Reinforcement Learning
Deep Actor-Critic Learning for Distributed Power Control in Wireless Mobile Networks
Nasir, Yasar Sinan, Guo, Dongning
Deep reinforcement learning offers a model-free alternative to supervised deep learning and classical optimization for solving the transmit power control problem in wireless networks. The multi-agent deep reinforcement learning approach considers each transmitter as an individual learning agent that determines its transmit power level by observing the local wireless environment. Following a certain policy, these agents learn to collaboratively maximize a global objective, e.g., a sum-rate utility function. This multi-agent scheme is easily scalable and practically applicable to large-scale cellular networks. In this work, we present a distributively executed continuous power control algorithm with the help of deep actor-critic learning, and more specifically, by adapting deep deterministic policy gradient. Furthermore, we integrate the proposed power control algorithm to a time-slotted system where devices are mobile and channel conditions change rapidly. We demonstrate the functionality of the proposed algorithm using simulation results.
Variance-Reduced Off-Policy Memory-Efficient Policy Search
Lyu, Daoming, Qi, Qi, Ghavamzadeh, Mohammad, Yao, Hengshuai, Yang, Tianbao, Liu, Bo
Off-policy policy optimization is a challenging problem in reinforcement learning (RL). The algorithms designed for this problem often suffer from high variance in their estimators, which results in poor sample efficiency, and have issues with convergence. A few variance-reduced on-policy policy gradient algorithms have been recently proposed that use methods from stochastic optimization to reduce the variance of the gradient estimate in the REINFORCE algorithm. However, these algorithms are not designed for the off-policy setting and are memory-inefficient, since they need to collect and store a large ``reference'' batch of samples from time to time. To achieve variance-reduced off-policy-stable policy optimization, we propose an algorithm family that is memory-efficient, stochastically variance-reduced, and capable of learning from off-policy samples. Empirical studies validate the effectiveness of the proposed approaches.
VacSIM: Learning Effective Strategies for COVID-19 Vaccine Distribution using Reinforcement Learning
Awasthi, Raghav, Guliani, Keerat Kaur, Bhatt, Arshita, Gill, Mehrab Singh, Nagori, Aditya, Kumaraguru, Ponnurangam, Sethi, Tavpritesh
A COVID-19 vaccine is our best bet for mitigating the ongoing onslaught of the pandemic. However, vaccine is also expected to be a limited resource. An optimal allocation strategy, especially in countries with access inequities and a temporal separation of hot-spots might be an effective way of halting the disease spread. We approach this problem by proposing a novel pipeline VacSIM that dovetails Actor-Critic using Kronecker-Factored Trust Region (ACKTR) model into a Contextual Bandits approach for optimizing the distribution of COVID-19 vaccine. Whereas the ACKTR model suggests better actions and rewards, Contextual Bandits allow online modifications that may need to be implemented on a day-to-day basis in the real world scenario. We evaluate this framework against a naive allocation approach of distributing vaccine proportional to the incidence of COVID-19 cases in five different States across India and demonstrate up to 100,000 additional lives potentially saved and a five-fold increase in the efficacy of limiting the spread over a period of 30 days through the VacSIM approach. We also propose novel evaluation strategies including a standard compartmental model based projections and a causality preserving evaluation of our model. Finally, we contribute a new Open-AI environment meant for the vaccine distribution scenario, and open-source VacSIM for wide testing and applications across the globe.
Toward the Fundamental Limits of Imitation Learning
Rajaraman, Nived, Yang, Lin F., Jiao, Jiantao, Ramachandran, Kannan
Imitation learning (IL) aims to mimic the behavior of an expert policy in a sequential decision-making problem given only demonstrations. In this paper, we focus on understanding the minimax statistical limits of IL in episodic Markov Decision Processes (MDPs). We first consider the setting where the learner is provided a dataset of $N$ expert trajectories ahead of time, and cannot interact with the MDP. Here, we show that the policy which mimics the expert whenever possible is in expectation $\lesssim \frac{|\mathcal{S}| H^2 \log (N)}{N}$ suboptimal compared to the value of the expert, even when the expert follows an arbitrary stochastic policy. Here $\mathcal{S}$ is the state space, and $H$ is the length of the episode. Furthermore, we establish a suboptimality lower bound of $\gtrsim |\mathcal{S}| H^2 / N$ which applies even if the expert is constrained to be deterministic, or if the learner is allowed to actively query the expert at visited states while interacting with the MDP for $N$ episodes. To our knowledge, this is the first algorithm with suboptimality having no dependence on the number of actions, under no additional assumptions. We then propose a novel algorithm based on minimum-distance functionals in the setting where the transition model is given and the expert is deterministic. The algorithm is suboptimal by $\lesssim \min \{ H \sqrt{|\mathcal{S}| / N} ,\ |\mathcal{S}| H^{3/2} / N \}$, showing that knowledge of transition improves the minimax rate by at least a $\sqrt{H}$ factor.
