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 Reinforcement Learning


Quantifying the Impact of Non-Stationarity in Reinforcement Learning-Based Traffic Signal Control

arXiv.org Artificial Intelligence

In reinforcement learning (RL), dealing with non-stationarity is a challenging issue. However, some domains such as traffic optimization are inherently non-stationary. Causes for and effects of this are manifold. In particular, when dealing with traffic signal controls, addressing non-stationarity is key since traffic conditions change over time and as a function of traffic control decisions taken in other parts of a network. In this paper we analyze the effects that different sources of non-stationarity have in a network of traffic signals, in which each signal is modeled as a learning agent. More precisely, we study both the effects of changing the \textit{context} in which an agent learns (e.g., a change in flow rates experienced by it), as well as the effects of reducing agent observability of the true environment state. Partial observability may cause distinct states (in which distinct actions are optimal) to be seen as the same by the traffic signal agents. This, in turn, may lead to sub-optimal performance. We show that the lack of suitable sensors to provide a representative observation of the real state seems to affect the performance more drastically than the changes to the underlying traffic patterns.


On Linear Stochastic Approximation: Fine-grained Polyak-Ruppert and Non-Asymptotic Concentration

arXiv.org Machine Learning

We undertake a precise study of the asymptotic and non-asymptotic properties of stochastic approximation procedures with Polyak-Ruppert averaging for solving a linear system $\bar{A} \theta = \bar{b}$. When the matrix $\bar{A}$ is Hurwitz, we prove a central limit theorem (CLT) for the averaged iterates with fixed step size and number of iterations going to infinity. The CLT characterizes the exact asymptotic covariance matrix, which is the sum of the classical Polyak-Ruppert covariance and a correction term that scales with the step size. Under assumptions on the tail of the noise distribution, we prove a non-asymptotic concentration inequality whose main term matches the covariance in CLT in any direction, up to universal constants. When the matrix $\bar{A}$ is not Hurwitz but only has non-negative real parts in its eigenvalues, we prove that the averaged LSA procedure actually achieves an $O(1/T)$ rate in mean-squared error. Our results provide a more refined understanding of linear stochastic approximation in both the asymptotic and non-asymptotic settings. We also show various applications of the main results, including the study of momentum-based stochastic gradient methods as well as temporal difference algorithms in reinforcement learning.


Deep Reinforcement Learning (DRL): Another Perspective for Unsupervised Wireless Localization

arXiv.org Machine Learning

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

arXiv.org Machine Learning

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Machine Learning

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

arXiv.org Machine Learning

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

arXiv.org Machine Learning

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

arXiv.org Machine Learning

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.