Reinforcement Learning
Fast Detection of Maximum Common Subgraph via Deep Q-Learning
Bai, Yunsheng, Xu, Derek, Wang, Alex, Gu, Ken, Wu, Xueqing, Marinovic, Agustin, Ro, Christopher, Sun, Yizhou, Wang, Wei
Detecting the Maximum Common Subgraph (MCS) between two input graphs is fundamental for applications in biomedical analysis, malware detection, cloud computing, etc. This is especially important in the task of drug design, where the successful extraction of common substructures in compounds can reduce the number of experiments needed to be conducted by humans. However, MCS computation is NP-hard, and state-of-the-art exact MCS solvers do not have worst-case time complexity guarantee and cannot handle large graphs in practice. Designing learning based models to find the MCS between two graphs in an approximate yet accurate way while utilizing as few labeled MCS instances as possible remains to be a challenging task. Here we propose RLMCS, a Graph Neural Network based model for MCS detection through reinforcement learning. Our model uses an exploration tree to extract subgraphs in two graphs one node pair at a time, and is trained to optimize subgraph extraction rewards via Deep Q-Networks. A novel graph embedding method is proposed to generate state representations for nodes and extracted subgraphs jointly at each step. Experiments on real graph datasets demonstrate that our model performs favorably to exact MCS solvers and supervised neural graph matching network models in terms of accuracy and efficiency.
Accelerating Reinforcement Learning with a Directional-Gaussian-Smoothing Evolution Strategy
Zhang, Jiaxing, Tran, Hoang, Zhang, Guannan
Evolution strategy (ES) has been shown great promise in many challenging reinforcement learning (RL) tasks, rivaling other state-of-the-art deep RL methods. Yet, there are two limitations in the current ES practice that may hinder its otherwise further capabilities. First, most current methods rely on Monte Carlo type gradient estimators to suggest search direction, where the policy parameter is, in general, randomly sampled. Due to the low accuracy of such estimators, the RL training may suffer from slow convergence and require more iterations to reach optimal solution. Secondly, the landscape of reward functions can be deceptive and contains many local maxima, causing ES algorithms to prematurely converge and be unable to explore other parts of the parameter space with potentially greater rewards. In this work, we employ a Directional Gaussian Smoothing Evolutionary Strategy (DGS-ES) to accelerate RL training, which is well-suited to address these two challenges with its ability to i) provide gradient estimates with high accuracy, and ii) find nonlocal search direction which lays stress on large-scale variation of the reward function and disregards local fluctuation. Through several benchmark RL tasks demonstrated herein, we show that DGS-ES is highly scalable, possesses superior wall-clock time, and achieves competitive reward scores to other popular policy gradient and ES approaches.
Google Brain and DeepMind researchers attack reinforcement learning efficiency
Reinforcement learning, which spurs AI to complete goals using rewards or punishments, is a form of training that's led to gains in robotics, speech synthesis, and more. Unfortunately, it's data-intensive, which motivated research teams -- one from Google Brain (one of Google's AI research divisions) and the other from Alphabet's DeepMind -- to prototype more efficient means of executing it. In a pair of preprint papers, the researchers propose Adaptive Behavior Policy Sharing (ABPS), an algorithm that allows the sharing of experience adaptively selected from a pool of AI agents, and a framework -- Universal Value Function Approximators (UVFA) -- that simultaneously learns directed exploration policies with the same AI, with different trade-offs between exploration and exploitation. The teams claim ABPS achieves superior performance in several Atari games, reducing variance on top agents by 25%. As for UVFA, it doubles the performance of base agents in "hard exploration" in many of the same games while maintaining a high score across the remaining games; it's the first algorithm to achieve a high score in Pitfall without human demonstrations or hand-crafted features.
How To Avoid Being Eaten By a Grue: Exploration Strategies for Text-Adventure Agents
Ammanabrolu, Prithviraj, Tien, Ethan, Luo, Zhaochen, Riedl, Mark O.
Most current reinforcement learning algorithms are not capable of effectively handling such a large number of possible actions per turn. Poor sample efficiency, consequently, results in agents that are unable to pass bottleneck states, where they are unable to proceed because they do not see the right action sequence to pass the bottleneck enough times to be sufficiently reinforced. Building on prior work using knowledge graphs in reinforcement learning, we introduce two new game state exploration strategies. We compare our exploration strategies against strong baselines on the classic text-adventure game, Zork1, where prior agent have been unable to get past a bottleneck where the agent is eaten by a Grue.
Safe Counterfactual Reinforcement Learning
Narita, Yusuke, Yasui, Shota, Yata, Kohei
We develop a method for predicting the performance of reinforcement learning and bandit algorithms, given historical data that may have been generated by a different algorithm. Our estimator has the property that its prediction converges in probability to the true performance of a counterfactual algorithm at the fast $\sqrt{N}$ rate, as the sample size $N$ increases. We also show a correct way to estimate the variance of our prediction, thus allowing the analyst to quantify the uncertainty in the prediction. These properties hold even when the analyst does not know which among a large number of potentially important state variables are really important. These theoretical guarantees make our estimator safe to use. We finally apply it to improve advertisement design by a major advertisement company. We find that our method produces smaller mean squared errors than state-of-the-art methods.
