Reinforcement Learning
Efficient Multi-objective Reinforcement Learning via Multiple-gradient Descent with Iteratively Discovered Weight-Vector Sets
Solving multi-objective optimization problems is important in various applications where users are interested in obtaining optimal policies subject to multiple (yet often conflicting) objectives. A typical approach to obtain the optimal policies is to first construct a loss function based on the scalarization of individual objectives and then derive optimal policies that minimize the scalarized loss function. Albeit simple and efficient, the typical approach provides no insights/mechanisms on the optimization of multiple objectives due to the lack of ability to quantify the inter-objective relationship. To address the issue, we propose to develop a new efficient gradient-based multi-objective reinforcement learning approach that seeks to iteratively uncover the quantitative inter-objective relationship via finding a minimum-norm point in the convex hull of the set of multiple policy gradients when the impact of one objective on others is unknown a priori. In particular, we first propose a new PAOLS algorithm that integrates pruning and approximate optimistic linear support algorithm to efficiently discover the weight-vector sets of multiple gradients that quantify the inter-objective relationship. Then we construct an actor and a multi-objective critic that can co-learn the policy and the multi-objective vector value function. Finally, the weight discovery process and the policy and vector value function learning process can be iteratively executed to yield stable weight-vector sets and policies. To validate the effectiveness of the proposed approach, we present a quantitative evaluation of the approach based on three case studies.
Deep Reinforcement Learning with Spatio-temporal Traffic Forecasting for Data-Driven Base Station Sleep Control
Wu, Qiong, Chen, Xu, Zhou, Zhi, Chen, Liang, Zhang, Junshan
To meet the ever increasing mobile traffic demand in 5G era, base stations (BSs) have been densely deployed in radio access networks (RANs) to increase the network coverage and capacity. However, as the high density of BSs is designed to accommodate peak traffic, it would consume an unnecessarily large amount of energy if BSs are on during off-peak time. To save the energy consumption of cellular networks, an effective way is to deactivate some idle base stations that do not serve any traffic demand. In this paper, we develop a traffic-aware dynamic BS sleep control framework, named DeepBSC, which presents a novel data-driven learning approach to determine the BS active/sleep modes while meeting lower energy consumption and satisfactory Quality of Service (QoS) requirements. Specifically, the traffic demands are predicted by the proposed GS-STN model, which leverages the geographical and semantic spatial-temporal correlations of mobile traffic. With accurate mobile traffic forecasting, the BS sleep control problem is cast as a Markov Decision Process that is solved by Actor-Critic reinforcement learning methods. To reduce the variance of cost estimation in the dynamic environment, we propose a benchmark transformation method that provides robust performance indicator for policy update. To expedite the training process, we adopt a Deep Deterministic Policy Gradient (DDPG) approach, together with an explorer network, which can strengthen the exploration further. Extensive experiments with a real-world dataset corroborate that our proposed framework significantly outperforms the existing methods.
Collision-Free Flocking with a Dynamic Squad of Fixed-Wing UAVs Using Deep Reinforcement Learning
Yan, Chao, Xiang, Xiaojia, Wang, Chang, Lan, Zhen
Developing the collision-free flocking behavior for a dynamic squad of fixed-wing UAVs is still a challenge due to kinematic complexity and environmental uncertainty. In this paper, we deal with the decentralized leader-follower flocking control problem through deep reinforcement learning (DRL). Specifically, we formulate a decentralized DRL-based decision making framework from the perspective of every follower, where a collision avoidance mechanism is integrated into the flocking controller. Then, we propose a novel reinforcement learning algorithm CACER-II for training a shared control policy for all the followers. Besides, we design a plug-n-play embedding module based on convolutional neural networks and the attention mechanism. As a result, the variable-length system state can be encoded into a fixed-length embedding vector, which makes the learned DRL policies independent with the number or the order of followers. Finally, numerical simulation results demonstrate the effectiveness of the proposed method, and the learned policies can be directly transferred to semiphysical simulation without any parameter finetuning.
