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 Reinforcement Learning


A Distributed Model-Free Algorithm for Multi-hop Ride-sharing using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

The growth of autonomous vehicles, ridesharing systems, and self driving technology will bring a shift in the way ride hailing platforms plan out their services. However, these advances in technology coupled with road congestion, environmental concerns, fuel usage, vehicles emissions, and the high cost of the vehicle usage have brought more attention to better utilize the use of vehicles and their capacities. In this paper, we propose a novel multi-hop ride-sharing (MHRS) algorithm that uses deep reinforcement learning to learn optimal vehicle dispatch and matching decisions by interacting with the external environment. By allowing customers to transfer between vehicles, i.e., ride with one vehicle for sometime and then transfer to another one, MHRS helps in attaining 30\% lower cost and 20\% more efficient utilization of fleets, as compared to the ride-sharing algorithms. This flexibility of multi-hop feature gives a seamless experience to customers and ride-sharing companies, and thus improves ride-sharing services.


Reinforcement Learning: A Brief Guide

#artificialintelligence

Reinforcement learning has the potential to solve tough decision-making problems in many applications, including industrial automation, autonomous driving, video game playing, and robotics. Reinforcement learning is a type of machine learning in which a computer learns to perform a task through repeated interactions with a dynamic environment. This trial-and-error learning approach enables the computer to make a series of decisions without human intervention and without being explicitly programmed to perform the task. One famous example of reinforcement learning in action is AlphaGo, the first computer program to defeat a world champion at the game of Go. Reinforcement learning works with data from a dynamic environment--in other words, with data that changes based on external conditions, such as weather or traffic flow.


Deep Reinforcement Learning for Walking Robots Video

#artificialintelligence

Sebastian Castro demonstrates an example of controlling humanoid robot locomotion using deep reinforcement learning, specifically the Deep Deterministic Policy Gradient (DDPG) algorithm. The robot is simulated using Simscape Multibody, while training the control policy is done using Reinforcement Learning Toolbox . In this video, Sebastian outlines the setup, training, and evaluation of reinforcement learning with Simulink models. First, he introduces how to choose states, actions, and a reward function for the reinforcement learning problem. Then he describes the neural network structure and training algorithm parameters.


Deep Reinforcement Learning for Distributed Uncoordinated Cognitive Radios Resource Allocation

arXiv.org Machine Learning

This paper presents a novel deep reinforcement learning-based resource allocation technique for the multi-agent environment presented by a cognitive radio network that coexists through underlay dynamic spectrum access (DSA) with a primary network. The resource allocation technique presented in this work is distributed, not requiring coordination with other agents. By ensuring convergence to equilibrium policies almost surely, the presented novel technique succeeds in addressing the challenge of a non-stationary multi-agent environment that results from the dynamic interaction between radios through the shared wireless environment. Simulation results show that in a finite learning time the presented technique is able to find policies that yield performance within 3 % of an exhaustive search solution, finding the optimal policy in nearly 70 % of cases, and that standard single-agent deep reinforcement learning may not achieve convergence when used in a non-coordinated, coupled multi-radio scenario.


Interactive Gibson: A Benchmark for Interactive Navigation in Cluttered Environments

arXiv.org Artificial Intelligence

-- We present Interactive Gibson, the first comprehensive benchmark for training and evaluating Interactive Navigation: robot navigation strategies where physical interaction with objects is allowed and even encouraged to accomplish a task. For example, the robot can move objects if needed in order to clear a path leading to the goal location. Our benchmark comprises two novel elements: 1) a new experimental setup, the Interactive Gibson Environment, which simulates high fidelity visuals of indoor scenes, and high fidelity physical dynamics of the robot and common objects found in these scenes; 2) a set of Interactive Navigation metrics which allows one to study the interplay between navigation and physical interaction. We present and evaluate multiple learning-based baselines in Interactive Gibson, and provide insights into regimes of navigation with different tradeoffs between navigation path efficiency and disturbance of surrounding objects. Classical robot navigation is concerned with reaching goals while avoiding collisions [1], [2]. This definition of navigation is motivated by a wide variety of robot applications in factories or outdoor settings. As robots are increasingly deployed in complex and cluttered environments, physical interactions while navigating become not only unavoidable, but necessary. For example, when operating a robot in a cluttered home, the robot might need to push objects aside or open doors in order to be able to reach its destination. This problem is referred to as Interactive Navigation and in this paper we propose a principled and systematic way to study it (see Figure 1). The "aversion to interaction" in robot mobile agents is easy to understand: real robots are expensive, and interacting with the environment presents safety risks. In Robotic Manipulation these challenges have been addressed by extensive use of physics simulation engines [3], [4], [5], which simulate object and robot dynamics with high precision and thus allow one to study manipulation in a safe manner. Further, these engines can be used to train models which are deployable in the real world.


