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 Reinforcement Learning


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.


Detect, Reject, Correct: Crossmodal Compensation of Corrupted Sensors

arXiv.org Artificial Intelligence

Using sensor data from multiple modalities presents an opportunity to encode redundant and complementary features that can be useful when one modality is corrupted or noisy. Humans do this everyday, relying on touch and proprioceptive feedback in visually-challenging environments. However, robots might not always know when their sensors are corrupted, as even broken sensors can return valid values. In this work, we introduce the Crossmodal Compensation Model (CCM), which can detect corrupted sensor modalities and compensate for them. CMM is a representation model learned with self-supervision that leverages unimodal reconstruction loss for corruption detection. CCM then discards the corrupted modality and compensates for it with information from the remaining sensors. We show that CCM learns rich state representations that can be used for contact-rich manipulation policies, even when input modalities are corrupted in ways not seen during training time.


Optimizing the Neural Architecture of Reinforcement Learning Agents

arXiv.org Artificial Intelligence

Reinforcement learning (RL) enjoyed significant progress over the last years. One of the most important steps forward was the wide application of neural networks. However, architectures of these neural networks are typically constructed manually. In this work, we study recently proposed neural architecture search (NAS) methods for optimizing the architecture of RL agents. We carry out experiments on the Atari benchmark and conclude that modern NAS methods find architectures of RL agents outperforming a manually selected one.


Connecting Context-specific Adaptation in Humans to Meta-learning

arXiv.org Artificial Intelligence

Cognitive control, the ability of a system to adapt to the demands of a task, is an integral part of cognition. A widely accepted fact about cognitive control is that it is context-sensitive: Adults and children alike infer information about a task's demands from contextual cues and use these inferences to learn from ambiguous cues. However, the precise way in which people use contextual cues to guide adaptation to a new task remains poorly understood. This work connects the context-sensitive nature of cognitive control to a method for meta-learning with context-conditioned adaptation. We begin by identifying an essential difference between human learning and current approaches to meta-learning: In contrast to humans, existing meta-learning algorithms do not make use of task-specific contextual cues but instead rely exclusively on online feedback in the form of task-specific labels or rewards. To remedy this, we introduce a framework for using contextual information about a task to guide the initialization of task-specific models before adaptation to online feedback. We show how context-conditioned meta-learning can capture human behavior in a cognitive task and how it can be scaled to improve the speed of learning in various settings, including few-shot classification and low-sample reinforcement learning. Our work demonstrates that guiding meta-learning with task information can capture complex, human-like behavior, thereby deepening our understanding of cognitive control.


Natural Language Processing (NLP) in Python for Beginners

#artificialintelligence

Created by Laxmi Kant KGP Talkie Students also bought Unsupervised Machine Learning Hidden Markov Models in Python Machine Learning and AI: Support Vector Machines in Python Cutting-Edge AI: Deep Reinforcement Learning in Python Ensemble Machine Learning in Python: Random Forest, AdaBoost Deep Learning: Advanced Computer Vision (GANs, SSD, More!) Unsupervised Deep Learning in Python Preview this course GET COUPON CODE Description Welcome to KGP Talkie's Natural Language Processing course. It is designed to give you a complete understanding of Text Processing and Mining with the use of State-of-the-Art NLP algorithms in Python. We Learn Spacy and NLTK in details and we will also explore the uses of NLP in real-life. This course covers the basics of NLP to advance topics like word2vec, GloVe. In this course, we will start from level 0 to the advanced level.


TLeague: A Framework for Competitive Self-Play based Distributed Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Competitive Self-Play (CSP) based Multi-Agent Reinforcement Learning (MARL) has shown phenomenal breakthroughs recently. Strong AIs are achieved for several benchmarks, including Dota 2, Glory of Kings, Quake III, StarCraft II, to name a few. Despite the success, the MARL training is extremely data thirsty, requiring typically billions of (if not trillions of) frames be seen from the environment during training in order for learning a high performance agent. This poses non-trivial difficulties for researchers or engineers and prevents the application of MARL to a broader range of real-world problems. To address this issue, in this manuscript we describe a framework, referred to as TLeague, that aims at large-scale training and implements several main-stream CSP-MARL algorithms. The training can be deployed in either a single machine or a cluster of hybrid machines (CPUs and GPUs), where the standard Kubernetes is supported in a cloud native manner. TLeague achieves a high throughput and a reasonable scale-up when performing distributed training. Thanks to the modular design, it is also easy to extend for solving other multi-agent problems or implementing and verifying MARL algorithms. We present experiments over StarCraft II, ViZDoom and Pommerman to show the efficiency and effectiveness of TLeague. The code is open-sourced and available at https://github.com/tencent-ailab/tleague_projpage