Choice Set Misspecification in Reward Inference
Freedman, Rachel, Shah, Rohin, Dragan, Anca
Specifying reward functions for robots that operate in environments without a natural reward signal can be challenging, and incorrectly specified rewards can incentivise degenerate or dangerous behavior. A promising alternative to manually specifying reward functions is to enable robots to infer them from human feedback, like demonstrations or corrections. To interpret this feedback, robots treat as approximately optimal a choice the person makes from a choice set, like the set of possible trajectories they could have demonstrated or possible corrections they could have made. In this work, we introduce the idea that the choice set itself might be difficult to specify, and analyze choice set misspecification: what happens as the robot makes incorrect assumptions about the set of choices from which the human selects their feedback. We propose a classification of different kinds of choice set misspecification, and show that these different classes lead to meaningful differences in the inferred reward and resulting performance. While we would normally expect misspecification to hurt, we find that certain kinds of misspecification are neither helpful nor harmful (in expectation). However, in other situations, misspecification can be extremely harmful, leading the robot to believe the opposite of what it should believe. We hope our results will allow for better prediction and response to the effects of misspecification in real-world reward inference.
Meta-Reinforcement Learning for Adaptive Motor Control in Changing Robot Dynamics and Environments
Anne, Timothée, Wilkinson, Jack, Li, Zhibin
This work developed a meta-learning approach that adapts the control policy on the fly to different changing conditions for robust locomotion. The proposed method constantly updates the interaction model, samples feasible sequences of actions of estimated the state-action trajectories, and then applies the optimal actions to maximize the reward. To achieve online model adaptation, our proposed method learns different latent vectors of each training condition, which are selected online given the newly collected data. Our work designs appropriate state space and reward functions, and optimizes feasible actions in an MPC fashion which are then sampled directly in the joint space considering constraints, hence requiring no prior design of specific walking gaits. We further demonstrate the robot's capability of detecting unexpected changes during interaction and adapting control policies quickly. The extensive validation on the SpotMicro robot in a physics simulation shows adaptive and robust locomotion skills under varying ground friction, external pushes, and different robot models including hardware faults and changes.
Spatial Assembly: Generative Architecture With Reinforcement Learning, Self Play and Tree Search
Tigas, Panagiotis, Hosmer, Tyson
With this work, we investigate the use of Reinforcement Learning (RL) for generation of spatial assemblies, by combining ideas from Procedural Generation algorithms (Wave Function Collapse algorithm (WFC) [8]) and RL for Game Solving. WFC is a Generative Design algorithm, inspired by Constraint Solving [3]. In WFC, one defines a set of tiles/blocks and constraints and the algorithm generates an assembly that satisfies these constraints. Casting the problem of generation of spatial assemblies as a Markov Decision Process whose states transitions are defined by WFC, we propose an algorithm that uses Reinforcement Learning and Self-Play to learn a policy that generates assemblies which maximize objectives set by the designer. Finally, we demonstrate the use of our Spatial Assembly algorithm in Architecture Design.
HAMMER: Multi-Level Coordination of Reinforcement Learning Agents via Learned Messaging
Gupta, Nikunj, Srinivasaraghavan, G, Mohalik, Swarup Kumar, Taylor, Matthew E.
Cooperative multi-agent reinforcement learning (MARL) has achieved significant results, most notably by leveraging the representation learning abilities of deep neural networks. However, large centralized approaches quickly become infeasible as the number of agents scale, and fully decentralized approaches can miss important opportunities for information sharing and coordination. Furthermore, not all agents are equal - in some cases, individual agents may not even have the ability to send communication to other agents or explicitly model other agents. This paper considers the case where there is a single, powerful, central agent that can observe the entire observation space, and there are multiple, low powered, local agents that can only receive local observations and cannot communicate with each other. The job of the central agent is to learn what message to send to different local agents, based on the global observations, not by centrally solving the entire problem and sending action commands, but by determining what additional information an individual agent should receive so that it can make a better decision. After explaining our MARL algorithm, hammer, and where it would be most applicable, we implement it in the cooperative navigation and multi-agent walker domains. Empirical results show that 1) learned communication does indeed improve system performance, 2) results generalize to multiple numbers of agents, and 3) results generalize to different reward structures.
