Reinforcement Learning
Fairness in Reinforcement Learning
Decision support systems (e.g., for ecological conservation) and autonomous systems (e.g., adaptive controllers in smart cities) start to be deployed in real applications. Although their operations often impact many users or stakeholders, no fairness consideration is generally taken into account in their design, which could lead to completely unfair outcomes for some users or stakeholders. To tackle this issue, we advocate for the use of social welfare functions that encode fairness and present this general novel problem in the context of (deep) reinforcement learning, although it could possibly be extended to other machine learning tasks.
Efficient Exploration with Self-Imitation Learning via Trajectory-Conditioned Policy
Guo, Yijie, Choi, Jongwook, Moczulski, Marcin, Bengio, Samy, Norouzi, Mohammad, Lee, Honglak
This paper proposes a method for learning a trajectory-conditioned policy to imitate diverse demonstrations from the agent's own past experiences. We demonstrate that such self-imitation drives exploration in diverse directions and increases the chance of finding a globally optimal solution in reinforcement learning problems, especially when the reward is sparse and deceptive. Our method significantly outperforms existing self-imitation learning and count-based exploration methods on various sparse-reward reinforcement learning tasks with local optima. In particular, we report a state-of-the-art score of more than 25,000 points on Montezuma's Revenge without using expert demonstrations or resetting to arbitrary states.
Variance Reduction in Actor Critic Methods (ACM)
After presenting Actor Critic Methods (ACM), we show ACM are control variate estimators. Using the projection theorem, we prove that the Q and Advantage Actor Critic (A2C) methods are optimal in the sense of the $L^2$ norm for the control variate estimators spanned by functions conditioned by the current state and action. This straightforward application of Pythagoras theorem provides a theoretical justification of the strong performance of QAC and AAC most often referred to as A2C methods in deep policy gradient methods. This enables us to derive a new formulation for Advantage Actor Critic methods that has lower variance and improves the traditional A2C method.
A Quick Guide to Reinforcement Learning
General Electric is the 31st largest company in the world by revenue and one of the largest and most diverse manufacturers on the planet, making everything from large industrial equipment to home appliances. It has over 500 factories around the world and has only begun transforming them into smart facilities. The goal of GE's'Brilliant Manufacturing Suite' is to link design, engineering, manufacturing, supply chain, distribution and services into one globally scalable, intelligent system. It is powered by Predix, their industrial internet of things platform. In the manufacturing space, Predix can use sensors to automatically capture every step of the process and monitor each piece of complex equipment.
How quickly can AI solve a Rubik's Cube? In less time than it took you to read this headline.
Few things reveal the limits of someone's problem-solving skills faster than a Rubik's Cube, the multicolored, three-dimensional puzzle that has befuddled so many since the 1970s. Though the cube has furrowed countless human brows over the years, it's not much of a challenge for an emerging group of hyper-intelligent machines, as it turns out. This week, the University of California at Irvine announced that an artificial intelligence system solved the puzzle in just over a second, besting the current human world record by more than two seconds. The system, known as DeepCubeA -- a reinforcement-learning algorithm programmed by UCI computer scientists and mathematicians -- solved the puzzle without prior knowledge of the game or coaching from its human handlers, according to the university. The feat is even more impressive considering that there are billions of potential moves available to a Rubik's Cube player, with the puzzle's six sides and nine sections, but only one goal: each of the cube's six sides displaying a solid color.
Deep Reinforcement Learning for Clinical Decision Support: A Brief Survey
Liu, Siqi, Ngiam, Kee Yuan, Feng, Mengling
Owe to the recent advancements in Artificial Intelligence especially deep learning, many data-driven decision support systems have been implemented to facilitate medical doctors in delivering personalized care. We focus on the deep reinforcement learning (DRL) models in this paper. DRL models have demonstrated human-level or even superior performance in the tasks of computer vision and game playings, such as Go and Atari game. However, the adoption of deep reinforcement learning techniques in clinical decision optimization is still rare. We here present the first survey that summarizes reinforcement learning algorithms with Deep Neural Networks (DNN) on clinical decision support. We also discuss some case studies, where different DRL algorithms were applied to address various clinical challenges. We further compare and contrast the advantages and limitations of various DRL algorithms and present a preliminary guide on how to choose the appropriate DRL algorithm for particular clinical applications.
