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 Reinforcement Learning


Multi-Objective Optimization of the Textile Manufacturing Process Using Deep-Q-Network Based Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-objective optimization of the textile manufacturing process is an increasing challenge because of the growing complexity involved in the development of the textile industry. The use of intelligent techniques has been often discussed in this domain, although a significant improvement from certain successful applications has been reported, the traditional methods failed to work with high-as well as human intervention. Upon which, this paper proposed a multi-agent reinforcement learning (MARL) framework to transform the optimization process into a stochastic game and introduced the deep Q-networks algorithm to train the multiple agents. A utilitarian selection mechanism was employed in the stochastic game, which (-greedy policy) in each state to avoid the interruption of multiple equilibria and achieve the correlated equilibrium optimal solutions of the optimizing process. The case study result reflects that the proposed MARL system is possible to achieve the optimal solutions for the textile ozonation process and it performs better than the traditional approaches.


8 Best Free Resources To Learn Deep Reinforcement Learning Using TensorFlow

#artificialintelligence

With the success of DeepMind's AlphaGo system defeating the world Go champion, reinforcement learning has achieved significant attention among researchers and developers. Deep reinforcement learning has become one of the most significant techniques in AI that is also being used by the researchers in order to attain artificial general intelligence. Below here is a list of 10 best free resources, in no particular order to learn deep reinforcement learning using TensorFlow. About: This tutorial "Introduction to RL and Deep Q Networks" is provided by the developers at TensorFlow. The topics include an introduction to deep reinforcement learning, the Cartpole Environment, introduction to DQN agent, Q-learning, Deep Q-Learning, DQN on Cartpole in TF-Agents and more.


Deep Reinforcement Learning for Ping Pong

#artificialintelligence

In this post, you will implement an AI program(or agent if you want to be more fancy! If you are beginner to reinforcement learning this post is perfect for you as it tries to cover the essence of Reinforcement Learning. The code and a challenge link has been attached below So Follow along till the end..! For our case we use a game which is(you guessed it!) Ping Pong, as our environment, provided by OpenAI's library, as the environment for our AI. The AI gets control of one of the sliders only (green slider in our case).


Reinforcement Learning to Reduce Building Energy Consumption

#artificialintelligence

The need for Energy Savings has become increasily foundamental to fight Climate Change. We have been working on a cloud-based RL algorithm that can retrofit existing HVAC controls to obtain substantial results. In the last decade, a new class of controls which relies on Artificial Intelligence have been proposed. In particular, we are going to highlight data-driven controls based on Reinforcement Learning (RL), since they showed from the very beginning promising results as HVAC controls [2]. There are two main ways to upgrade with RL the air conditioning systems: to implement RL on new systems or to retrofit the existing ones.


Maia explores the human side of AI for chess

#artificialintelligence

As artificial intelligence continues its rapid progress, equaling or surpassing human performance on benchmarks in an increasing range of tasks, researchers in the field are directing more effort to the interaction between humans and AI in domains where both are active. Chess stands as a model system for studying how people can collaborate with AI, or learn from AI, just as chess has served as a leading indicator of many central questions in AI throughout the field's history. AI-powered chess engines have consistently bested human players since 2005, and the chess world has undergone further shifts since then, such as the introduction of the heuristics-based Stockfish engine in 2008 and the deep reinforcement learning-based AlphaZero engine in 2017. The impact of this evolution has been monumental: chess is now seeing record numbers of people playing the game even as AI itself continues to get better at playing. These shifts have created a unique testbed for studying the interactions between humans and AI: formidable AI chess-playing ability combined with a large, growing human interest in the game has resulted in a wide variety of playing styles and player skill levels.


Assessing and Accelerating Coverage in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Current deep reinforcement learning (DRL) algorithms utilize randomness in simulation environments to assume complete coverage in the state space. However, particularly in high dimensions, relying on randomness may lead to gaps in coverage of the trained DRL neural network model, which in turn may lead to drastic and often fatal real-world situations. To the best of the author's knowledge, the assessment of coverage for DRL is lacking in current research literature. Therefore, in this paper, a novel measure, Approximate Pseudo-Coverage (APC), is proposed for assessing the coverage in DRL applications. We propose to calculate APC by projecting the high dimensional state space on to a lower dimensional manifold and quantifying the occupied space. Furthermore, we utilize an exploration-exploitation strategy for coverage maximization using Rapidly-Exploring Random Tree (RRT). The efficacy of the assessment and the acceleration of coverage is demonstrated on standard tasks such as Cartpole, highway-env.