Multi-Agent Meta-Reinforcement Learning for Self-Powered and Sustainable Edge Computing Systems
Munir, Md. Shirajum, Tran, Nguyen H., Saad, Walid, Hong, Choong Seon
The stringent requirements of mobile edge computing (MEC) applications and functions fathom the high capacity and dense deployment of MEC hosts to the upcoming wireless networks. However, operating such high capacity MEC hosts can significantly increase energy consumption. Thus, a BS unit can act as a self-powered BS. In this paper, an effective energy dispatch mechanism for self-powered wireless networks with edge computing capabilities is studied. First, a two-stage linear stochastic programming problem is formulated with the goal of minimizing the total energy consumption cost of the system while fulfilling the energy demand. Second, a semi-distributed data-driven solution is proposed by developing a novel multi-agent meta-reinforcement learning (MAMRL) framework to solve the formulated problem. In particular, each BS plays the role of a local agent that explores a Markovian behavior for both energy consumption and generation while each BS transfers time-varying features to a meta-agent. Sequentially, the meta-agent optimizes (i.e., exploits) the energy dispatch decision by accepting only the observations from each local agent with its own state information. Meanwhile, each BS agent estimates its own energy dispatch policy by applying the learned parameters from meta-agent. Finally, the proposed MAMRL framework is benchmarked by analyzing deterministic, asymmetric, and stochastic environments in terms of non-renewable energy usages, energy cost, and accuracy. Experimental results show that the proposed MAMRL model can reduce up to 11% non-renewable energy usage and by 22.4% the energy cost (with 95.8% prediction accuracy), compared to other baseline methods.
Adaptive Temporal Difference Learning with Linear Function Approximation
Sun, Tao, Shen, Han, Chen, Tianyi, Li, Dongsheng
This paper revisits the celebrated temporal difference (TD) learning algorithm for the policy evaluation in reinforcement learning. Typically, the performance of the plain-vanilla TD algorithm is sensitive to the choice of stepsizes. Oftentimes, TD suffers from slow convergence. Motivated by the tight connection between the TD learning algorithm and the stochastic gradient methods, we develop the first adaptive variant of the TD learning algorithm with linear function approximation that we term AdaTD. In contrast to the original TD, AdaTD is robust or less sensitive to the choice of stepsizes. Analytically, we establish that to reach an $\epsilon$ accuracy, the number of iterations needed is $\tilde{O}(\epsilon^2\ln^4\frac{1}{\epsilon}/\ln^4\frac{1}{\rho})$, where $\rho$ represents the speed of the underlying Markov chain converges to the stationary distribution. This implies that the iteration complexity of AdaTD is no worse than that of TD in the worst case. Going beyond TD, we further develop an adaptive variant of TD($\lambda$), which is referred to as AdaTD($\lambda$). We evaluate the empirical performance of AdaTD and AdaTD($\lambda$) on several standard reinforcement learning tasks in OpenAI Gym on both linear and nonlinear function approximation, which demonstrate the effectiveness of our new approaches over existing ones.
From Poincar\'e Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization
Perolat, Julien, Munos, Remi, Lespiau, Jean-Baptiste, Omidshafiei, Shayegan, Rowland, Mark, Ortega, Pedro, Burch, Neil, Anthony, Thomas, Balduzzi, David, De Vylder, Bart, Piliouras, Georgios, Lanctot, Marc, Tuyls, Karl
In this paper we investigate the Follow the Regularized Leader dynamics in sequential imperfect information games (IIG). We generalize existing results of Poincar\'e recurrence from normal-form games to zero-sum two-player imperfect information games and other sequential game settings. We then investigate how adapting the reward (by adding a regularization term) of the game can give strong convergence guarantees in monotone games. We continue by showing how this reward adaptation technique can be leveraged to build algorithms that converge exactly to the Nash equilibrium. Finally, we show how these insights can be directly used to build state-of-the-art model-free algorithms for zero-sum two-player Imperfect Information Games (IIG).
Sim2Real Transfer for Reinforcement Learning without Dynamics Randomization
Kaspar, Manuel, Osorio, Juan David Munoz, Bock, Jรผrgen
In this work we show how to use the Operational Space Control framework (OSC) under joint and cartesian constraints for reinforcement learning in cartesian space. Our method is therefore able to learn fast and with adjustable degrees of freedom, while we are able to transfer policies without additional dynamics randomizations on a KUKA LBR iiwa peg in-hole task. Before learning in simulation starts, we perform a system identification for aligning the simulation environment as far as possible with the dynamics of a real robot. Adding constraints to the OSC controller allows us to learn in a safe way on the real robot or to learn a flexible, goal conditioned policy that can be easily transferred from simulation to the real robot.
Using AI for Mitigating the Impact of Network Delay in Cloud-based Intelligent Traffic Signal Control
Zhang, Rusheng, Zhou, Xinze, Tonguz, Ozan K.
The recent advancements in cloud services, Internet of Things (IoT) and Cellular networks have made cloud computing an attractive option for intelligent traffic signal control (ITSC). Such a method significantly reduces the cost of cables, installation, number of devices used, and maintenance. ITSC systems based on cloud computing lower the cost of the ITSC systems and make it possible to scale the system by utilizing the existing powerful cloud platforms. While such systems have significant potential, one of the critical problems that should be addressed is the network delay. It is well known that network delay in message propagation is hard to prevent, which could potentially degrade the performance of the system or even create safety issues for vehicles at intersections. In this paper, we introduce a new traffic signal control algorithm based on reinforcement learning, which performs well even under severe network delay. The framework introduced in this paper can be helpful for all agent-based systems using remote computing resources where network delay could be a critical concern. Extensive simulation results obtained for different scenarios show the viability of the designed algorithm to cope with network delay.