Agents
Deep Reinforcement Learning for Constrained Field Development Optimization in Subsurface Two-phase Flow
Nasir, Yusuf, He, Jincong, Hu, Chaoshun, Tanaka, Shusei, Wang, Kainan, Wen, XianHuan
We present a deep reinforcement learning-based artificial intelligence agent that could provide optimized development plans given a basic description of the reservoir and rock/fluid properties with minimal computational cost. This artificial intelligence agent, comprising of a convolutional neural network, provides a mapping from a given state of the reservoir model, constraints, and economic condition to the optimal decision (drill/do not drill and well location) to be taken in the next stage of the defined sequential field development planning process. The state of the reservoir model is defined using parameters that appear in the governing equations of the two-phase flow. A feedback loop training process referred to as deep reinforcement learning is used to train an artificial intelligence agent with such a capability. The training entails millions of flow simulations with varying reservoir model descriptions (structural, rock and fluid properties), operational constraints, and economic conditions. The parameters that define the reservoir model, operational constraints, and economic conditions are randomly sampled from a defined range of applicability. Several algorithmic treatments are introduced to enhance the training of the artificial intelligence agent. After appropriate training, the artificial intelligence agent provides an optimized field development plan instantly for new scenarios within the defined range of applicability. This approach has advantages over traditional optimization algorithms (e.g., particle swarm optimization, genetic algorithm) that are generally used to find a solution for a specific field development scenario and typically not generalizable to different scenarios.
Solving Heterogeneous General Equilibrium Economic Models with Deep Reinforcement Learning
Hill, Edward, Bardoscia, Marco, Turrell, Arthur
General equilibrium macroeconomic models are a core tool used by policymakers to understand a nation's economy. They represent the economy as a collection of forward-looking actors whose behaviours combine, possibly with stochastic effects, to determine global variables (such as prices) in a dynamic equilibrium. However, standard semi-analytical techniques for solving these models make it difficult to include the important effects of heterogeneous economic actors. The COVID-19 pandemic has further highlighted the importance of heterogeneity, for example in age and sector of employment, in macroeconomic outcomes and the need for models that can more easily incorporate it. We use techniques from reinforcement learning to solve such models incorporating heterogeneous agents in a way that is simple, extensible, and computationally efficient. We demonstrate the method's accuracy and stability on a toy problem for which there is a known analytical solution, its versatility by solving a general equilibrium problem that includes global stochasticity, and its flexibility by solving a combined macroeconomic and epidemiological model to explore the economic and health implications of a pandemic. The latter successfully captures plausible economic behaviours induced by differential health risks by age.
Autonomous systems and the 2nd industrial revolution.
We've all seen the super cool demonstrations of Boston Dynamics' two-legged Atlas robot doing backflips, and been properly amazed! Today, an article about a new robot from Boston Dynamics caught my eye. Stretch is designed for logistics applications. It lifts and moves boxes in warehouses. Unlike traditional industrial robots, it isn't fixed in place, but is mobile instead.
Reconstructing Interactive 3D Scenes by Panoptic Mapping and CAD Model Alignments
Han, Muzhi, Zhang, Zeyu, Jiao, Ziyuan, Xie, Xu, Zhu, Yixin, Zhu, Song-Chun, Liu, Hangxin
In this paper, we rethink the problem of scene reconstruction from an embodied agent's perspective: While the classic view focuses on the reconstruction accuracy, our new perspective emphasizes the underlying functions and constraints such that the reconstructed scenes provide \em{actionable} information for simulating \em{interactions} with agents. Here, we address this challenging problem by reconstructing an interactive scene using RGB-D data stream, which captures (i) the semantics and geometry of objects and layouts by a 3D volumetric panoptic mapping module, and (ii) object affordance and contextual relations by reasoning over physical common sense among objects, organized by a graph-based scene representation. Crucially, this reconstructed scene replaces the object meshes in the dense panoptic map with part-based articulated CAD models for finer-grained robot interactions. In the experiments, we demonstrate that (i) our panoptic mapping module outperforms previous state-of-the-art methods, (ii) a high-performant physical reasoning procedure that matches, aligns, and replaces objects' meshes with best-fitted CAD models, and (iii) reconstructed scenes are physically plausible and naturally afford actionable interactions; without any manual labeling, they are seamlessly imported to ROS-based simulators and virtual environments for complex robot task executions.
Flatland Competition 2020: MAPF and MARL for Efficient Train Coordination on a Grid World
Laurent, Florian, Schneider, Manuel, Scheller, Christian, Watson, Jeremy, Li, Jiaoyang, Chen, Zhe, Zheng, Yi, Chan, Shao-Hung, Makhnev, Konstantin, Svidchenko, Oleg, Egorov, Vladimir, Ivanov, Dmitry, Shpilman, Aleksei, Spirovska, Evgenija, Tanevski, Oliver, Nikov, Aleksandar, Grunder, Ramon, Galevski, David, Mitrovski, Jakov, Sartoretti, Guillaume, Luo, Zhiyao, Damani, Mehul, Bhattacharya, Nilabha, Agarwal, Shivam, Egli, Adrian, Nygren, Erik, Mohanty, Sharada
The Flatland competition aimed at finding novel approaches to solve the vehicle re-scheduling problem (VRSP). The VRSP is concerned with scheduling trips in traffic networks and the re-scheduling of vehicles when disruptions occur, for example the breakdown of a vehicle. While solving the VRSP in various settings has been an active area in operations research (OR) for decades, the ever-growing complexity of modern railway networks makes dynamic real-time scheduling of traffic virtually impossible. Recently, multi-agent reinforcement learning (MARL) has successfully tackled challenging tasks where many agents need to be coordinated, such as multiplayer video games. However, the coordination of hundreds of agents in a real-life setting like a railway network remains challenging and the Flatland environment used for the competition models these real-world properties in a simplified manner. Submissions had to bring as many trains (agents) to their target stations in as little time as possible. While the best submissions were in the OR category, participants found many promising MARL approaches. Using both centralized and decentralized learning based approaches, top submissions used graph representations of the environment to construct tree-based observations. Further, different coordination mechanisms were implemented, such as communication and prioritization between agents. This paper presents the competition setup, four outstanding solutions to the competition, and a cross-comparison between them.
