Reinforcement Learning
Behavior Planning For Connected Autonomous Vehicles Using Feedback Deep Reinforcement Learning
With the development of communication technologies, connected autonomous vehicles (CAVs) can share information with each other. Besides basic safety messages, they can also share their future plan. We propose a behavior planning method for CAVs to decide whether to change lane or keep lane based on the information received from neighbors and a policy learned by deep reinforcement learning (DRL). Our state design based on shared information is scalable to the number of vehicles. The proposed feedback deep Q-learning algorithms integrate the policy learning process with a continuous state space controller, which in turn gives feedback about actions and rewards to the learning process. We design both centralized and distributed DRL algorithms. In experiments, our behavior planning method can help increase traffic flow and driving comfort compared with a traditional rule-based control method. It also shows the distributed learning result is comparable to the centralized learning result, which reveals the possibility of improving the policy of behavior planning online. We also validate our algorithm in a more complicated scenario where there are two road closures on a freeway.
Transfer Reinforcement Learning under Unobserved Contextual Information
Zhang, Yan, Zavlanos, Michael M.
In this paper, we study a transfer reinforcement learning problem where the state transitions and rewards are affected by the environmental context. Specifically, we consider a demonstrator agent that has access to a context-aware policy and can generate transition and reward data based on that policy. These data constitute the experience of the demonstrator. Then, the goal is to transfer this experience, excluding the underlying contextual information, to a learner agent that does not have access to the environmental context, so that they can learn a control policy using fewer samples. It is well known that, disregarding the causal effect of the contextual information, can introduce bias in the transition and reward models estimated by the learner, resulting in a learned suboptimal policy. To address this challenge, in this paper, we develop a method to obtain causal bounds on the transition and reward functions using the demonstrator's data, which we then use to obtain causal bounds on the value functions. Using these value function bounds, we propose new Q learning and UCB-Q learning algorithms that converge to the true value function without bias. We provide numerical experiments for robot motion planning problems that validate the proposed value function bounds and demonstrate that the proposed algorithms can effectively make use of the data from the demonstrator to accelerate the learning process of the learner.
Advancing Renewable Electricity Consumption With Reinforcement Learning
As the share of renewable energy sources in the present electric energy mix rises, their intermittence proves to be the biggest challenge to carbon free electricity generation. To address this challenge, we propose an electricity pricing agent, which sends price signals to the customers and contributes to shifting the customer demand to periods of high renewable energy generation. We propose an implementation of a pricing agent with a reinforcement learning approach where the environment is represented by the customers, the electricity generation utilities and the weather conditions.
Human AI interaction loop training: New approach for interactive reinforcement learning
Reinforcement Learning (RL) in various decision-making tasks of machine learning provides effective results with an agent learning from a stand-alone reward function. However, it presents unique challenges with large amounts of environment states and action spaces, as well as in the determination of rewards. This complexity, coming from high dimensionality and continuousness of the environments considered herein, calls for a large number of learning trials to learn about the environment through Reinforcement Learning. Imitation Learning (IL) offers a promising solution for those challenges using a teacher. In IL, the learning process can take advantage of human-sourced assistance and/or control over the agent and environment. A human teacher and an agent learner are considered in this study. The teacher takes part in the agent training towards dealing with the environment, tackling a specific objective, and achieving a predefined goal. Within that paradigm, however, existing IL approaches have the drawback of expecting extensive demonstration information in long-horizon problems. This paper proposes a novel approach combining IL with different types of RL methods, namely state action reward state action (SARSA) and asynchronous advantage actor-critic (A3C) agents, to overcome the problems of both stand-alone systems. It is addressed how to effectively leverage the teacher feedback, be it direct binary or indirect detailed for the agent learner to learn sequential decision-making policies. The results of this study on various OpenAI Gym environments show that this algorithmic method can be incorporated with different combinations, significantly decreases both human endeavor and tedious exploration process.
