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 Reinforcement Learning


Is Pessimism Provably Efficient for Offline RL?

arXiv.org Artificial Intelligence

We study offline reinforcement learning (RL), which aims to learn an optimal policy based on a dataset collected a priori. Due to the lack of further interactions with the environment, offline RL suffers from the insufficient coverage of the dataset, which eludes most existing theoretical analysis. In this paper, we propose a pessimistic variant of the value iteration algorithm (PEVI), which incorporates an uncertainty quantifier as the penalty function. Such a penalty function simply flips the sign of the bonus function for promoting exploration in online RL, which makes it easily implementable and compatible with general function approximators. Without assuming the sufficient coverage of the dataset, we establish a data-dependent upper bound on the suboptimality of PEVI for general Markov decision processes (MDPs). When specialized to linear MDPs, it matches the information-theoretic lower bound up to multiplicative factors of the dimension and horizon. In other words, pessimism is not only provably efficient but also minimax optimal. In particular, given the dataset, the learned policy serves as the ``best effort'' among all policies, as no other policies can do better. Our theoretical analysis identifies the critical role of pessimism in eliminating a notion of spurious correlation, which emerges from the ``irrelevant'' trajectories that are less covered by the dataset and not informative for the optimal policy.


Towards User Scheduling for 6G: A Fairness-Oriented Scheduler Using Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

User scheduling is a classical problem and key technology in wireless communication, which will still plays an important role in the prospective 6G. There are many sophisticated schedulers that are widely deployed in the base stations, such as Proportional Fairness (PF) and Round-Robin Fashion (RRF). It is known that the Opportunistic (OP) scheduling is the optimal scheduler for maximizing the average user data rate (AUDR) considering the full buffer traffic. But the optimal strategy achieving the highest fairness still remains largely unknown both in the full buffer traffic and the bursty traffic. In this work, we investigate the problem of fairness-oriented user scheduling, especially for the RBG allocation. We build a user scheduler using Multi-Agent Reinforcement Learning (MARL), which conducts distributional optimization to maximize the fairness of the communication system. The agents take the cross-layer information (e.g. RSRP, Buffer size) as state and the RBG allocation result as action, then explore the optimal solution following a well-defined reward function designed for maximizing fairness. Furthermore, we take the 5%-tile user data rate (5TUDR) as the key performance indicator (KPI) of fairness, and compare the performance of MARL scheduling with PF scheduling and RRF scheduling by conducting extensive simulations. And the simulation results show that the proposed MARL scheduling outperforms the traditional schedulers.


Neural SLAM: Learning to Explore with External Memory

arXiv.org Artificial Intelligence

We present an approach for agents to learn representations of a global map from sensor data, to aid their exploration in new environments. To achieve this, we embed procedures mimicking that of traditional Simultaneous Localization and Mapping (SLAM) into the soft attention based addressing of external memory architectures, in which the external memory acts as an internal representation of the environment. This structure encourages the evolution of SLAM-like behaviors inside a completely differentiable deep neural network. We show that this approach can help reinforcement learning agents to successfully explore new environments where long-term memory is essential. We validate our approach in both challenging grid-world environments and preliminary Gazebo experiments. A video of our experiments can be found at: https://goo.gl/G2Vu5y.


Deep Reinforcement Learning: A State-of-the-Art Walkthrough

Journal of Artificial Intelligence Research

Deep Reinforcement Learning is a topic that has gained a lot of attention recently, due to the unprecedented achievements and remarkable performance of such algorithms in various benchmark tests and environmental setups. The power of such methods comes from the combination of an already established and strong field of Deep Learning, with the unique nature of Reinforcement Learning methods. It is, however, deemed necessary to provide a compact, accurate and comparable view of these methods and their results for the means of gaining valuable technical and practical insights. In this work we gather the essential methods related to Deep Reinforcement Learning, extracting common property structures for three complementary core categories: a) Model-Free, b) Model-Based and c) Modular algorithms. For each category, we present, analyze and compare state-of-the-art Deep Reinforcement Learning algorithms that achieve high performance in various environments and tackle challenging problems in complex and demanding tasks. In order to give a compact and practical overview of their differences, we present comprehensive comparison figures and tables, produced by reported performances of the algorithms under two popular simulation platforms: the Atari Learning Environment and the MuJoCo physics simulation platform. We discuss the key differences of the various kinds of algorithms, indicate their potential and limitations, as well as provide insights to researchers regarding future directions of the field.


Leveraging AI and Intelligent Reflecting Surface for Energy-Efficient Communication in 6G IoT

arXiv.org Artificial Intelligence

The ever-increasing data traffic, various delay-sensitive services, and the massive deployment of energy-limited Internet of Things (IoT) devices have brought huge challenges to the current communication networks, motivating academia and industry to move to the sixth-generation (6G) network. With the powerful capability of data transmission and processing, 6G is considered as an enabler for IoT communication with low latency and energy cost. In this paper, we propose an artificial intelligence (AI) and intelligent reflecting surface (IRS) empowered energy-efficiency communication system for 6G IoT. First, we design a smart and efficient communication architecture including the IRS-aided data transmission and the AI-driven network resource management mechanisms. Second, an energy efficiency-maximizing model under given transmission latency for 6G IoT system is formulated, which jointly optimizes the settings of all communication participants, i.e. IoT transmission power, IRS-reflection phase shift, and BS detection matrix. Third, a deep reinforcement learning (DRL) empowered network resource control and allocation scheme is proposed to solve the formulated optimization model. Based on the network and channel status, the DRL-enabled scheme facilities the energy-efficiency and low-latency communication. Finally, experimental results verified the effectiveness of our proposed communication system for 6G IoT.


