Reinforcement Learning
Simultaneous Navigation and Construction Benchmarking Environments
Han, Wenyu, Feng, Chen, Wu, Haoran, Gao, Alexander, Jordana, Armand, Liu, Dong, Pinto, Lerrel, Righetti, Ludovic
We need intelligent robots for mobile construction, the process of navigating in an environment and modifying its structure according to a geometric design. In this task, a major robot vision and learning challenge is how to exactly achieve the design without GPS, due to the difficulty caused by the bi-directional coupling of accurate robot localization and navigation together with strategic environment manipulation. However, many existing robot vision and learning tasks such as visual navigation and robot manipulation address only one of these two coupled aspects. To stimulate the pursuit of a generic and adaptive solution, we reasonably simplify mobile construction as a partially observable Markov decision process (POMDP) in 1/2/3D grid worlds and benchmark the performance of a handcrafted policy with basic localization and planning, and state-of-the-art deep reinforcement learning (RL) methods. Our extensive experiments show that the coupling makes this problem very challenging for those methods, and emphasize the need for novel task-specific solutions.
Flatland Competition 2020: MAPF and MARL for Efficient Train Coordination on a Grid World
Laurent, Florian, Schneider, Manuel, Scheller, Christian, Watson, Jeremy, Li, Jiaoyang, Chen, Zhe, Zheng, Yi, Chan, Shao-Hung, Makhnev, Konstantin, Svidchenko, Oleg, Egorov, Vladimir, Ivanov, Dmitry, Shpilman, Aleksei, Spirovska, Evgenija, Tanevski, Oliver, Nikov, Aleksandar, Grunder, Ramon, Galevski, David, Mitrovski, Jakov, Sartoretti, Guillaume, Luo, Zhiyao, Damani, Mehul, Bhattacharya, Nilabha, Agarwal, Shivam, Egli, Adrian, Nygren, Erik, Mohanty, Sharada
The Flatland competition aimed at finding novel approaches to solve the vehicle re-scheduling problem (VRSP). The VRSP is concerned with scheduling trips in traffic networks and the re-scheduling of vehicles when disruptions occur, for example the breakdown of a vehicle. While solving the VRSP in various settings has been an active area in operations research (OR) for decades, the ever-growing complexity of modern railway networks makes dynamic real-time scheduling of traffic virtually impossible. Recently, multi-agent reinforcement learning (MARL) has successfully tackled challenging tasks where many agents need to be coordinated, such as multiplayer video games. However, the coordination of hundreds of agents in a real-life setting like a railway network remains challenging and the Flatland environment used for the competition models these real-world properties in a simplified manner. Submissions had to bring as many trains (agents) to their target stations in as little time as possible. While the best submissions were in the OR category, participants found many promising MARL approaches. Using both centralized and decentralized learning based approaches, top submissions used graph representations of the environment to construct tree-based observations. Further, different coordination mechanisms were implemented, such as communication and prioritization between agents. This paper presents the competition setup, four outstanding solutions to the competition, and a cross-comparison between them.
Reinforcement learning for optimization of variational quantum circuit architectures
Ostaszewski, Mateusz, Trenkwalder, Lea M., Masarczyk, Wojciech, Scerri, Eleanor, Dunjko, Vedran
The study of Variational Quantum Eigensolvers (VQEs) has been in the spotlight in recent times as they may lead to real-world applications of near-term quantum devices. However, their performance depends on the structure of the used variational ansatz, which requires balancing the depth and expressivity of the corresponding circuit. In recent years, various methods for VQE structure optimization have been introduced but the capacities of machine learning to aid with this problem has not yet been fully investigated. In this work, we propose a reinforcement learning algorithm that autonomously explores the space of possible ans{\"a}tze, identifying economic circuits which still yield accurate ground energy estimates. The algorithm is intrinsically motivated, and it incrementally improves the accuracy of the result while minimizing the circuit depth. We showcase the performance of our algorithm on the problem of estimating the ground-state energy of lithium hydride (LiH). In this well-known benchmark problem, we achieve chemical accuracy, as well as state-of-the-art results in terms of circuit depth.
pH-RL: A personalization architecture to bring reinforcement learning to health practice
Hassouni, Ali el, Hoogendoorn, Mark, Ciharova, Marketa, Kleiboer, Annet, Amarti, Khadicha, Muhonen, Vesa, Riper, Heleen, Eiben, A. E.
While reinforcement learning (RL) has proven to be the approach of choice for tackling many complex problems, it remains challenging to develop and deploy RL agents in real-life scenarios successfully. This paper presents pH-RL (personalization in e-Health with RL) a general RL architecture for personalization to bring RL to health practice. pH-RL allows for various levels of personalization in health applications and allows for online and batch learning. Furthermore, we provide a general-purpose implementation framework that can be integrated with various healthcare applications. We describe a step-by-step guideline for the successful deployment of RL policies in a mobile application. We implemented our open-source RL architecture and integrated it with the MoodBuster mobile application for mental health to provide messages to increase daily adherence to the online therapeutic modules. We then performed a comprehensive study with human participants over a sustained period. Our experimental results show that the developed policies learn to select appropriate actions consistently using only a few days' worth of data. Furthermore, we empirically demonstrate the stability of the learned policies during the study.