"Other-Play" for Zero-Shot Coordination
Hu, Hengyuan, Lerer, Adam, Peysakhovich, Alex, Foerster, Jakob
We consider the problem of zero-shot coordination - constructing AI agents that can coordinate with novel partners they have not seen before (e.g. humans). Standard Multi-Agent Reinforcement Learning (MARL) methods typically focus on the self-play (SP) setting where agents construct strategies by playing the game with themselves repeatedly. Unfortunately, applying SP naively to the zero-shot coordination problem can produce agents that establish highly specialized conventions that do not carry over to novel partners they have not been trained with. We introduce a novel learning algorithm called other-play (OP), that enhances self-play by looking for more robust strategies, exploiting the presence of known symmetries in the underlying problem. We characterize OP theoretically as well as experimentally. We study the cooperative card game Hanabi and show that OP agents achieve higher scores when paired with independently trained agents. In preliminary results we also show that our OP agents obtains higher average scores when paired with human players, compared to state-of-the-art SP agents.
Reinforcement-learning AIs are vulnerable to a new kind of attack
The soccer bot lines up to take a shot at the goal. But instead of getting ready to block it, the goalkeeper drops to ground and wiggles its legs. Confused, the striker does a weird little sideways dance, stamping its feet and waving one arm, and then falls over. It's not a tactic you'll see used by the pros, but it shows that an artificial intelligence trained via deep reinforcement learning--the technique behind cutting-edge game-playing AIs like AlphaZero and the OpenAI Five--is more vulnerable to attack than previously thought. And that could have serious consequences.
On the Robustness of Cooperative Multi-Agent Reinforcement Learning
Lin, Jieyu, Dzeparoska, Kristina, Zhang, Sai Qian, Leon-Garcia, Alberto, Papernot, Nicolas
In cooperative multi-agent reinforcement learning (c-MARL), agents learn to cooperatively take actions as a team to maximize a total team reward. We analyze the robustness of c-MARL to adversaries capable of attacking one of the agents on a team. Through the ability to manipulate this agent's observations, the adversary seeks to decrease the total team reward. Attacking c-MARL is challenging for three reasons: first, it is difficult to estimate team rewards or how they are impacted by an agent mispredicting; second, models are non-differentiable; and third, the feature space is low-dimensional. Thus, we introduce a novel attack. The attacker first trains a policy network with reinforcement learning to find a wrong action it should encourage the victim agent to take. Then, the adversary uses targeted adversarial examples to force the victim to take this action. Our results on the StartCraft II multi-agent benchmark demonstrate that c-MARL teams are highly vulnerable to perturbations applied to one of their agent's observations. By attacking a single agent, our attack method has highly negative impact on the overall team reward, reducing it from 20 to 9.4. This results in the team's winning rate to go down from 98.9% to 0%.
Deep Adversarial Reinforcement Learning for Object Disentangling
Laux, Melvin, Arenz, Oleg, Peters, Jan, Pajarinen, Joni
Deep learning in combination with improved training techniques and high computational power has led to recent advances in the field of reinforcement learning (RL) and to successful robotic RL applications such as in-hand manipulation. However, most robotic RL relies on a well known initial state distribution. In real-world tasks, this information is however often not available. For example, when disentangling waste objects the actual position of the robot w.r.t.\ the objects may not match the positions the RL policy was trained for. To solve this problem, we present a novel adversarial reinforcement learning (ARL) framework. The ARL framework utilizes an adversary, which is trained to steer the original agent, the protagonist, to challenging states. We train the protagonist and the adversary jointly to allow them to adapt to the changing policy of their opponent. We show that our method can generalize from training to test scenarios by training an end-to-end system for robot control to solve a challenging object disentangling task. Experiments with a KUKA LBR+ 7-DOF robot arm show that our approach outperforms the baseline method in disentangling when starting from different initial states than provided during training.
Reinforcement Learning-- An Introduction to Gradient Temporal Difference Learning Algorithms
Reinforcement learning is one of the hottest fields to be in right now, with concrete applications growing at an incredibly rapid pace, from beating video games to robotics. At its essence, reinforcement learning (RL) deals with decision making --i.e. it attempts to answer the question of how an agent should act in a given environment. Loosely speaking, all of RL comes down to either finding or evaluating a policy, which is just a way of behaving. For example, a policy could be a playing strategy in chess. A policy takes a state -- in the chess example, the position of all the pieces on the board -- and assigns an action to it. For example, given the state of your chess board, your policy might ask you to move your queen forward.
Q Learning Intro/Table - Reinforcement Learning p.1
Welcome to a reinforcement learning tutorial. In this part, we're going to focus on Q-Learning. Q-Learning is a model-free form of machine learning, in the sense that the AI "agent" does not need to know or have a model of the environment that it will be in. The same algorithm can be used across a variety of environments. For a given environment, everything is broken down into "states" and "actions."