User profile-driven large-scale multi-agent learning from demonstration in federated human-robot collaborative environments
Papadopoulos, Georgios Th., Leonidis, Asterios, Antona, Margherita, Stephanidis, Constantine
Learning from Demonstration (LfD) has been established as the dominant paradigm for efficiently transferring skills from human teachers to robots. In this context, the Federated Learning (FL) conceptualization has very recently been introduced for developing large-scale human-robot collaborative environments, targeting to robustly address, among others, the critical challenges of multi-agent learning and long-term autonomy. In the current work, the latter scheme is further extended and enhanced, by designing and integrating a novel user profile formulation for providing a fine-grained representation of the exhibited human behavior, adopting a Deep Learning (DL)-based formalism. In particular, a hierarchically organized set of key information sources is considered, including: a) User attributes (e.g. demographic, anthropomorphic, educational, etc.), b) User state (e.g. fatigue detection, stress detection, emotion recognition, etc.) and c) Psychophysiological measurements (e.g. gaze, electrodermal activity, heart rate, etc.) related data. Then, a combination of Long Short-Term Memory (LSTM) and stacked autoencoders, with appropriately defined neural network architectures, is employed for the modelling step. The overall designed scheme enables both short- and long-term analysis/interpretation of the human behavior (as observed during the feedback capturing sessions), so as to adaptively adjust the importance of the collected feedback samples when aggregating information originating from the same and different human teachers, respectively.
#331: Multi-Robot Learning, with Amanda Prorok
Amanda Prorok is an Assistant Professor (University Lecturer) in the Department of Computer Science and Technology, at Cambridge University, and a Fellow of Pembroke College. She serves as Associate Editor for IEEE Robotics and Automation Letters (R-AL) and Associate Editor for Autonomous Robots (AURO). Prior to joining Cambridge, Prorok was a postdoctoral researcher at the General Robotics, Automation, Sensing and Perception (GRASP) Laboratory at the University of Pennsylvania, USA, where she worked with Prof. Vijay Kumar. She completed her PhD at EPFL, Switzerland, with Prof. Alcherio Martinoli.
Competing Adaptive Networks
Adaptive networks have the capability to pursue solutions of global stochastic optimization problems by relying only on local interactions within neighborhoods. The diffusion of information through repeated interactions allows for globally optimal behavior, without the need for central coordination. Most existing strategies are developed for cooperative learning settings, where the objective of the network is common to all agents. We consider in this work a team setting, where a subset of the agents form a team with a common goal while competing with the remainder of the network. We develop an algorithm for decentralized competition among teams of adaptive agents, analyze its dynamics and present an application in the decentralized training of generative adversarial neural networks.
Shaping Advice in Deep Multi-Agent Reinforcement Learning
Xiao, Baicen, Ramasubramanian, Bhaskar, Poovendran, Radha
Multi-agent reinforcement learning involves multiple agents interacting with each other and a shared environment to complete tasks. When rewards provided by the environment are sparse, agents may not receive immediate feedback on the quality of actions that they take, thereby affecting learning of policies. In this paper, we propose a method called Shaping Advice in deep Multi-agent reinforcement learning (SAM) to augment the reward signal from the environment with an additional reward termed shaping advice. The shaping advice is given by a difference of potential functions at consecutive time-steps. Each potential function is a function of observations and actions of the agents. The shaping advice needs to be specified only once at the start of training, and can be easily provided by non-experts. We show through theoretical analyses and experimental validation that shaping advice provided by SAM does not distract agents from completing tasks specified by the environment reward. Theoretically, we prove that convergence of policy gradients and value functions when using SAM implies convergence of these quantities in the absence of SAM. Experimentally, we evaluate SAM on three tasks in the multi-agent Particle World environment that have sparse rewards. We observe that using SAM results in agents learning policies to complete tasks faster, and obtain higher rewards than: i) using sparse rewards alone; ii) a state-of-the-art reward redistribution method.
A Bayesian Approach to Identifying Representational Errors
Ramakrishnan, Ramya, Unhelkar, Vaibhav, Kamar, Ece, Shah, Julie
Trained AI systems and expert decision makers can make errors that are often difficult to identify and understand. Determining the root cause for these errors can improve future decisions. This work presents Generative Error Model (GEM), a generative model for inferring representational errors based on observations of an actor's behavior (either simulated agent, robot, or human). The model considers two sources of error: those that occur due to representational limitations -- "blind spots" -- and non-representational errors, such as those caused by noise in execution or systematic errors present in the actor's policy. Disambiguating these two error types allows for targeted refinement of the actor's policy (i.e., representational errors require perceptual augmentation, while other errors can be reduced through methods such as improved training or attention support). We present a Bayesian inference algorithm for GEM and evaluate its utility in recovering representational errors on multiple domains. Results show that our approach can recover blind spots of both reinforcement learning agents as well as human users.