Reinforcement Learning
Deep Reinforcement Learning (DRL): Another Perspective for Unsupervised Wireless Localization
Li, You, Hu, Xin, Zhuang, Yuan, Gao, Zhouzheng, Zhang, Peng, El-Sheimy, Naser
Location is key to spatialize internet-of-things (IoT) data. However, it is challenging to use low-cost IoT devices for robust unsupervised localization (i.e., localization without training data that have known location labels). Thus, this paper proposes a deep reinforcement learning (DRL) based unsupervised wireless-localization method. The main contributions are as follows. (1) This paper proposes an approach to model a continuous wireless-localization process as a Markov decision process (MDP) and process it within a DRL framework. (2) To alleviate the challenge of obtaining rewards when using unlabeled data (e.g., daily-life crowdsourced data), this paper presents a reward-setting mechanism, which extracts robust landmark data from unlabeled wireless received signal strengths (RSS). (3) To ease requirements for model re-training when using DRL for localization, this paper uses RSS measurements together with agent location to construct DRL inputs. The proposed method was tested by using field testing data from multiple Bluetooth 5 smart ear tags in a pasture. Meanwhile, the experimental verification process reflected the advantages and challenges for using DRL in wireless localization.
Leverage the Average: an Analysis of Regularization in RL
Vieillard, Nino, Kozuno, Tadashi, Scherrer, Bruno, Pietquin, Olivier, Munos, Rémi, Geist, Matthieu
Building upon the formalism of regularized Markov decision processes, we study the effect of Kullback-Leibler (KL) and entropy regularization in reinforcement learning. Through an equivalent formulation of the related approximate dynamic programming (ADP) scheme, we show that a KL penalty amounts to averaging q-values. This equivalence allows drawing connections between a priori disconnected methods from the literature, and proving that a KL regularization indeed leads to averaging errors made at each iteration of value function update. With the proposed theoretical analysis, we also study the interplay between KL and entropy regularization. When the considered ADP scheme is combined with neural-network-based stochastic approximations, the equivalence is lost, which suggests a number of different ways to do regularization. Because this goes beyond what we can analyse theoretically, we extensively study this aspect empirically.
FlapAI Bird: Training an Agent to Play Flappy Bird Using Reinforcement Learning Techniques
Reinforcement learning is one of the most popular approaches for automated game playing. This method allows an agent to estimate the expected utility of its state in order to make optimal actions in an unknown environment. We seek to apply reinforcement learning algorithms to the game Flappy Bird. We implement SARSA and Q-Learning with some modifications such as $\epsilon$-greedy policy, discretization and backward updates. We find that SARSA and Q-Learning outperform the baseline, regularly achieving scores of 1400+, with the highest in-game score of 2069.
Learning from Learners: Adapting Reinforcement Learning Agents to be Competitive in a Card Game
Barros, Pablo, Tanevska, Ana, Sciutti, Alessandra
Learning how to adapt to complex and dynamic environments is one of the most important factors that contribute to our intelligence. Endowing artificial agents with this ability is not a simple task, particularly in competitive scenarios. In this paper, we present a broad study on how popular reinforcement learning algorithms can be adapted and implemented to learn and to play a real-world implementation of a competitive multiplayer card game. We propose specific training and validation routines for the learning agents, in order to evaluate how the agents learn to be competitive and explain how they adapt to each others' playing style. Finally, we pinpoint how the behavior of each agent derives from their learning style and create a baseline for future research on this scenario.
Adaptive Stress Testing without Domain Heuristics using Go-Explore
Koren, Mark, Kochenderfer, Mykel J.
Recently, reinforcement learning (RL) has been used as a tool for finding failures in autonomous systems. During execution, the RL agents often rely on some domain-specific heuristic reward to guide them towards finding failures, but constructing such a heuristic may be difficult or infeasible. Without a heuristic, the agent may only receive rewards at the time of failure, or even rewards that guide it away from failures. For example, some approaches give rewards for taking more-likely actions, because we want to find more-likely failures. However, the agent may then learn to only take likely actions, and may not be able to find a failure at all. Consequently, the problem becomes a hard-exploration problem, where rewards do not aid exploration. A new algorithm, go-explore (GE), has recently set new records on benchmarks from the hard-exploration field. We apply GE to adaptive stress testing (AST), one example of an RL-based falsification approach that provides a way to search for the most-likely failure scenario. We simulate a scenario where an autonomous vehicle drives while a pedestrian is crossing the road. We demonstrate that GE is able to find failures without domain-specific heuristics, such as the distance between the car and the pedestrian, on scenarios that other RL techniques are unable to solve. Furthermore, inspired by the robustification phase of GE, we demonstrate that the backwards algorithm (BA) improves the failures found by other RL techniques.
