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 Reinforcement Learning


Robust and Scalable Routing with Multi-Agent Deep Reinforcement Learning for MANETs

arXiv.org Artificial Intelligence

We address the packet routing problem in highly dynamic mobile ad-hoc networks (MANETs). In the network routing problem each router chooses the next-hop(s) of each packet to deliver the packet to a destination with lower delay, higher reliability, and less overhead in the network. In this paper, we present a novel framework and routing policies, DeepCQ+ routing, using multi-agent deep reinforcement learning (MADRL) which is designed to be robust and scalable for MANETs. Unlike other deep reinforcement learning (DRL)-based routing solutions in the literature, our approach has enabled us to train over a limited range of network parameters and conditions, but achieve realistic routing policies for a much wider range of conditions including a variable number of nodes, different data flows with varying data rates and source/destination pairs, diverse mobility levels, and other dynamic topology of networks. We demonstrate the scalability, robustness, and performance enhancements obtained by DeepCQ+ routing over a recently proposed model-free and non-neural robust and reliable routing technique (i.e. CQ+ routing). DeepCQ+ routing outperforms non-DRL-based CQ+ routing in terms of overhead while maintains same goodput rate. Under a wide range of network sizes and mobility conditions, we have observed the reduction in normalized overhead of 10-15%, indicating that the DeepCQ+ routing policy delivers more packets end-to-end with less overhead used. To the best of our knowledge, this is the first successful application of MADRL for the MANET routing problem that simultaneously achieves scalability and robustness under dynamic conditions while outperforming its non-neural counterpart. More importantly, we provide a framework to design scalable and robust routing policy with any desired network performance metric of interest.


Reinforced Imitative Graph Representation Learning for Mobile User Profiling: An Adversarial Training Perspective

arXiv.org Artificial Intelligence

In this paper, we study the problem of mobile user profiling, which is a critical component for quantifying users' characteristics in the human mobility modeling pipeline. Human mobility is a sequential decision-making process dependent on the users' dynamic interests. With accurate user profiles, the predictive model can perfectly reproduce users' mobility trajectories. In the reverse direction, once the predictive model can imitate users' mobility patterns, the learned user profiles are also optimal. Such intuition motivates us to propose an imitation-based mobile user profiling framework by exploiting reinforcement learning, in which the agent is trained to precisely imitate users' mobility patterns for optimal user profiles. Specifically, the proposed framework includes two modules: (1) representation module, which produces state combining user profiles and spatio-temporal context in real-time; (2) imitation module, where Deep Q-network (DQN) imitates the user behavior (action) based on the state that is produced by the representation module. However, there are two challenges in running the framework effectively. First, epsilon-greedy strategy in DQN makes use of the exploration-exploitation trade-off by randomly pick actions with the epsilon probability. Such randomness feeds back to the representation module, causing the learned user profiles unstable. To solve the problem, we propose an adversarial training strategy to guarantee the robustness of the representation module. Second, the representation module updates users' profiles in an incremental manner, requiring integrating the temporal effects of user profiles. Inspired by Long-short Term Memory (LSTM), we introduce a gated mechanism to incorporate new and old user characteristics into the user profile.


Average-Reward Off-Policy Policy Evaluation with Function Approximation

arXiv.org Artificial Intelligence

We consider off-policy policy evaluation with function approximation (FA) in average-reward MDPs, where the goal is to estimate both the reward rate and the differential value function. For this problem, bootstrapping is necessary and, along with off-policy learning and FA, results in the deadly triad (Sutton & Barto, 2018). To address the deadly triad, we propose two novel algorithms, reproducing the celebrated success of Gradient TD algorithms in the average-reward setting. In terms of estimating the differential value function, the algorithms are the first convergent off-policy linear function approximation algorithms. In terms of estimating the reward rate, the algorithms are the first convergent off-policy linear function approximation algorithms that do not require estimating the density ratio. We demonstrate empirically the advantage of the proposed algorithms, as well as their nonlinear variants, over a competitive density-ratio-based approach, in a simple domain as well as challenging robot simulation tasks.


The Distracting Control Suite -- A Challenging Benchmark for Reinforcement Learning from Pixels

arXiv.org Artificial Intelligence

Robots have to face challenging perceptual settings, including changes in viewpoint, lighting, and background. Current simulated reinforcement learning (RL) benchmarks such as DM Control provide visual input without such complexity, which limits the transfer of well-performing methods to the real world. In this paper, we extend DM Control with three kinds of visual distractions (variations in background, color, and camera pose) to produce a new challenging benchmark for vision-based control, and we analyze state of the art RL algorithms in these settings. Our experiments show that current RL methods for vision-based control perform poorly under distractions, and that their performance decreases with increasing distraction complexity, showing that new methods are needed to cope with the visual complexities of the real world. We also find that combinations of multiple distraction types are more difficult than a mere combination of their individual effects.


qRRT: Quality-Biased Incremental RRT for Optimal Motion Planning in Non-Holonomic Systems

arXiv.org Artificial Intelligence

This paper presents a sampling-based method for optimal motion planning in non-holonomic systems in the absence of known cost functions. It uses the principle of learning through experience to deduce the cost-to-go of regions within the workspace. This cost information is used to bias an incremental graph-based search algorithm that produces solution trajectories. Iterative improvement of cost information and search biasing produces solutions that are proven to be asymptotically optimal. The proposed framework builds on incremental Rapidly-exploring Random Trees (RRT) for random sampling-based search and Reinforcement Learning (RL) to learn workspace costs. A series of experiments were performed to evaluate and demonstrate the performance of the proposed method.