Automatic Testing and Falsification with Dynamically Constrained Reinforcement Learning

arXiv.org Artificial Intelligence

Automatic T esting and Falsification with Dynamically Constrained Reinforcement Learning Xin Qin 1, Nikos Ar echiga 2, Andrew Best 2, Jyotirmoy Deshmukh 1 Abstract -- We consider the problem of using reinforcement learning to train adversarial agents for automatic testing and falsification of cyberphysical systems, such as autonomous vehicles, robots, and airplanes. In order to produce useful agents, however, it is useful to be able to control the degree of adversariality by specifying rules that an agent must follow. For example, when testing an autonomous vehicle, it is useful to find maximally antagonistic traffic participants that obey traffic rules. We model dynamic constraints as hierarchically ordered rules expressed in Signal T emporal Logic, and show how these can be incorporated into an agent training process. We prove that our agent-centric approach is able to find all dangerous behaviors that can be found by traditional falsification techniques while producing modular and reusable agents. We demonstrate our approach on two case studies from the automotive domain. I NTRODUCTION When developing cyberphysical systems such as autonomous vehicles, drones, or aircraft, it is important to have a robust testing strategy that finds critical bugs before the system is put into production. Falsification techniques exist to find simulations in which the system under test fails to satisfy its target specification. These falsification traces can be generated from a bounded set of inputs.


Multimodal Model-Agnostic Meta-Learning via Task-Aware Modulation

arXiv.org Artificial Intelligence

Model-agnostic meta-learners aim to acquire meta-learned parameters from similar tasks to adapt to novel tasks from the same distribution with few gradient updates. With the flexibility in the choice of models, those frameworks demonstrate appealing performance on a variety of domains such as few-shot image classification and reinforcement learning. However, one important limitation of such frameworks is that they seek a common initialization shared across the entire task distribution, substantially limiting the diversity of the task distributions that they are able to learn from. In this paper, we augment MAML with the capability to identify the mode of tasks sampled from a multimodal task distribution and adapt quickly through gradient updates. Specifically, we propose a multimodal MAML (MMAML) framework, which is able to modulate its meta-learned prior parameters according to the identified mode, allowing more efficient fast adaptation. We evaluate the proposed model on a diverse set of few-shot learning tasks, including regression, image classification, and reinforcement learning. The results not only demonstrate the effectiveness of our model in modulating the meta-learned prior in response to the characteristics of tasks but also show that training on a multimodal distribution can produce an improvement over unimodal training.


Feedback Linearization for Unknown Systems via Reinforcement Learning

arXiv.org Artificial Intelligence

We present a novel approach to control design for nonlinear systems, which leverages reinforcement learning techniques to learn a linearizing controller for a physical plant with unknown dynamics. Feedback linearization is a technique from nonlinear control which renders the input-output dynamics of a nonlinear plant \emph{linear} under application of an appropriate feedback controller. Once a linearizing controller has been constructed, desired output trajectories for the nonlinear plant can be tracked using a variety of linear control techniques. A single learned policy then serves to track arbitrary desired reference signals provided by a higher-level planner. We present theoretical results which provide conditions under which the learning problem has a unique solution which exactly linearizes the plant. We demonstrate the performance of our approach on two simulated problems and a physical robotic platform. For the simulated environments, we observe that the learned feedback linearizing policies can achieve arbitrary tracking of reference trajectories for a fully actuated double pendulum and a 14 dimensional quadrotor. In hardware, we demonstrate that our approach significantly improves tracking performance on a 7-DOF Baxter robot after less than two hours of training.


Overcoming Catastrophic Interference in Online Reinforcement Learning with Dynamic Self-Organizing Maps

arXiv.org Artificial Intelligence

Using neural networks in the reinforcement learning (RL) framework has achieved notable successes. Yet, neural networks tend to forget what they learned in the past, especially when they learn online and fully incrementally, a setting in which the weights are updated after each sample is received and the sample is then discarded. Under this setting, an update can lead to overly global generalization by changing too many weights. The global generalization interferes with what was previously learned and deteriorates performance, a phenomenon known as catastrophic interference. Many previous works use mechanisms such as experience replay (ER) buffers to mitigate interference by performing minibatch updates, ensuring the data distribution is approximately independent-and-identically-distributed (i.i.d.). But using ER would become infeasible in terms of memory as problem complexity increases. Thus, it is crucial to look for more memory-efficient alternatives. Interference can be averted if we replace global updates with more local ones, so only weights responsible for the observed data sample are updated. In this work, we propose the use of dynamic self-organizing map (DSOM) with neural networks to induce such locality in the updates without ER buffers. Our method learns a DSOM to produce a mask to reweigh each hidden unit's output, modulating its degree of use. It prevents interference by replacing global updates with local ones, conditioned on the agent's state. We validate our method on standard RL benchmarks including Mountain Car and Lunar Lander, where existing methods often fail to learn without ER. Empirically, we show that our online and fully incremental method is on par with and in some cases, better than state-of-the-art in terms of final performance and learning speed. We provide visualizations and quantitative measures to show that our method indeed mitigates interference.


Generalization of Reinforcement Learners with Working and Episodic Memory

arXiv.org Machine Learning

Memory is an important aspect of intelligence and plays a role in many deep reinforcement learning models. However, little progress has been made in understanding when specific memory systems help more than others and how well they generalize. The field also has yet to see a prevalent consistent and rigorous approach for evaluating agent performance on holdout data. In this paper, we aim to develop a comprehensive methodology to test different kinds of memory in an agent and assess how well the agent can apply what it learns in training to a holdout set that differs from the training set along dimensions that we suggest are relevant for evaluating memory-specific generalization. To that end, we first construct a diverse set of memory tasks that allow us to evaluate test-time generalization across multiple dimensions. Second, we develop and perform multiple ablations on an agent architecture that combines multiple memory systems, observe its baseline models, and investigate its performance against the task suite.