Goto

Collaborating Authors

 Reinforcement Learning


A Learning-Based Two-Stage Spectrum Sharing Strategy with Multiple Primary Transmit Power Levels

arXiv.org Machine Learning

Multi-parameter cognition in a cognitive radio network (CRN) provides a more thorough understanding of the radio environments, and could potentially lead to far more intelligent and efficient spectrum usage for a secondary user. In this paper, we investigate the multi-parameter cognition problem for a CRN where the primary transmitter (PT) radiates multiple transmit power levels, and propose a learning-based two-stage spectrum sharing strategy. We first propose a data-driven/machine learning based multi-level spectrum sensing scheme, including the spectrum learning (Stage I) and prediction (the first part in Stage II). This fully blind sensing scheme does not require any prior knowledge of the PT power characteristics. Then, based on a novel normalized power level alignment metric, we propose two prediction-transmission structures, namely periodic and non-periodic, for spectrum access (the second part in Stage II), which enable the secondary transmitter (ST) to closely follow the PT power level variation. The periodic structure features a fixed prediction interval, while the non-periodic one dynamically determines the interval with a proposed reinforcement learning algorithm to further improve the alignment metric. Finally, we extend the prediction-transmission structure to an online scenario, where the number of PT power levels might change as a consequence of PT adapting to the environment fluctuation or quality of service variation. The simulation results demonstrate the effectiveness of the proposed strategy in various scenarios.


Characterizing Attacks on Deep Reinforcement Learning

arXiv.org Machine Learning

Deep reinforcement learning (DRL) has achieved great success in various applications. However, recent studies show that machine learning models are vulnerable to adversarial attacks. DRL models have been attacked by adding perturbations to observations. While such observation based attack is only one aspect of potential attacks on DRL, other forms of attacks which are more practical require further analysis, such as manipulating environment dynamics. Therefore, we propose to understand the vulnerabilities of DRL from various perspectives and provide a thorough taxonomy of potential attacks. We conduct the first set of experiments on the unexplored parts within the taxonomy. In addition to current observation based attacks against DRL, we propose the first targeted attacks based on action space and environment dynamics. We also introduce the online sequential attacks based on temporal consistency information among frames. To better estimate gradient in black-box setting, we propose a sampling strategy and theoretically prove its efficiency and estimation error bound. We conduct extensive experiments to compare the effectiveness of different attacks with several baselines in various environments, including game playing, robotics control, and autonomous driving.


Arena: a toolkit for Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

We introduce Arena, a toolkit for multi-agent reinforcement learning (MARL) research. In MARL, it usually requires customizing observations, rewards and actions for each agent, changing cooperative-competitive agent-interaction, and playing with/against a third-party agent, etc. We provide a novel modular design, called Interface, for manipulating such routines in essentially two ways: 1) Different interfaces can be concatenated and combined, which extends the OpenAI Gym Wrappers concept to MARL scenarios. 2) During MARL training or testing, interfaces can be embedded in either wrapped OpenAI Gym compatible Environments or raw environment compatible Agents. We offer off-the-shelf interfaces for several popular MARL platforms, including StarCraft II, Pommerman, ViZDoom, Soccer, etc. The interfaces effectively support self-play RL and cooperative-competitive hybrid MARL. Also, Arena can be conveniently extended to your own favorite MARL platform.


Potential-Based Advice for Stochastic Policy Learning

arXiv.org Artificial Intelligence

This paper augments the reward received by a reinforcement learning agent with potential functions in order to help the agent learn (possibly stochastic) optimal policies. We show that a potential-based reward shaping scheme is able to preserve optimality of stochastic policies, and demonstrate that the ability of an agent to learn an optimal policy is not affected when this scheme is augmented to soft Q-learning. We propose a method to impart potential based advice schemes to policy gradient algorithms. An algorithm that considers an advantage actor-critic architecture augmented with this scheme is proposed, and we give guarantees on its convergence. Finally, we evaluate our approach on a puddle-jump grid world with indistinguishable states, and the continuous state and action mountain car environment from classical control. Our results indicate that these schemes allow the agent to learn a stochastic optimal policy faster and obtain a higher average reward.


Using deep learning to improve traffic signal performance Penn State University

#artificialintelligence

Traffic signals serve to regulate the worst bottlenecks in highly populated areas but are not always very effective. Researchers at Penn State are hoping to use deep reinforcement learning to improve traffic signal efficiency in urban areas, thanks to a one-year, $22,443 Penn State Institute for CyberScience Seed Grant. Urban traffic congestion currently costs the U.S. economy $160 billion in lost productivity and causes 3.1 billion gallons of wasted fuel and 56 billion pounds of harmful CO2 emissions, according to the 2015 Urban Mobility Scorecard. Vikash Gayah, associate professor of civil engineering, and Zhenhui "Jessie" Li, associate professor of information sciences and technology, aim to tackle this issue by first identifying machine learning algorithms that will provide results consistent with traditional (theoretical) solutions for simple scenerios, and then building upon those algorithms by introducing complexities that cannot be readily addressed through traditional means. "Typically, we would go out and do traffic counts for an hour at certain peak times of day and that would determine signal timings for the next year, but not every day looks like that hour, and so we get inefficiency," Gayah said.