Neural Fitted Q Iteration based Optimal Bidding Strategy in Real Time Reactive Power Market_1

arXiv.org Artificial Intelligence

In real time electricity markets, the objective of generation companies while bidding is to maximize their profit. The strategies for learning optimal bidding have been formulated through game theoretical approaches and stochastic optimization problems. Similar studies in reactive power markets have not been reported so far because the network voltage operating conditions have an increased impact on reactive power markets than on active power markets. Contrary to active power markets, the bids of rivals are not directly related to fuel costs in reactive power markets. Hence, the assumption of a suitable probability distribution function is unrealistic, making the strategies adopted in active power markets unsuitable for learning optimal bids in reactive power market mechanisms. Therefore, a bidding strategy is to be learnt from market observations and experience in imperfect oligopolistic competition-based markets. In this paper, a pioneer work on learning optimal bidding strategies from observation and experience in a three-stage reactive power market is reported.


Deep Reinforcement Learning with Quantum-inspired Experience Replay

arXiv.org Artificial Intelligence

In this paper, a novel training paradigm inspired by quantum computation is proposed for deep reinforcement learning (DRL) with experience replay. In contrast to traditional experience replay mechanism in DRL, the proposed deep reinforcement learning with quantum-inspired experience replay (DRL-QER) adaptively chooses experiences from the replay buffer according to the complexity and the replayed times of each experience (also called transition), to achieve a balance between exploration and exploitation. In DRL-QER, transitions are first formulated in quantum representations, and then the preparation operation and the depreciation operation are performed on the transitions. In this progress, the preparation operation reflects the relationship between the temporal difference errors (TD-errors) and the importance of the experiences, while the depreciation operation is taken into account to ensure the diversity of the transitions. The experimental results on Atari 2600 games show that DRL-QER outperforms state-of-the-art algorithms such as DRL-PER and DCRL on most of these games with improved training efficiency, and is also applicable to such memory-based DRL approaches as double network and dueling network.


Model-Based Inverse Reinforcement Learning from Visual Demonstrations

arXiv.org Artificial Intelligence

Scaling model-based inverse reinforcement learning (IRL) to real robotic manipulation tasks with unknown dynamics remains an open problem. The key challenges lie in learning good dynamics models, developing algorithms that scale to high-dimensional state-spaces and being able to learn from both visual and proprioceptive demonstrations. In this work, we present a gradient-based inverse reinforcement learning framework that utilizes a pre-trained visual dynamics model to learn cost functions when given only visual human demonstrations. The learned cost functions are then used to reproduce the demonstrated behavior via visual model predictive control. We evaluate our framework on hardware on two basic object manipulation tasks.


Attention Actor-Critic algorithm for Multi-Agent Constrained Co-operative Reinforcement Learning

arXiv.org Artificial Intelligence

In this work, we consider the problem of computing optimal actions for Reinforcement Learning (RL) agents in a co-operative setting, where the objective is to optimize a common goal. However, in many real-life applications, in addition to optimizing the goal, the agents are required to satisfy certain constraints specified on their actions. Under this setting, the objective of the agents is to not only learn the actions that optimize the common objective but also meet the specified constraints. In recent times, the Actor-Critic algorithm with an attention mechanism has been successfully applied to obtain optimal actions for RL agents in multi-agent environments. In this work, we extend this algorithm to the constrained multi-agent RL setting. The idea here is that optimizing the common goal and satisfying the constraints may require different modes of attention. By incorporating different attention modes, the agents can select useful information required for optimizing the objective and satisfying the constraints separately, thereby yielding better actions. Through experiments on benchmark multi-agent environments, we show the effectiveness of our proposed algorithm.


Learn Dynamic-Aware State Embedding for Transfer Learning

arXiv.org Artificial Intelligence

Transfer reinforcement learning aims to improve the sample efficiency of solving unseen new tasks by leveraging experiences obtained from previous tasks. We consider the setting where all tasks (MDPs) share the same environment dynamic except reward function. In this setting, the MDP dynamic is a good knowledge to transfer, which can be inferred by uniformly random policy. However, trajectories generated by uniform random policy are not useful for policy improvement, which impairs the sample efficiency severely. Instead, we observe that the binary MDP dynamic can be inferred from trajectories of any policy which avoids the need of uniform random policy. As the binary MDP dynamic contains the state structure shared over all tasks we believe it is suitable to transfer. Built on this observation, we introduce a method to infer the binary MDP dynamic on-line and at the same time utilize it to guide state embedding learning, which is then transferred to new tasks. We keep state embedding learning and policy learning separately. As a result, the learned state embedding is task and policy agnostic which makes it ideal for transfer learning. In addition, to facilitate the exploration over the state space, we propose a novel intrinsic reward based on the inferred binary MDP dynamic. Our method can be used out-of-box in combination with model-free RL algorithms. We show two instances on the basis of \algo{DQN} and \algo{A2C}. Empirical results of intensive experiments show the advantage of our proposed method in various transfer learning tasks.