with minimal reward engineering. Starting from a simple observation that the standard goal-conditioned RL (GCRL) is encapsulated by the optimization objective of variational empowerment, we discuss how GCRL and MI-based RL can be generalized into a single family of methods, which we name variational GCRL (VGCRL), interpreting variational MI maximization, or variational empowerment, as representation learning methods that acquire functionally-aware state representations for goal reaching. This novel perspective allows us to: (1) derive simple but unexplored variants of GCRL to study how adding small representation capacity can already expand its capabilities; (2) investigate how discriminator function capacity and smoothness determine the quality of discovered skills, or latent goals, through modifying latent dimensionality and applying spectral normalization; (3) adapt techniques such as hindsight experience replay (HER) from GCRL to MI-based RL; and lastly, (4) propose a novel evaluation metric, named latent goal reaching (LGR), for comparing empowerment algorithms with different choices of latent dimensionality and discriminator parameterization. Through principled mathematical derivations and careful experimental studies, our work lays a novel foundation from which to evaluate, analyze, and develop representation learning techniques in goal-based RL.