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Artificial Intelligence Masterclass

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Markov Decision Process

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A machine learning algorithm may be tasked with an optimization problem. Using reinforcement learning, the algorithm will attempt to optimize the actions taken within an environment, in order to maximize the potential reward. Where supervised learning techniques require correct input/output pairs to create a model, reinforcement learning uses Markov decision processes to determine an optimal balance of exploration and exploitation. Machine learning may use reinforcement learning by way of the Markov decision process when the probabilities and rewards of an outcome are unspecified or unknown.



Managing caching strategies for stream reasoning with reinforcement learning

arXiv.org Artificial Intelligence

Efficient decision-making over continuously changing data is essential for many application domains such as cyber-physical systems, industry digitalization, etc. Modern stream reasoning frameworks allow one to model and solve various real-world problems using incremental and continuous evaluation of programs as new data arrives in the stream. Applied techniques use, e.g., Datalog-like materialization or truth maintenance algorithms to avoid costly re-computations, thus ensuring low latency and high throughput of a stream reasoner. However, the expressiveness of existing approaches is quite limited and, e.g., they cannot be used to encode problems with constraints, which often appear in practice. In this paper, we suggest a novel approach that uses the Conflict-Driven Constraint Learning (CDCL) to efficiently update legacy solutions by using intelligent management of learned constraints. In particular, we study the applicability of reinforcement learning to continuously assess the utility of learned constraints computed in previous invocations of the solving algorithm for the current one. Evaluations conducted on real-world reconfiguration problems show that providing a CDCL algorithm with relevant learned constraints from previous iterations results in significant performance improvements of the algorithm in stream reasoning scenarios.


SafePILCO: a software tool for safe and data-efficient policy synthesis

arXiv.org Machine Learning

SafePILCO is a software tool for safe and data-efficient policy search with reinforcement learning. It extends the known PILCO algorithm, originally written in MATLAB, to support safe learning. We provide a Python implementation and leverage existing libraries that allow the codebase to remain short and modular, which is appropriate for wider use by the verification, reinforcement learning, and control communities.


Distributed Deep Reinforcement Learning for Functional Split Control in Energy Harvesting Virtualized Small Cells

arXiv.org Artificial Intelligence

To meet the growing quest for enhanced network capacity, mobile network operators (MNOs) are deploying dense infrastructures of small cells. This, in turn, increases the power consumption of mobile networks, thus impacting the environment. As a result, we have seen a recent trend of powering mobile networks with harvested ambient energy to achieve both environmental and cost benefits. In this paper, we consider a network of virtualized small cells (vSCs) powered by energy harvesters and equipped with rechargeable batteries, which can opportunistically offload baseband (BB) functions to a grid-connected edge server depending on their energy availability. We formulate the corresponding grid energy and traffic drop rate minimization problem, and propose a distributed deep reinforcement learning (DDRL) solution. Coordination among vSCs is enabled via the exchange of battery state information. The evaluation of the network performance in terms of grid energy consumption and traffic drop rate confirms that enabling coordination among the vSCs via knowledge exchange achieves a performance close to the optimal. Numerical results also confirm that the proposed DDRL solution provides higher network performance, better adaptation to the changing environment, and higher cost savings with respect to a tabular multi-agent reinforcement learning (MRL) solution used as a benchmark.


Offline Meta Reinforcement Learning

arXiv.org Artificial Intelligence

Consider the following problem, which we term Offline Meta Reinforcement Learning (OMRL): given the complete training histories of $N$ conventional RL agents, trained on $N$ different tasks, design a learning agent that can quickly maximize reward in a new, unseen task from the same task distribution. In particular, while each conventional RL agent explored and exploited its own different task, the OMRL agent must identify regularities in the data that lead to effective exploration/exploitation in the unseen task. To solve OMRL, we take a Bayesian RL (BRL) view, and seek to learn a Bayes-optimal policy from the offline data. We extend the recently proposed VariBAD BRL algorithm to the off-policy setting, and demonstrate learning of Bayes-optimal exploration strategies from offline data using deep neural networks. Furthermore, when applied to the online meta-RL setting (agent simultaneously collects data and improves its meta-RL policy), our method is significantly more sample efficient than the conventional VariBAD.