Oracle-Efficient Reinforcement Learning in Factored MDPs with Unknown Structure
Rosenberg, Aviv, Mansour, Yishay
We consider provably-efficient reinforcement learning (RL) in non-episodic factored Markov decision processes (FMDPs). All previous algorithms for regret minimization in this setting made the strong assumption that the factored structure of the FMDP is known to the learner in advance. In this paper, we provide the first provably-efficient algorithm that has to learn the structure of the FMDP while minimizing its regret. Our algorithm is based on the optimism in face of uncertainty principle, combined with a simple statistical method for structure learning, and can be implemented efficiently given oracle-access to an FMDP planner. It maintains its computational efficiency even though the number of possible structures is exponential.
Efficient Competitive Self-Play Policy Optimization
Zhong, Yuanyi, Zhou, Yuan, Peng, Jian
Reinforcement learning from self-play has recently reported many successes. Self-play, where the agents compete with themselves, is often used to generate training data for iterative policy improvement. In previous work, heuristic rules are designed to choose an opponent for the current learner. Typical rules include choosing the latest agent, the best agent, or a random historical agent. However, these rules may be inefficient in practice and sometimes do not guarantee convergence even in the simplest matrix games. In this paper, we propose a new algorithmic framework for competitive self-play reinforcement learning in two-player zero-sum games. We recognize the fact that the Nash equilibrium coincides with the saddle point of the stochastic payoff function, which motivates us to borrow ideas from classical saddle point optimization literature. Our method trains several agents simultaneously, and intelligently takes each other as opponent based on simple adversarial rules derived from a principled perturbation-based saddle optimization method. We prove theoretically that our algorithm converges to an approximate equilibrium with high probability in convex-concave games under standard assumptions. Beyond the theory, we further show the empirical superiority of our method over baseline methods relying on the aforementioned opponent-selection heuristics in matrix games, grid-world soccer, Gomoku, and simulated robot sumo, with neural net policy function approximators.
Artificial Intelligence System Able to Move Individual Molecules
A team of researchers at Electronic Arts have recently experimented with various artificial intelligence algorithms, including reinforcement learning models, to automate aspects of video game creation. The researchers hope that the AI models can save their developers and animators time doing repetitive tasks like coding character movement. Designing a video game, particularly the large, triple-A video games designed by large game companies, requires thousands of hours of work. As video game consoles, computers, and mobile devices become more powerful, video games themselves become more and more complex. Game developers are searching for ways to produce more game content with less effort, for example, they often choose to use procedural generation algorithms to produce landscapes and environments.
Planning on the fast lane: Learning to interact using attention mechanisms in path integral inverse reinforcement learning
Rosbach, Sascha, Li, Xing, Groรjohann, Simon, Homoceanu, Silviu, Roth, Stefan
General-purpose trajectory planning algorithms for automated driving utilize complex reward functions to perform a combined optimization of strategic, behavioral, and kinematic features. The specification and tuning of a single reward function is a tedious task and does not generalize over a large set of traffic situations. Deep learning approaches based on path integral inverse reinforcement learning have been successfully applied to predict local situation-dependent reward functions using features of a set of sampled driving policies. Sample-based trajectory planning algorithms are able to approximate a spatio-temporal subspace of feasible driving policies that can be used to encode the context of a situation. However, the interaction with dynamic objects requires an extended planning horizon, which depends on sequential context modeling. In this work, we are concerned with the sequential reward prediction over an extended time horizon. We present a neural network architecture that uses a policy attention mechanism to generate a low-dimensional context vector by concentrating on trajectories with a human-like driving style. Apart from this, we propose a temporal attention mechanism to identify context switches and allow for stable adaptation of rewards. We evaluate our results on complex simulated driving situations, including other moving vehicles. Our evaluation shows that our policy attention mechanism learns to focus on collision-free policies in the configuration space. Furthermore, the temporal attention mechanism learns persistent interaction with other vehicles over an extended planning horizon.
Extended Radial Basis Function Controller for Reinforcement Learning
There have been attempts in model-based reinforcement learning to exploit a priori knowledge about the structure of the system. This paper introduces the extended radial basis function (RBF) controller design. In addition to traditional RBF controllers, our controller comprises of an engineered linear controller inside an operating region. We show that the learnt extended RBF controller takes on the desirable characteristics of both the linear and non-linear controller models. The extended controller is shown to retain the ability for universal function approximation of the non-linear RBF functions. At the same time, it demonstrates desirable stability criteria on par with the linear controller. Learning has been done in a probabilistic inference framework (PILCO), but could generalise to other reinforcement learning frameworks. Experimental results from the Swing-up pendulum, Cartpole, and Mountain car environments are reported.
Multi-Objective Reinforcement Learning for Infectious Disease Control with Application to COVID-19 Spread
Wan, Runzhe, Zhang, Xinyu, Song, Rui
Severe infectious diseases such as the novel coronavirus (COVID-19) pose a huge threat to public health. Stringent control measures, such as school closures and stay-at-home orders, while having significant effects, also bring huge economic losses. A crucial question for policymakers around the world is how to make the trade-off and implement the appropriate interventions. In this work, we propose a Multi-Objective Reinforcement Learning framework to facilitate the data-driven decision making and minimize the long-term overall cost. Specifically, at each decision point, a Bayesian epidemiological model is first learned as the environment model, and then we use the proposed model-based multi-objective planning algorithm to find a set of Pareto-optimal policies. This framework, combined with the prediction bands for each policy, provides a real-time decision support tool for policymakers. The application is demonstrated with the spread of COVID-19 in China.