Goto

Collaborating Authors

 Reinforcement Learning


Curriculum Learning with a Progression Function

arXiv.org Machine Learning

Curriculum Learning for Reinforcement Learning is an increasingly popular technique that involves training an agent on a defined sequence of intermediate tasks, called a Curriculum, to increase the agent's performance and learning speed. This paper introduces a novel paradigm for automatic curriculum generation based on a progression of task complexity. Different progression functions are introduced, including an autonomous online task progression based on the performance of the agent. The progression function also determines how long the agent should train on each intermediate task, which is an open problem in other task-based curriculum approaches. The benefits and wide applicability of our approach are shown by empirically comparing its performance to two state-of-the-art Curriculum Learning algorithms on a grid world and on a complex simulated navigation domain.


Single-Timescale Actor-Critic Provably Finds Globally Optimal Policy

arXiv.org Machine Learning

We study the global convergence and global optimality of actor-critic, one of the most popular families of reinforcement learning algorithms. While most existing works on actor-critic employ bi-level or two-timescale updates, we focus on the more practical single-timescale setting, where the actor and critic are updated simultaneously. Specifically, in each iteration, the critic update is obtained by applying the Bellman evaluation operator only once while the actor is updated in the policy gradient direction computed using the critic. Moreover, we consider two function approximation settings where both the actor and critic are represented by linear or deep neural networks. For both cases, we prove that the actor sequence converges to a globally optimal policy at a sublinear $O(K^{-1/2})$ rate, where $K$ is the number of iterations. To the best of our knowledge, we establish the rate of convergence and global optimality of single-timescale actor-critic with linear function approximation for the first time. Moreover, under the broader scope of policy optimization with nonlinear function approximation, we prove that actor-critic with deep neural network finds the globally optimal policy at a sublinear rate for the first time.


AirCapRL: Autonomous Aerial Human Motion Capture using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

In this letter, we introduce a deep reinforcement learning (RL) based multi-robot formation controller for the task of autonomous aerial human motion capture (MoCap). We focus on vision-based MoCap, where the objective is to estimate the trajectory of body pose and shape of a single moving person using multiple micro aerial vehicles. State-of-the-art solutions to this problem are based on classical control methods, which depend on hand-crafted system and observation models. Such models are difficult to derive and generalize across different systems. Moreover, the non-linearity and non-convexities of these models lead to sub-optimal controls. In our work, we formulate this problem as a sequential decision making task to achieve the vision-based motion capture objectives, and solve it using a deep neural network-based RL method. We leverage proximal policy optimization (PPO) to train a stochastic decentralized control policy for formation control. The neural network is trained in a parallelized setup in synthetic environments. We performed extensive simulation experiments to validate our approach. Finally, real-robot experiments demonstrate that our policies generalize to real world conditions. Video Link: https://bit.ly/38SJfjo Supplementary: https://bit.ly/3evfo1O


V2I Connectivity-Based Dynamic Queue-Jump Lane for Emergency Vehicles: A Deep Reinforcement Learning Approach

arXiv.org Artificial Intelligence

Emergency vehicle (EMV) service is a key function of cities and is exceedingly challenging due to urban traffic congestion. A main reason behind EMV service delay is the lack of communication and cooperation between vehicles blocking EMVs. In this paper, we study the improvement of EMV service under V2I connectivity. We consider the establishment of dynamic queue jump lanes (DQJLs) based on real-time coordination of connected vehicles. We develop a novel Markov decision process formulation for the DQJL problem, which explicitly accounts for the uncertainty of drivers' reaction to approaching EMVs. We propose a deep neural network-based reinforcement learning algorithm that efficiently computes the optimal coordination instructions. We also validate our approach on a micro-simulation testbed using Simulation of Urban Mobility (SUMO). Validation results show that with our proposed methodology, the centralized control system saves approximately 15\% EMV passing time than the benchmark system.


Service Chain Composition with Failures in NFV Systems: A Game-Theoretic Perspective

arXiv.org Artificial Intelligence

For state-of-the-art network function virtualization (NFV) systems, it remains a key challenge to conduct effective service chain composition for different network services (NSs) with ultra-low request latencies and minimum network congestion. To this end, existing solutions often require full knowledge of the network state, while ignoring the privacy issues and overlooking the non-cooperative behaviors of users. What is more, they may fall short in the face of unexpected failures such as user unavailability and virtual machine breakdown. In this paper, we formulate the problem of service chain composition in NFV systems with failures as a non-cooperative game. By showing that such a game is a weighted potential game and exploiting the unique problem structure, we propose two effective distributed schemes that guide the service chain compositions of different NSs towards the Nash equilibrium (NE) state with both near-optimal latencies and minimum congestion. Besides, we develop two novel learning-aided schemes as comparisons, which are based on deep reinforcement learning (DRL) and Monte Carlo tree search (MCTS) techniques, respectively. Our theoretical analysis and simulation results demonstrate the effectiveness of our proposed schemes, as well as the adaptivity when faced with failures.