Deep Reinforcement Learning for Crowdsourced Urban Delivery: System States Characterization, Heuristics-guided Action Choice, and Rule-Interposing Integration

arXiv.org Artificial Intelligence

This paper investigates the problem of assigning shipping requests to ad hoc couriers in the context of crowdsourced urban delivery. The shipping requests are spatially distributed each with a limited time window between the earliest time for pickup and latest time for delivery. The ad hoc couriers, termed crowdsourcees, also have limited time availability and carrying capacity. We propose a new deep reinforcement learning (DRL)-based approach to tackling this assignment problem. A deep Q network (DQN) algorithm is trained which entails two salient features of experience replay and target network that enhance the efficiency, convergence, and stability of DRL training. More importantly, this paper makes three methodological contributions: 1) presenting a comprehensive and novel characterization of crowdshipping system states that encompasses spatial-temporal and capacity information of crowdsourcees and requests; 2) embedding heuristics that leverage the information offered by the state representation and are based on intuitive reasoning to guide specific actions to take, to preserve tractability and enhance efficiency of training; and 3) integrating rule-interposing to prevent repeated visiting of the same routes and node sequences during routing improvement, thereby further enhancing the training efficiency by accelerating learning. The effectiveness of the proposed approach is demonstrated through extensive numerical analysis. The results show the benefits brought by the heuristics-guided action choice and rule-interposing in DRL training, and the superiority of the proposed approach over existing heuristics in both solution quality, time, and scalability. Besides the potential to improve the efficiency of crowdshipping operation planning, the proposed approach also provides a new avenue and generic framework for other problems in the vehicle routing context.


Cluster Based Deep Contextual Reinforcement Learning for top-k Recommendations

arXiv.org Artificial Intelligence

Rapid advancements in the E-commerce sector over the last few decades have led to an imminent need for personalised, efficient and dynamic recommendation systems. To sufficiently cater to this need, we propose a novel method for generating top-k recommendations by creating an ensemble of clustering with reinforcement learning. We have incorporated DB Scan clustering to tackle vast item space, hence in-creasing the efficiency multi-fold. Moreover, by using deep contextual reinforcement learning, our proposed work leverages the user features to its full potential. With partial updates and batch updates, the model learns user patterns continuously. The Duelling Bandit based exploration provides robust exploration as compared to the state-of-art strategies due to its adaptive nature. Detailed experiments conducted on a public dataset verify our claims about the efficiency of our technique as com-pared to existing techniques.


Continuous Transition: Improving Sample Efficiency for Continuous Control Problems via MixUp

arXiv.org Artificial Intelligence

Although deep reinforcement learning~(RL) has been successfully applied to a variety of robotic control tasks, it's still challenging to apply it to real-world tasks, due to the poor sample efficiency. Attempting to overcome this shortcoming, several works focus on reusing the collected trajectory data during the training by decomposing them into a set of policy-irrelevant discrete transitions. However, their improvements are somewhat marginal since i) the amount of the transitions is usually small, and ii) the value assignment only happens in the joint states. To address these issues, this paper introduces a concise yet powerful method to construct \textit{Continuous Transition}, which exploits the trajectory information by exploiting the potential transitions along the trajectory. Specifically, we propose to synthesize new transitions for training by linearly interpolating the conjunctive transitions. To keep the constructed transitions authentic, we also develop a discriminator to guide the construction process automatically. Extensive experiments demonstrate that our proposed method achieves a significant improvement in sample efficiency on various complex continuous robotic control problems in MuJoCo and outperforms the advanced model-based / model-free RL methods.