CURL: Contrastive Unsupervised Representations for Reinforcement Learning
Srinivas, Aravind, Laskin, Michael, Abbeel, Pieter
We present CURL: Contrastive Unsupervised Representations for Reinforcement Learning. CURL extracts high-level features from raw pixels using contrastive learning and performs off-policy control on top of the extracted features. CURL outperforms prior pixel-based methods, both model-based and model-free, on complex tasks in the DeepMind Control Suite and Atari Games showing 2.8x and 1.6x performance gains respectively at the 100K interaction steps benchmark. On the DeepMind Control Suite, CURL is the first image-based algorithm to nearly match the sample-efficiency and performance of methods that use state-based features.
Solving the scalarization issues of Advantage-based Reinforcement Learning Algorithms
Galatolo, Federico A., Cimino, Mario G. C. A., Vaglini, Gigliola
In this paper we investigate some of the issues that arise from the scalarization of the multi-objective optimization problem in the Advantage Actor Critic (A2C) reinforcement learning algorithm. We show how a naive scalarization leads to gradients overlapping and we also argue that the entropy regularization term just inject uncontrolled noise into the system. We propose two methods: one to avoid gradient overlapping (NOG) but keeping the same loss formulation; and one to avoid the noise injection (TE) but generating action distributions with a desired entropy. A comprehensive pilot experiment has been carried out showing how using our proposed methods speeds up the training of 210%. We argue how the proposed solutions can be applied to all the Advantage based reinforcement learning algorithms.
Resource Management for Blockchain-enabled Federated Learning: A Deep Reinforcement Learning Approach
Hieu, Nguyen Quang, Anh, Tran The, Luong, Nguyen Cong, Niyato, Dusit, Kim, Dong In, Elmroth, Erik
Blockchain-enabled Federated Learning (BFL) enables model updates of Federated Learning (FL) to be stored in the blockchain in a secure and reliable manner. However, the issue of BFL is that the training latency may increase due to the blockchain mining process. The other issue is that mobile devices in BFL have energy and CPU constraints that may reduce the system lifetime and training efficiency. To address these issues, the Machine Learning Model Owner (MLMO) needs to (i) decide how much data and energy that the mobile devices use for the training and (ii) determine the mining difficulty to minimize the training latency and energy consumption while achieving the target model accuracy. Under the uncertainty of the BFL environment, it is challenging for the MLMO to determine the optimal decisions. We propose to use the Deep Reinforcement Learning (DRL) to derive the optimal decisions for the MLMO.
RL for Planning and Planning for RL
The figure above illustrates the method:(a) Goal-conditioned RL often fails to reach distant goals, but can successfully reach the goal if starting nearby (inside the green region). Reinforcement learning (RL) has seen a lot of progress over the past few years, tackling increasingly complex tasks. Much of this progress has been enabled by combining existing RL algorithms with powerful function approximators (i.e., neural networks). Function approximators have enabled researchers to apply RL to tasks with high-dimensional inputs without hand-crafting representations, distance metrics, or low-level controllers. However, function approximators have not come for free, and their cost is reflected in notoriously challenging optimization: deep RL algorithms are famously unstable and sensitive to hyperparameters.
State-Only Imitation Learning for Dexterous Manipulation
Radosavovic, Ilija, Wang, Xiaolong, Pinto, Lerrel, Malik, Jitendra
Dexterous manipulation has been a long-standing challenge in robotics. Recently, modern model-free RL has demonstrated impressive results on a number of problems. However, complex domains like dexterous manipulation remain a challenge for RL due to the poor sample complexity. To address this, current approaches employ expert demonstrations in the form of state-action pairs, which are difficult to obtain for real-world settings such as learning from videos. In this work, we move toward a more realistic setting and explore state-only imitation learning. To tackle this setting, we train an inverse dynamics model and use it to predict actions for state-only demonstrations. The inverse dynamics model and the policy are trained jointly. Our method performs on par with state-action approaches and considerably outperforms RL alone. By not relying on expert actions, we are able to learn from demonstrations with different dynamics, morphologies, and objects.