Reinforcement Learning
Revenue and Energy Efficiency-Driven Delay Constrained Computing Task Offloading and Resource Allocation in a Vehicular Edge Computing Network: A Deep Reinforcement Learning Approach
Huang, Xinyu, He, Lijun, Chen, Xing, Wang, Liejun, Li, Fan
For in-vehicle application,task type and vehicle state information, i.e., vehicle speed, bear a significant impact on the task delay requirement. However, the joint impact of task type and vehicle speed on the task delay constraint has not been studied, and this lack of study may cause a mismatch between the requirement of the task delay and allocated computation and wireless resources. In this paper, we propose a joint task type and vehicle speed-aware task offloading and resource allocation strategy to decrease the vehicl's energy cost for executing tasks and increase the revenue of the vehicle for processing tasks within the delay constraint. First, we establish the joint task type and vehicle speed-aware delay constraint model. Then, the delay, energy cost and revenue for task execution in the vehicular edge computing (VEC) server, local terminal and terminals of other vehicles are calculated. Based on the energy cost and revenue from task execution,the utility function of the vehicle is acquired. Next, we formulate a joint optimization of task offloading and resource allocation to maximize the utility level of the vehicles subject to the constraints of task delay, computation resources and wireless resources. To obtain a near-optimal solution of the formulated problem, a joint offloading and resource allocation based on the multi-agent deep deterministic policy gradient (JORA-MADDPG) algorithm is proposed to maximize the utility level of vehicles. Simulation results show that our algorithm can achieve superior performance in task completion delay, vehicles' energy cost and processing revenue.
An Alternative to Backpropagation in Deep Reinforcement Learning
State-of-the-art deep learning algorithms mostly rely on gradient backpropagation to train a deep artificial neural network, which is generally regarded to be biologically implausible. For a network of stochastic units trained on a reinforcement learning task or a supervised learning task, one biologically plausible way of learning is to train each unit by REINFORCE. In this case, only a global reward signal has to be broadcast to all units, and the learning rule given is local, which can be interpreted as reward-modulated spike-timing-dependent plasticity (R-STDP) that is observed biologically. Although this learning rule follows the gradient of return in expectation, it suffers from high variance and cannot be used to train a deep network in practice. In this paper, we propose an algorithm called MAP propagation that can reduce this variance significantly while retaining the local property of learning rule. Different from prior works on local learning rules (e.g. Contrastive Divergence) which mostly applies to undirected models in unsupervised learning tasks, our proposed algorithm applies to directed models in reinforcement learning tasks. We show that the newly proposed algorithm can solve common reinforcement learning tasks at a speed similar to that of backpropagation when applied to an actor-critic network.
Avoiding Side Effects By Considering Future Tasks
Krakovna, Victoria, Orseau, Laurent, Ngo, Richard, Martic, Miljan, Legg, Shane
Designing reward functions is difficult: the designer has to specify what to do (what it means to complete the task) as well as what not to do (side effects that should be avoided while completing the task). To alleviate the burden on the reward designer, we propose an algorithm to automatically generate an auxiliary reward function that penalizes side effects. This auxiliary objective rewards the ability to complete possible future tasks, which decreases if the agent causes side effects during the current task. The future task reward can also give the agent an incentive to interfere with events in the environment that make future tasks less achievable, such as irreversible actions by other agents. To avoid this interference incentive, we introduce a baseline policy that represents a default course of action (such as doing nothing), and use it to filter out future tasks that are not achievable by default. We formally define interference incentives and show that the future task approach with a baseline policy avoids these incentives in the deterministic case. Using gridworld environments that test for side effects and interference, we show that our method avoids interference and is more effective for avoiding side effects than the common approach of penalizing irreversible actions.
Reinforcement Learning Based Temporal Logic Control with Maximum Probabilistic Satisfaction
Cai, Mingyu, Xiao, Shaoping, Li, Baoluo, Li, Zhiliang, Kan, Zhen
This paper presents a model-free reinforcement learning (RL) algorithm to synthesize a control policy that maximizes the satisfaction probability of linear temporal logic (LTL) specifications. Due to the consideration of environment and motion uncertainties, we model the robot motion as a probabilistic labeled Markov decision process with unknown transition probabilities and unknown probabilistic label functions. The LTL task specification is converted to a limit deterministic generalized B\"uchi automaton (LDGBA) with several accepting sets to maintain dense rewards during learning. The novelty of applying LDGBA is to construct an embedded LDGBA (E-LDGBA) by designing a synchronous tracking-frontier function, which enables the record of non-visited accepting sets without increasing dimensional and computational complexity. With appropriate dependent reward and discount functions, rigorous analysis shows that any method that optimizes the expected discount return of the RL-based approach is guaranteed to find the optimal policy that maximizes the satisfaction probability of the LTL specifications. A model-free RL-based motion planning strategy is developed to generate the optimal policy in this paper. The effectiveness of the RL-based control synthesis is demonstrated via simulation and experimental results.
