Reinforcement Learning
Privacy-Aware Time-Series Data Sharing with Deep Reinforcement Learning
Erdemir, Ecenaz, Dragotti, Pier Luigi, Gunduz, Deniz
Internet of things (IoT) devices are becoming increasingly popular thanks to many new services and applications they offer. However, in addition to their many benefits, they raise privacy concerns since they share fine-grained time-series user data with untrusted third parties. In this work, we study the privacy-utility trade-off (PUT) in time-series data sharing. Existing approaches to PUT mainly focus on a single data point; however, temporal correlations in time-series data introduce new challenges. Methods that preserve the privacy for the current time may leak significant amount of information at the trace level as the adversary can exploit temporal correlations in a trace. We consider sharing the distorted version of a user's true data sequence with an untrusted third party. We measure the privacy leakage by the mutual information between the user's true data sequence and shared version. We consider both instantaneous and average distortion between the two sequences, under a given distortion measure, as the utility loss metric. To tackle the history-dependent mutual information minimization, we reformulate the problem as a Markov decision process (MDP), and solve it using asynchronous actor-critic deep reinforcement learning (RL). We apply our optimal data release policies to location trace privacy scenario, and evaluate the performance of the proposed policy numerically.
Dynamic Experience Replay
We present a novel technique called Dynamic Experience Replay (DER) that allows Reinforcement Learning (RL) algorithms to use experience replay samples not only from human demonstrations but also successful transitions generated by RL agents during training and therefore improve training efficiency. It can be combined with an arbitrary off-policy RL algorithm, such as DDPG or DQN, and their distributed versions. We build upon Ape-X DDPG and demonstrate our approach on robotic tight-fitting joint assembly tasks, based on force/torque and Cartesian pose observations. In particular, we run experiments on two different tasks: peg-in-hole and lap-joint. In each case, we compare different replay buffer structures and how DER affects them. Our ablation studies show that Dynamic Experience Replay is a crucial ingredient that either largely shortens the training time in these challenging environments or solves the tasks that the vanilla Ape-X DDPG cannot solve. We also show that our policies learned purely in simulation can be deployed successfully on the real robot. The video presenting our experiments is available at https://sites.google.com/site/dynamicexperiencereplay
Can Increasing Input Dimensionality Improve Deep Reinforcement Learning?
Ota, Kei, Oiki, Tomoaki, Jha, Devesh K., Mariyama, Toshisada, Nikovski, Daniel
Deep reinforcement learning (RL) algorithms have recently achieved remarkable successes in various sequential decision making tasks, leveraging advances in methods for training large deep networks. However, these methods usually require large amounts of training data, which is often a big problem for real-world applications. One natural question to ask is whether learning good representations for states and using larger networks helps in learning better policies. In this paper, we try to study if increasing input dimensionality helps improve performance and sample efficiency of model-free deep RL algorithms. To do so, we propose an online feature extractor network (OFENet) that uses neural nets to produce good representations to be used as inputs to deep RL algorithms. Even though the high dimensionality of input is usually supposed to make learning of RL agents more difficult, we show that the RL agents in fact learn more efficiently with the high-dimensional representation than with the lower-dimensional state observations. We believe that stronger feature propagation together with larger networks (and thus larger search space) allows RL agents to learn more complex functions of states and thus improves the sample efficiency. Through numerical experiments, we show that the proposed method outperforms several other state-of-the-art algorithms in terms of both sample efficiency and performance.
Deep Reinforcement Learning for QoS-Constrained Resource Allocation in Multiservice Networks
Saraiva, Juno V., Braga, Iran M. Jr., Monteiro, Victor F., Lima, F. Rafael M., Maciel, Tarcisio F., Freitas, Walter C. Jr., Cavalcanti, F. Rodrigo P.
In this article, we study a Radio Resource Allocation (RRA) that was formulated as a non-convex optimization problem whose main aim is to maximize the spectral efficiency subject to satisfaction guarantees in multiservice wireless systems. This problem has already been previously investigated in the literature and efficient heuristics have been proposed. However, in order to assess the performance of Machine Learning (ML) algorithms when solving optimization problems in the context of RRA, we revisit that problem and propose a solution based on a Reinforcement Learning (RL) framework. Specifically, a distributed optimization method based on multi-agent deep RL is developed, where each agent makes its decisions to find a policy by interacting with the local environment, until reaching convergence. Thus, this article focuses on an application of RL and our main proposal consists in a new deep RL based approach to jointly deal with RRA, satisfaction guarantees and Quality of Service (QoS) constraints in multiservice celular networks. Lastly, through computational simulations we compare the state-of-art solutions of the literature with our proposal and we show a near optimal performance of the latter in terms of throughput and outage rate.
Efficient Exploration in Constrained Environments with Goal-Oriented Reference Path
Ota, Kei, Sasaki, Yoko, Jha, Devesh K., Yoshiyasu, Yusuke, Kanezaki, Asako
In this paper, we consider the problem of building learning agents that can efficiently learn to navigate in constrained environments. The main goal is to design agents that can efficiently learn to understand and generalize to different environments using high-dimensional inputs (a 2D map), while following feasible paths that avoid obstacles in obstacle-cluttered environment. To achieve this, we make use of traditional path planning algorithms, supervised learning, and reinforcement learning algorithms in a synergistic way. The key idea is to decouple the navigation problem into planning and control, the former of which is achieved by supervised learning whereas the latter is done by reinforcement learning. Specifically, we train a deep convolutional network that can predict collision-free paths based on a map of the environment-- this is then used by a reinforcement learning algorithm to learn to closely follow the path. This allows the trained agent to achieve good generalization while learning faster. We test our proposed method in the recently proposed Safety Gym suite that allows testing of safety-constraints during training of learning agents. We compare our proposed method with existing work and show that our method consistently improves the sample efficiency and generalization capability to novel environments.