LASER: Learning a Latent Action Space for Efficient Reinforcement Learning
Allshire, Arthur, Martín-Martín, Roberto, Lin, Charles, Manuel, Shawn, Savarese, Silvio, Garg, Animesh
The process of learning a manipulation task depends strongly on the action space used for exploration: posed in the incorrect action space, solving a task with reinforcement learning can be drastically inefficient. Additionally, similar tasks or instances of the same task family impose latent manifold constraints on the most effective action space: the task family can be best solved with actions in a manifold of the entire action space of the robot. Combining these insights we present LASER, a method to learn latent action spaces for efficient reinforcement learning. LASER factorizes the learning problem into two sub-problems, namely action space learning and policy learning in the new action space. It leverages data from similar manipulation task instances, either from an offline expert or online during policy learning, and learns from these trajectories a mapping from the original to a latent action space. LASER is trained as a variational encoder-decoder model to map raw actions into a disentangled latent action space while maintaining action reconstruction and latent space dynamic consistency. We evaluate LASER on two contact-rich robotic tasks in simulation, and analyze the benefit of policy learning in the generated latent action space. We show improved sample efficiency compared to the original action space from better alignment of the action space to the task space, as we observe with visualizations of the learned action space manifold. Additional details: https://www.pair.toronto.edu/laser
Artificial Intelligence (AI)
Artificial Intelligence (AI) A branch of computer science that is focused on a machine's capability to produce rational behavior from external inputs What is Artificial Intelligence (AI)? Artificial Intelligence (AI) is a broad branch of computer science that is focused on a machine's capability to produce rational behavior from external inputs. The goal of AI is to create systems that can perform tasks that would otherwise require human intelligence. Types of Artificial Intelligence 1. Reactive Machines Reactive machines perceive present external information and plan actions accordingly. The machines perform specialized duties and only understand the task at hand.
Certifiably-Robust Federated Adversarial Learning via Randomized Smoothing
Chen, Cheng, Kailkhura, Bhavya, Goldhahn, Ryan, Zhou, Yi
Federated learning is an emerging data-private distributed learning framework, which, however, is vulnerable to adversarial attacks. Although several heuristic defenses are proposed to enhance the robustness of federated learning, they do not provide certifiable robustness guarantees. In this paper, we incorporate randomized smoothing techniques into federated adversarial training to enable data-private distributed learning with certifiable robustness to test-time adversarial perturbations. Our experiments show that such an advanced federated adversarial learning framework can deliver models as robust as those trained by the centralized training. Further, this enables provably-robust classifiers to $\ell_2$-bounded adversarial perturbations in a distributed setup. We also show that one-point gradient estimation based training approach is $2-3\times$ faster than popular stochastic estimator based approach without any noticeable certified robustness differences.
Reinforcement Learning Beyond Expectation
Ramasubramanian, Bhaskar, Niu, Luyao, Clark, Andrew, Poovendran, Radha
The inputs and preferences of human users are important considerations in situations where these users interact with autonomous cyber or cyber-physical systems. In these scenarios, one is often interested in aligning behaviors of the system with the preferences of one or more human users. Cumulative prospect theory (CPT) is a paradigm that has been empirically shown to model a tendency of humans to view gains and losses differently. In this paper, we consider a setting where an autonomous agent has to learn behaviors in an unknown environment. In traditional reinforcement learning, these behaviors are learned through repeated interactions with the environment by optimizing an expected utility. In order to endow the agent with the ability to closely mimic the behavior of human users, we optimize a CPT-based cost. We introduce the notion of the CPT-value of an action taken in a state, and establish the convergence of an iterative dynamic programming-based approach to estimate this quantity. We develop two algorithms to enable agents to learn policies to optimize the CPT-vale, and evaluate these algorithms in environments where a target state has to be reached while avoiding obstacles. We demonstrate that behaviors of the agent learned using these algorithms are better aligned with that of a human user who might be placed in the same environment, and is significantly improved over a baseline that optimizes an expected utility.
Shaping Advice in Deep Multi-Agent Reinforcement Learning
Xiao, Baicen, Ramasubramanian, Bhaskar, Poovendran, Radha
Multi-agent reinforcement learning involves multiple agents interacting with each other and a shared environment to complete tasks. When rewards provided by the environment are sparse, agents may not receive immediate feedback on the quality of actions that they take, thereby affecting learning of policies. In this paper, we propose a method called Shaping Advice in deep Multi-agent reinforcement learning (SAM) to augment the reward signal from the environment with an additional reward termed shaping advice. The shaping advice is given by a difference of potential functions at consecutive time-steps. Each potential function is a function of observations and actions of the agents. The shaping advice needs to be specified only once at the start of training, and can be easily provided by non-experts. We show through theoretical analyses and experimental validation that shaping advice provided by SAM does not distract agents from completing tasks specified by the environment reward. Theoretically, we prove that convergence of policy gradients and value functions when using SAM implies convergence of these quantities in the absence of SAM. Experimentally, we evaluate SAM on three tasks in the multi-agent Particle World environment that have sparse rewards. We observe that using SAM results in agents learning policies to complete tasks faster, and obtain higher rewards than: i) using sparse rewards alone; ii) a state-of-the-art reward redistribution method.
Augmenting Automated Game Testing with Deep Reinforcement Learning
Bergdahl, Joakim, Gordillo, Camilo, Tollmar, Konrad, Gisslén, Linus
General game testing relies on the use of human play testers, play test scripting, and prior knowledge of areas of interest to produce relevant test data. Using deep reinforcement learning (DRL), we introduce a self-learning mechanism to the game testing framework. With DRL, the framework is capable of exploring and/or exploiting the game mechanics based on a user-defined, reinforcing reward signal. As a result, test coverage is increased and unintended game play mechanics, exploits and bugs are discovered in a multitude of game types. In this paper, we show that DRL can be used to increase test coverage, find exploits, test map difficulty, and to detect common problems that arise in the testing of first-person shooter (FPS) games.