6.7ms on Mobile with over 78% ImageNet Accuracy: Unified Network Pruning and Architecture Search for Beyond Real-Time Mobile Acceleration

arXiv.org Artificial Intelligence

With the increasing demand to efficiently deploy DNNs on mobile edge devices, it becomes much more important to reduce unnecessary computation and increase the execution speed. Prior methods towards this goal, including model compression and network architecture search (NAS), are largely performed independently and do not fully consider compiler-level optimizations which is a must-do for mobile acceleration. In this work, we first propose (i) a general category of fine-grained structured pruning applicable to various DNN layers, and (ii) a comprehensive, compiler automatic code generation framework supporting different DNNs and different pruning schemes, which bridge the gap of model compression and NAS. We further propose NPAS, a compiler-aware unified network pruning, and architecture search. To deal with large search space, we propose a meta-modeling procedure based on reinforcement learning with fast evaluation and Bayesian optimization, ensuring the total number of training epochs comparable with representative NAS frameworks. Our framework achieves 6.7ms, 5.9ms, 3.9ms ImageNet inference times with 78.2%, 75% (MobileNet-V3 level), and 71% (MobileNet-V2 level) Top-1 accuracy respectively on an off-the-shelf mobile phone, consistently outperforming prior work.


Obtain Employee Turnover Rate and Optimal Reduction Strategy Based On Neural Network and Reinforcement Learning

arXiv.org Artificial Intelligence

Nowadays, human resource is an important part of various resources of enterprises. For enterprises, high-loyalty and high-quality talented persons are often the core competitiveness of enterprises. Therefore, it is of great practical significance to predict whether employees leave and reduce the turnover rate of employees. First, this paper established a multi-layer perceptron predictive model of employee turnover rate. A model based on Sarsa which is a kind of reinforcement learning algorithm is proposed to automatically generate a set of strategies to reduce the employee turnover rate. These strategies are a collection of strategies that can reduce the employee turnover rate the most and cost less from the perspective of the enterprise, and can be used as a reference plan for the enterprise to optimize the employee system. The experimental results show that the algorithm can indeed improve the efficiency and accuracy of the specific strategy.


A Multi-intersection Vehicular Cooperative Control based on End-Edge-Cloud Computing

arXiv.org Artificial Intelligence

Cooperative Intelligent Transportation Systems (C-ITS) will change the modes of road safety and traffic management, especially at intersections without traffic lights, namely unsignalized intersections. Existing researches focus on vehicle control within a small area around an unsignalized intersection. In this paper, we expand the control domain to a large area with multiple intersections. In particular, we propose a Multi-intersection Vehicular Cooperative Control (MiVeCC) to enable cooperation among vehicles in a large area with multiple unsignalized intersections. Firstly, a vehicular end-edge-cloud computing framework is proposed to facilitate end-edge-cloud vertical cooperation and horizontal cooperation among vehicles. Then, the vehicular cooperative control problems in the cloud and edge layers are formulated as Markov Decision Process (MDP) and solved by two-stage reinforcement learning. Furthermore, to deal with high-density traffic, vehicle selection methods are proposed to reduce the state space and accelerate algorithm convergence without performance degradation. A multi-intersection simulation platform is developed to evaluate the proposed scheme. Simulation results show that the proposed MiVeCC can improve travel efficiency at multiple intersections by up to 4.59 times without collision compared with existing methods.


Applied Machine Learning for Games: A Graduate School Course

arXiv.org Artificial Intelligence

The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we describe our machine learning course designed for graduate students interested in applying recent advances of deep learning and reinforcement learning towards gaming. This course serves as a bridge to foster interdisciplinary collaboration among graduate schools and does not require prior experience designing or building games. Graduate students enrolled in this course apply different fields of machine learning techniques such as computer vision, natural language processing, computer graphics, human computer interaction, robotics and data analysis to solve open challenges in gaming. Student projects cover use-cases such as training AI-bots in gaming benchmark environments and competitions, understanding human decision patterns in gaming, and creating intelligent non-playable characters or environments to foster engaging gameplay. Projects demos can help students open doors for an industry career, aim for publications, or lay the foundations of a future product. Our students gained hands-on experience in applying state of the art machine learning techniques to solve real-life problems in gaming.