Efficient statistical validation with edge cases to evaluate Highly Automated Vehicles
Karunakaran, Dhanoop, Worrall, Stewart, Nebot, Eduardo
The widescale deployment of Autonomous Vehicles (AV) seems to be imminent despite many safety challenges that are yet to be resolved. It is well known that there are no universally agreed Verification and Validation (VV) methodologies to guarantee absolute safety, which is crucial for the acceptance of this technology. Existing standards focus on deterministic processes where the validation requires only a set of test cases that cover the requirements. Modern autonomous vehicles will undoubtedly include machine learning and probabilistic techniques that require a much more comprehensive testing regime due to the non-deterministic nature of the operating design domain. A rigourous statistical validation process is an essential component required to address this challenge. Most research in this area focuses on evaluating system performance in large scale real-world data gathering exercises (number of miles travelled), or randomised test scenarios in simulation. This paper presents a new approach to compute the statistical characteristics of a system's behaviour by biasing automatically generated test cases towards the worst case scenarios, identifying potential unsafe edge cases.We use reinforcement learning (RL) to learn the behaviours of simulated actors that cause unsafe behaviour measured by the well established RSS safety metric. We demonstrate that by using the method we can more efficiently validate a system using a smaller number of test cases by focusing the simulation towards the worst case scenario, generating edge cases that correspond to unsafe situations.
Robust Market Making via Adversarial Reinforcement Learning
Spooner, Thomas, Savani, Rahul
We show that adversarial reinforcement learning (ARL) can be used to produce market marking agents that are robust to adversarial and adaptively chosen market conditions. To apply ARL, we turn the well-studied single-agent model of Avellaneda and Stoikov [2008] into a discrete-time zero-sum game between a market maker and adversary, a proxy for other market participants who would like to profit at the market maker's expense. We empirically compare two conventional single-agent RL agents with ARL, and show that our ARL approach leads to: 1) the emergence of naturally risk-averse behaviour without constraints or domain-specific penalties; 2) significant improvements in performance across a set of standard metrics, evaluated with or without an adversary in the test environment, and; 3) improved robustness to model uncertainty. We empirically demonstrate that our ARL method consistently converges, and we prove for several special cases that the profiles that we converge to are Nash equilibria in a corresponding simplified single-stage game.
Embodied Synaptic Plasticity with Online Reinforcement learning
Kaiser, Jacques, Hoff, Michael, Konle, Andreas, Tieck, J. Camilo Vasquez, Kappel, David, Reichard, Daniel, Subramoney, Anand, Legenstein, Robert, Roennau, Arne, Maass, Wolfgang, Dillmann, Rudiger
The endeavor to understand the brain involves multiple collaborating research fields. Classically, synaptic plasticity rules derived by theoretical neuroscientists are evaluated in isolation on pattern classification tasks. This contrasts with the biological brain which purpose is to control a body in closed-loop. This paper contributes to bringing the fields of computational neuroscience and robotics closer together by integrating open-source software components from these two fields. The resulting framework allows to evaluate the validity of biologically-plausibe plasticity models in closed-loop robotics environments. We demonstrate this framework to evaluate Synaptic Plasticity with Online REinforcement learning (SPORE), a reward-learning rule based on synaptic sampling, on two visuomotor tasks: reaching and lane following. We show that SPORE is capable of learning to perform policies within the course of simulated hours for both tasks. Provisional parameter explorations indicate that the learning rate and the temperature driving the stochastic processes that govern synaptic learning dynamics need to be regulated for performance improvements to be retained. We conclude by discussing the recent deep reinforcement learning techniques which would be beneficial to increase the functionality of SPORE on visuomotor tasks.
Self-Supervised Object-Level Deep Reinforcement Learning
Agnew, William, Domingos, Pedro
Current deep reinforcement learning approaches incorporate minimal prior knowledge about the environment, limiting computational and sample efficiency. We incorporate a few object-based priors that humans are known to use: "Infants divide perceptual arrays into units that move as connected wholes, that move separately from one another, that tend to maintain their size and shape over motion, and that tend to act upon each other only on contact" [Spelke]. We propose a probabilistic object-based model of environments and use human object priors to develop an efficient self-supervised algorithm for maximum likelihood estimation of the model parameters from observations and for inferring objects directly from the perceptual stream. We then use object features and incorporate object-contact priors to improve the sample efficiency our object-based RL agent.We evaluate our approach on a subset of the Atari benchmarks, and learn up to four orders of magnitude faster than the standard deep Q-learning network, rendering rapid desktop experiments in this domain feasible. To our knowledge, our system is the first to learn any Atari task in fewer environment interactions than humans.
Learning Context-aware Task Reasoning for Efficient Meta-reinforcement Learning
Wang, Haozhe, Zhou, Jiale, He, Xuming
Despite recent success of deep network-based Reinforcement Learning (RL), it remains elusive to achieve human-level efficiency in learning novel tasks. While previous efforts attempt to address this challenge using meta-learning strategies, they typically suffer from sampling inefficiency with on-policy RL algorithms or meta-overfitting with off-policy learning. In this work, we propose a novel meta-RL strategy to address those limitations. In particular, we decompose the meta-RL problem into three sub-tasks, task-exploration, task-inference and task-fulfillment, instantiated with two deep network agents and a task encoder. During meta-training, our method learns a task-conditioned actor network for task-fulfillment, an explorer network with a self-supervised reward shaping that encourages task-informative experiences in task-exploration, and a context-aware graph-based task encoder for task inference. We validate our approach with extensive experiments on several public benchmarks and the results show that our algorithm effectively performs exploration for task inference, improves sample efficiency during both training and testing, and mitigates the meta-overfitting problem.