LISPR: An Options Framework for Policy Reuse with Reinforcement Learning

arXiv.org Artificial Intelligence

We propose a framework for transferring any existing policy from a potentially unknown source MDP to a target MDP. This framework (1) enables reuse in the target domain of any form of source policy, including classical controllers, heuristic policies, or deep neural network-based policies, (2) attains optimality under suitable theoretical conditions, and (3) guarantees improvement over the source policy in the target MDP. These are achieved by packaging the source policy as a black-box option in the target MDP and providing a theoretically grounded way to learn the option's initiation set through general value functions. Our approach facilitates the learning of new policies by (1) maximizing the target MDP reward with the help of the black-box option, and (2) returning the agent to states in the learned initiation set of the black-box option where it is already optimal. We show that these two variants are equivalent in performance under some conditions. Through a series of experiments in simulated environments, we demonstrate that our framework performs excellently in sparse reward problems given (sub-)optimal source policies and improves upon prior art in transfer methods such as continual learning and progressive networks, which lack our framework's desirable theoretical properties.


A Deep Reinforcement Learning Based Multi-Criteria Decision Support System for Textile Manufacturing Process Optimization

arXiv.org Artificial Intelligence

Textile manufacturing is a typical traditional industry involving high complexity in interconnected processes with limited capacity on the application of modern technologies. Decision-making in this domain generally takes multiple criteria into consideration, which usually arouses more complexity. To address this issue, the present paper proposes a decision support system that combines the intelligent data-based random forest (RF) models and a human knowledge based analytical hierarchical process (AHP) multi-criteria structure in accordance to the objective and the subjective factors of the textile manufacturing process. More importantly, the textile manufacturing process is described as the Markov decision process (MDP) paradigm, and a deep reinforcement learning scheme, the Deep Q-networks (DQN), is employed to optimize it. The effectiveness of this system has been validated in a case study of optimizing a textile ozonation process, showing that it can better master the challenging decision-making tasks in textile manufacturing processes.


Improved Sample Complexity for Incremental Autonomous Exploration in MDPs

arXiv.org Machine Learning

We investigate the exploration of an unknown environment when no reward function is provided. Building on the incremental exploration setting introduced by Lim and Auer [1], we define the objective of learning the set of $\epsilon$-optimal goal-conditioned policies attaining all states that are incrementally reachable within $L$ steps (in expectation) from a reference state $s_0$. In this paper, we introduce a novel model-based approach that interleaves discovering new states from $s_0$ and improving the accuracy of a model estimate that is used to compute goal-conditioned policies to reach newly discovered states. The resulting algorithm, DisCo, achieves a sample complexity scaling as $\tilde{O}(L^5 S_{L+\epsilon} \Gamma_{L+\epsilon} A \epsilon^{-2})$, where $A$ is the number of actions, $S_{L+\epsilon}$ is the number of states that are incrementally reachable from $s_0$ in $L+\epsilon$ steps, and $\Gamma_{L+\epsilon}$ is the branching factor of the dynamics over such states. This improves over the algorithm proposed in [1] in both $\epsilon$ and $L$ at the cost of an extra $\Gamma_{L+\epsilon}$ factor, which is small in most environments of interest. Furthermore, DisCo is the first algorithm that can return an $\epsilon/c_{\min}$-optimal policy for any cost-sensitive shortest-path problem defined on the $L$-reachable states with minimum cost $c_{\min}$. Finally, we report preliminary empirical results confirming our theoretical findings.


Multi-Principal Assistance Games: Definition and Collegial Mechanisms

arXiv.org Artificial Intelligence

We introduce the concept of a multi-principal assistance game (MPAG), and circumvent an obstacle in social choice theory -- Gibbard's theorem -- by using a sufficiently "collegial" preference inference mechanism. In an MPAG, a single agent assists N human principals who may have widely different preferences. MPAGs generalize assistance games, also known as cooperative inverse reinforcement learning games. We analyze in particular a generalization of apprenticeship learning in which the humans first perform some work to obtain utility and demonstrate their preferences, and then the robot acts to further maximize the sum of human payoffs. We show in this setting that if the game is sufficiently collegial -- i.e., if the humans are responsible for obtaining a sufficient fraction of the rewards through their own actions -- then their preferences are straightforwardly revealed through their work. This revelation mechanism is non-dictatorial, does not limit the possible outcomes to two alternatives, and is dominant-strategy incentive-compatible.


Disentangled Planning and Control in Vision Based Robotics via Reward Machines

arXiv.org Artificial Intelligence

In this work we augment a Deep Q-Learning agent with a Reward Machine (DQRM) to increase speed of learning vision-based policies for robot tasks, and overcome some of the limitations of DQN that prevent it from converging to good-quality policies. A reward machine (RM) is a finite state machine that decomposes a task into a discrete planning graph and equips the agent with a reward function to guide it toward task completion. The reward machine can be used for both reward shaping, and informing the policy what abstract state it is currently at. An abstract state is a high level simplification of the current state, defined in terms of task relevant features. These two supervisory signals of reward shaping and knowledge of current abstract state coming from the reward machine complement each other and can both be used to improve policy performance as demonstrated on several vision based robotic pick and place tasks. Particularly for vision based robotics applications, it is often easier to build a reward machine than to try and get a policy to learn the task without this structure.