Towards General and Autonomous Learning of Core Skills: A Case Study in Locomotion

arXiv.org Artificial Intelligence

Modern Reinforcement Learning (RL) algorithms promise to solve difficult motor control problems directly from raw sensory inputs. Their attraction is due in part to the fact that they can represent a general class of methods that allow to learn a solution with a reasonably set reward and minimal prior knowledge, even in situations where it is difficult or expensive for a human expert. For RL to truly make good on this promise, however, we need algorithms and learning setups that can work across a broad range of problems with minimal problem specific adjustments or engineering. In this paper, we study this idea of generality in the locomotion domain. We develop a learning framework that can learn sophisticated locomotion behavior for a wide spectrum of legged robots, such as bipeds, tripeds, quadrupeds and hexapods, including wheeled variants. Our learning framework relies on a data-efficient, off-policy multi-task RL algorithm and a small set of reward functions that are semantically identical across robots. To underline the general applicability of the method, we keep the hyper-parameter settings and reward definitions constant across experiments and rely exclusively on on-board sensing. For nine different types of robots, including a real-world quadruped robot, we demonstrate that the same algorithm can rapidly learn diverse and reusable locomotion skills without any platform specific adjustments or additional instrumentation of the learning setup.


Deep Reinforcement Learning for Tactile Robotics: Learning to Type on a Braille Keyboard

arXiv.org Artificial Intelligence

Artificial touch would seem well-suited for Reinforcement Learning (RL), since both paradigms rely on interaction with an environment. Here we propose a new environment and set of tasks to encourage development of tactile reinforcement learning: learning to type on a braille keyboard. Four tasks are proposed, progressing in difficulty from arrow to alphabet keys and from discrete to continuous actions. A simulated counterpart is also constructed by sampling tactile data from the physical environment. Using state-of-the-art deep RL algorithms, we show that all of these tasks can be successfully learnt in simulation, and 3 out of 4 tasks can be learned on the real robot. A lack of sample efficiency currently makes the continuous alphabet task impractical on the robot. To the best of our knowledge, this work presents the first demonstration of successfully training deep RL agents in the real world using observations that exclusively consist of tactile images. To aid future research utilising this environment, the code for this project has been released along with designs of the braille keycaps for 3D printing and a guide for recreating the experiments. A brief video summary is also available at https://youtu.be/eNylCA2uE_E.


Explore then Execute: Adapting without Rewards via Factorized Meta-Reinforcement Learning

arXiv.org Artificial Intelligence

We seek to efficiently learn by leveraging shared structure between different tasks and environments. For example, cooking is similar in different kitchens, even though the ingredients may change location. In principle, meta-reinforcement learning approaches can exploit this shared structure, but in practice, they fail to adapt to new environments when adaptation requires targeted exploration (e.g., exploring the cabinets to find ingredients in a new kitchen). We show that existing approaches fail due to a chicken-and-egg problem: learning what to explore requires knowing what information is critical for solving the task, but learning to solve the task requires already gathering this information via exploration. For example, exploring to find the ingredients only helps a robot prepare a meal if it already knows how to cook, but the robot can only learn to cook if it already knows where the ingredients are. To address this, we propose a new exploration objective (DREAM), based on identifying key information in the environment, independent of how this information will exactly be used solve the task. By decoupling exploration from task execution, DREAM explores and consequently adapts to new environments, requiring no reward signal when the task is specified via an instruction. Empirically, DREAM scales to more complex problems, such as sparse-reward 3D visual navigation, while existing approaches fail from insufficient exploration.