Efficient Policy Learning for Non-Stationary MDPs under Adversarial Manipulation
A Markov Decision Process (MDP) is a popular model for reinforcement learning. However, its commonly used assumption of stationary dynamics and rewards is too stringent and fails to hold in adversarial, nonstationary, or multi-agent problems. We study an episodic setting where the parameters of an MDP can differ across episodes. We learn a reliable policy of this potentially adversarial MDP by developing an Adversarial Reinforcement Learning (ARL) algorithm that reduces our MDP to a sequence of \emph{adversarial} bandit problems. ARL achieves $O(\sqrt{SATH^3})$ regret, which is optimal with respect to $S$, $A$, and $T$, and its dependence on $H$ is the best (even for the usual stationary MDP) among existing model-free methods.
Model-free Control of Chaos with Continuous Deep Q-learning
Ikemoto, Junya, Ushio, Toshimitsu
The OGY method is one of control methods for a chaotic system. In the method, we have to calculate a stabilizing periodic orbit embedded in its chaotic attractor. Thus, we cannot use this method in the case where a precise mathematical model of the chaotic system cannot be identified. In this case, the delayed feedback control proposed by Pyragas is useful. However, even in the delayed feedback control, we need the mathematical model to determine a feedback gain that stabilizes the periodic orbit. To overcome this problem, we propose a model-free reinforcement learning algorithm to the design of a controller for the chaotic system. In recent years, model-free reinforcement learning algorithms with deep neural networks have been paid much attention to. Those algorithms make it possible to control complex systems. However, it is known that model-free reinforcement learning algorithms are not efficient because learners must explore their control policies over the entire state space. Moreover, model-free reinforcement learning algorithms with deep neural networks have the disadvantage in taking much time to learn their control optimal policies. Thus, we propose a data-based control policy consisting of two steps, where we determine a region including the stabilizing periodic orbit first, and make the controller learn an optimal control policy for its stabilization. In the proposed method, the controller efficiently explores its control policy only in the region.
VRLS: A Unified Reinforcement Learning Scheduler for Vehicle-to-Vehicle Communications
ลahin, Taylan, Khalili, Ramin, Boban, Mate, Wolisz, Adam
Vehicle-to-vehicle (V2V) communications have distinct challenges that need to be taken into account when scheduling the radio resources. Although centralized schedulers (e.g., located on base stations) could be utilized to deliver high scheduling performance, they cannot be employed in case of coverage gaps. To address the issue of reliable scheduling of V2V transmissions out of coverage, we propose Vehicular Reinforcement Learning Scheduler (VRLS), a centralized scheduler that predictively assigns the resources for V2V communication while the vehicle is still in cellular network coverage. VRLS is a unified reinforcement learning (RL) solution, wherein the learning agent, the state representation, and the reward provided to the agent are applicable to different vehicular environments of interest (in terms of vehicular density, resource configuration, and wireless channel conditions). Such a unified solution eliminates the necessity of redesigning the RL components for a different environment, and facilitates transfer learning from one to another similar environment. We evaluate the performance of VRLS and show its ability to avoid collisions and half-duplex errors, and to reuse the resources better than the state of the art scheduling algorithms. We also show that pre-trained VRLS agent can adapt to different V2V environments with limited retraining, thus enabling real-world deployment in different scenarios.
Deep Reinforcement Learning for Autonomous Internet of Things: Model, Applications and Challenges
Lei, Lei, Tan, Yue, Liu, Shiwen, Zheng, Kan, Xuemin, null, Shen, null
The Internet of Things (IoT) extends the Internet connectivity into billions of IoT devices around the world, which collect and share information to reflect the status of physical world. The Autonomous Control System (ACS), on the other hand, performs control functions on the physical systems without external intervention over an extended period of time. The integration of IoT and ACS results in a new concept - autonomous IoT (AIoT). The sensors collect information on the system status, based on which intelligent agents in IoT devices as well as Edge/Fog/Cloud servers make control decisions for the actuators to react. In order to achieve autonomy, a promising method is for the intelligent agents to leverage the techniques in the field of artificial intelligence, especially reinforcement learning (RL) and deep reinforcement learning (DRL) for decision making. In this paper, we first provide comprehensive survey of the state-of-art research, and then propose a general model for the applications of RL/DRL in AIoT. Finally, the challenges and open issues for future research are identified.