Dynamic Bicycle Dispatching of Dockless Public Bicycle-sharing Systems using Multi-objective Reinforcement Learning
Chen, Jianguo, Li, Kenli, Li, Keqin, Yu, Philip S., Zeng, Zeng
As a new generation of Public Bicycle-sharing Systems (PBS), the dockless PBS (DL-PBS) is an important application of cyber-physical systems and intelligent transportation. How to use AI to provide efficient bicycle dispatching solutions based on dynamic bicycle rental demand is an essential issue for DL-PBS. In this paper, we propose a dynamic bicycle dispatching algorithm based on multi-objective reinforcement learning (MORL-BD) to provide the optimal bicycle dispatching solution for DL-PBS. We model the DL-PBS system from the perspective of CPS and use deep learning to predict the layout of bicycle parking spots and the dynamic demand of bicycle dispatching. We define the multi-route bicycle dispatching problem as a multi-objective optimization problem by considering the optimization objectives of dispatching costs, dispatch truck's initial load, workload balance among the trucks, and the dynamic balance of bicycle supply and demand. On this basis, the collaborative multi-route bicycle dispatching problem among multiple dispatch trucks is modeled as a multi-agent MORL model. All dispatch paths between parking spots are defined as state spaces, and the reciprocal of dispatching costs is defined as a reward. Each dispatch truck is equipped with an agent to learn the optimal dispatch path in the dynamic DL-PBS network. We create an elite list to store the Pareto optimal solutions of bicycle dispatch paths found in each action, and finally, get the Pareto frontier. Experimental results on the actual DL-PBS systems show that compared with existing methods, MORL-BD can find a higher quality Pareto frontier with less execution time.
Grounding Language to Entities and Dynamics for Generalization in Reinforcement Learning
Wang, H. J. Austin, Narasimhan, Karthik
In this paper, we consider the problem of leveraging textual descriptions to improve generalization of control policies to new scenarios. Unlike prior work in this space, we do not assume access to any form of prior knowledge connecting text and state observations, and learn both symbol grounding and control policy simultaneously. This is challenging due to a lack of concrete supervision, and incorrect groundings can result in worse performance than policies that do not use the text at all. We develop a new model, EMMA (Entity Mapper with Multi-modal Attention) which uses a multi-modal entity-conditioned attention module that allows for selective focus over relevant sentences in the manual for each entity in the environment. EMMA is end-to-end differentiable and can learn a latent grounding of entities and dynamics from text to observations using environment rewards as the only source of supervision. To empirically test our model, we design a new framework of 1320 games and collect text manuals with free-form natural language via crowd-sourcing. We demonstrate that EMMA achieves successful zero-shot generalization to unseen games with new dynamics, obtaining significantly higher rewards compared to multiple baselines. The grounding acquired by EMMA is also robust to noisy descriptions and linguistic variation.
Benchmarking Perturbation-based Saliency Maps for Explaining Deep Reinforcement Learning Agents
Huber, Tobias, Limmer, Benedikt, André, Elisabeth
Recent years saw a plethora of work on explaining complex intelligent agents. One example is the development of several algorithms that generate saliency maps which show how much each pixel attributed to the agents' decision. However, most evaluations of such saliency maps focus on image classification tasks. As far as we know, there is no work which thoroughly compares different saliency maps for Deep Reinforcement Learning agents. This paper compares four perturbation-based approaches to create saliency maps for Deep Reinforcement Learning agents trained on four different Atari 2600 games. All four approaches work by perturbing parts of the input and measuring how much this affects the agent's output. The approaches are compared using three computational metrics: dependence on the learned parameters of the agent (sanity checks), faithfulness to the agent's reasoning (input degradation), and run-time.