Value-Decomposition Multi-Agent Actor-Critics

arXiv.org Artificial Intelligence

The exploitation of extra state information has been an active research area in multi-agent reinforcement learning (MARL). QMIX represents the joint action-value using a non-negative function approximator and achieves the best performance, by far, on multi-agent benchmarks, StarCraft II micromanagement tasks. However, our experiments show that, in some cases, QMIX is incompatible with A2C, a training paradigm that promotes algorithm training efficiency. To obtain a reasonable trade-off between training efficiency and algorithm performance, we extend value-decomposition to actor-critics that are compatible with A2C and propose a novel actor-critic framework, value-decomposition actor-critics (VDACs). We evaluate VDACs on the testbed of StarCraft II micromanagement tasks and demonstrate that the proposed framework improves median performance over other actor-critic methods. Furthermore, we use a set of ablation experiments to identify the key factors that contribute to the performance of VDACs.


Towards Efficient Connected and Automated Driving System via Multi-agent Graph Reinforcement Learning

arXiv.org Machine Learning

Connected and automated vehicles (CAVs) have attracted more and more attention recently. The fast actuation time allows them having the potential to promote the efficiency and safety of the whole transportation system. Due to technical challenges, there will be a proportion of vehicles that can be equipped with automation while other vehicles are without automation. Instead of learning a reliable behavior for ego automated vehicle, we focus on how to improve the outcomes of the total transportation system by allowing each automated vehicle to learn cooperation with each other and regulate human-driven traffic flow. One of state of the art method is using reinforcement learning to learn intelligent decision making policy. However, direct reinforcement learning framework cannot improve the performance of the whole system. In this article, we demonstrate that considering the problem in multi-agent setting with shared policy can help achieve better system performance than non-shared policy in single-agent setting. Furthermore, we find that utilization of attention mechanism on interaction features can capture the interplay between each agent in order to boost cooperation. To the best of our knowledge, while previous automated driving studies mainly focus on enhancing individual's driving performance, this work serves as a starting point for research on system-level multi-agent cooperation performance using graph information sharing. We conduct extensive experiments in car-following and unsignalized intersection settings. The results demonstrate that CAVs controlled by our method can achieve the best performance against several state of the art baselines.


Quantile Reinforcement Learning

#artificialintelligence

I've been exploring reinforcement learning that takes advantage of uncertainty. In particular, I have implemented a basic version of QR-DQN-1 from Distributional Reinforcement Learning with Quantile Regression. Doing so required filling in some practical details from the paper, which I'm going to explain here. The approach is an extension of Deep Q-learning, which involves attempting to learn the value of being in a given state and taking an action to maximize this value (for more background, see this post). We think of the value of being in a state as a random variable drawn from some unknown distribution.


Maintaining the Illusion of Reality: Transfer in RL by Keeping Agents in the DARC

#artificialintelligence

Reinforcement learning (RL) is often touted as a promising approach for costly and risk-sensitive applications, yet practicing and learning in those domains directly is expensive. It costs time (e.g., OpenAI's Dota2 project used 10,000 years of experience), it costs money (e.g., "inexpensive" robotic arms used in research typically cost $10,000 to $30,000), and it could even be dangerous to humans. How can an intelligent agent learn to solve tasks in environments in which it cannot practice? For many tasks, such as assistive robotics and self-driving cars, we may have access to a different practice area, which we will call the source domain. While the source domain has different dynamics than the target domain, experience in the source domain is much cheaper to collect.


Decentralized Reinforcement Learning

#artificialintelligence

Many associations in the world like the biological ecosystems, government and corporations are physically decentralized however they are unified in the sense of their functionality. For instance, a financial institution operates with a global policy of maximizing their profits, hence appearing as a single entity; however, this entity abstraction is an illusion, as a financial institution is composed of a group of individual human agents solving their optimization problems with our without collaboration. The policy function parameters are fine-tuned depending on the gradients of the defined objective function. This approach is called the monolithic decision-making framework as the policy function's learning parameters are coupled globally solely using an objective function. Having covered a brief background of a centralized reinforcement learning framework, let us move forward to some promising decentralized reinforcement learning frameworks.