A technique to improve machine learning inspired by the behavior of human infants

#artificialintelligence

From their first years of life, human beings have the innate ability to learn continuously and build mental models of the world, simply by observing and interacting with things or people in their surroundings. Cognitive psychology studies suggest that humans make extensive use of this previously acquired knowledge, particularly when they encounter new situations or when making decisions. Despite the significant recent advances in the field of artificial intelligence (AI), most virtual agents still require hundreds of hours of training to achieve human-level performance in several tasks, while humans can learn how to complete these tasks in a few hours or less. Recent studies have highlighted two key contributors to humans' ability to acquire knowledge so quickly--namely, intuitive physics and intuitive psychology. These intuition models, which have been observed in humans from early stages of development, might be the core facilitators of future learning.


An Actor-Critic-Attention Mechanism for Deep Reinforcement Learning in Multi-view Environments

arXiv.org Machine Learning

In reinforcement learning algorithms, leveraging multiple views of the environment can improve the learning of complicated policies. In multi-view environments, due to the fact that the views may frequently suffer from partial observability, their level of importance are often different. In this paper, we propose a deep reinforcement learning method and an attention mechanism in a multi-view environment. Each view can provide various representative information about the environment. Through our attention mechanism, our method generates a single feature representation of environment given its multiple views. It learns a policy to dynamically attend to each view based on its importance in the decision-making process. Through experiments, we show that our method outperforms its state-of-the-art baselines on TORCS racing car simulator and three other complex 3D environments with obstacles. We also provide experimental results to evaluate the performance of our method on noisy conditions and partial observation settings.


GPU-Accelerated Atari Emulation for Reinforcement Learning

arXiv.org Machine Learning

We designed and implemented a CUDA port of the Atari Learning Environment (ALE), a system for developing and evaluating deep reinforcement algorithms using Atari games. Our CUDA Learning Environment (CuLE) overcomes many limitations of existing CPUbased Atari emulators and scales naturally to multi-GPU systems. It leverages the parallelization capability of GPUs to run thousands of Atari games simultaneously; by rendering frames directly on the GPU, CuLE avoids the bottleneck arising from the limited CPU-GPU communication bandwidth. Figure 1: In a typical DRL system, environments run As a result, CuLE is able to generate between 40M on CPUs, whereas GPUs execute DNN operations. The and 190M frames per hour using a single GPU, a finding limited CPU-GPU communication bandwidth and small that could be previously achieved only through a cluster set of CPU environments prevent full GPU utilization. of CPUs. We demonstrate the advantages of CuLE by effectively training agents with traditional deep reinforcement learning algorithms and measuring the utilization benchmark for DRL [4, 14], and still represent a challenging and throughput of the GPU. Our analysis further highlights set for the development of new DRL methods.


Delegative Reinforcement Learning: learning to avoid traps with a little help

arXiv.org Machine Learning

Most known regret bounds for reinforcement learning are either episodic or assume an environment without traps. We derive a regret bound without making either assumption, by allowing the algorithm to occasionally delegate an action to an external advisor. We thus arrive at a setting of active one-shot model-based reinforcement learning that we call DRL (delegative reinforcement learning.) The algorithm we construct in order to demonstrate the regret bound is a variant of Posterior Sampling Reinforcement Learning supplemented by a subroutine that decides which actions should be delegated. The algorithm is not anytime, since the parameters must be adjusted according to the target time discount. Currently, our analysis is limited to Markov decision processes with finite numbers of hypotheses, states and actions.


Prioritized Guidance for Efficient Multi-Agent Reinforcement Learning Exploration

arXiv.org Machine Learning

Exploration efficiency is a challenging problem in multi-agent reinforcement learning (MARL), as the policy learned by confederate MARL depends on the collaborative approach among multiple agents. Another important problem is the less informative reward restricts the learning speed of MARL compared with the informative label in supervised learning. In this work, we leverage on a novel communication method to guide MARL to accelerate exploration and propose a predictive network to forecast the reward of current state-action pair and use the guidance learned by the predictive network to modify the reward function. An improved prioritized experience replay is employed to better take advantage of the different knowledge learned by different agents which utilizes Time-difference (TD) error more effectively. Experimental results demonstrates that the proposed algorithm outperforms existing methods in cooperative multi-agent environments. We remark that this algorithm can be extended to supervised learning to speed up its training.