[D]Why are non-linear approximators such as neural networks unstable for reinforcement learning
As you know, in supervised learning it is important for the data to be iid. In RL the training data is sampled from the state space that the agent chooses to explore, which tends to be highly correlated to the agent's current preferences and a small subset of the total state space. Q learning selects the action with the highest expected reward. So if a1 has an expected reward of 0.49, and a2 has an expected reward of 0.51, a small parameter change can cause the agent to swap from picking a2 100% of the time to picking a1 100% of the time, causing a significant shift in the distribution of data being trained on. At a higher conceptual level, you can think of RL as supervised learning where instead of having clearly defined labels, you'guess' what the label is using a often times noisy reward signal, and the quality of your guess is based on how accurate your policy is.
Auto-STGCN: Autonomous Spatial-Temporal Graph Convolutional Network Search Based on Reinforcement Learning and Existing Research Results
Wang, Chunnan, Zhang, Kaixin, Wang, Hongzhi, Chen, Bozhou
In recent years, many spatial-temporal graph convolutional network (STGCN) models are proposed to deal with the spatial-temporal network data forecasting problem. These STGCN models have their own advantages, i.e., each of them puts forward many effective operations and achieves good prediction results in the real applications. If users can effectively utilize and combine these excellent operations integrating the advantages of existing models, then they may obtain more effective STGCN models thus create greater value using existing work. However, they fail to do so due to the lack of domain knowledge, and there is lack of automated system to help users to achieve this goal. In this paper, we fill this gap and propose Auto-STGCN algorithm, which makes use of existing models to automatically explore high-performance STGCN model for specific scenarios. Specifically, we design Unified-STGCN framework, which summarizes the operations of existing architectures, and use parameters to control the usage and characteristic attributes of each operation, so as to realize the parameterized representation of the STGCN architecture and the reorganization and fusion of advantages. Then, we present Auto-STGCN, an optimization method based on reinforcement learning, to quickly search the parameter search space provided by Unified-STGCN, and generate optimal STGCN models automatically. Extensive experiments on real-world benchmark datasets show that our Auto-STGCN can find STGCN models superior to existing STGCN models with heuristic parameters, which demonstrates the effectiveness of our proposed method.
Affect-Driven Modelling of Robot Personality for Collaborative Human-Robot Interactions
Churamani, Nikhil, Barros, Pablo, Gunes, Hatice, Wermter, Stefan
Collaborative interactions require social robots to adapt to the dynamics of human affective behaviour. Yet, current approaches for affective behaviour generation in robots focus on instantaneous perception to generate a one-to-one mapping between observed human expressions and static robot actions. In this paper, we propose a novel framework for personality-driven behaviour generation in social robots. The framework consists of (i) a hybrid neural model for evaluating facial expressions and speech, forming intrinsic affective representations in the robot, (ii) an Affective Core, that employs self-organising neural models to embed robot personality traits like patience and emotional actuation, and (iii) a Reinforcement Learning model that uses the robot's affective appraisal to learn interaction behaviour. For evaluation, we conduct a user study (n = 31) where the NICO robot acts as a proposer in the Ultimatum Game. The effect of robot personality on its negotiation strategy is witnessed by participants, who rank a patient robot with high emotional actuation higher on persistence, while an inert and impatient robot higher on its generosity and altruistic behaviour.
Optimizing the cost of training AWS DeepRacer reinforcement learning models
AWS DeepRacer is a cloud-based 3D racing simulator, an autonomous 1/18th scale race car driven by reinforcement learning, and a global racing league. Reinforcement learning (RL), an advanced machine learning (ML) technique, enables models to learn complex behaviors without labeled training data and make short-term decisions while optimizing for longer-term goals. But as we humans can attest, learning something well takes time--and time is money. You can build and train a simple "all-wheels-on-track" model in the AWS DeepRacer console in just a couple of hours. However, if you're building complex models involving multiple parameters, a reward function using trigonometry, or generally diving deep into RL, there are steps you can take to optimize the cost of training.
Reinforcement learning is supervised learning on optimized data
The two most common perspectives on Reinforcement learning (RL) are optimization and dynamic programming. Methods that compute the gradients of the non-differentiable expected reward objective, such as the REINFORCE trick are commonly grouped into the optimization perspective, whereas methods that employ TD-learning or Q-learning are dynamic programming methods. While these methods have shown considerable success in recent years, these methods are still quite challenging to apply to new problems. In contrast deep supervised learning has been extremely successful and we may hence ask: Can we use supervised learning to perform RL? In this blog post we discuss a mental model for RL, based on the idea that RL can be viewed as doing supervised learning on the "good data".