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Meta-learning how to Share Credit among Macro-Actions

arXiv.org Artificial Intelligence

One proposed mechanism to improve exploration in reinforcement learning is through the use of macro-actions. Paradoxically though, in many scenarios the naive addition of macro-actions does not lead to better exploration, but rather the opposite. It has been argued that this was caused by adding non-useful macros and multiple works have focused on mechanisms to discover effectively environment-specific useful macros. In this work, we take a slightly different perspective. We argue that the difficulty stems from the trade-offs between reducing the average number of decisions per episode versus increasing the size of the action space. Namely, one typically treats each potential macro-action as independent and atomic, hence strictly increasing the search space and making typical exploration strategies inefficient. To address this problem we propose a novel regularization term that exploits the relationship between actions and macro-actions to improve the credit assignment mechanism by reducing the effective dimension of the action space and, therefore, improving exploration. The term relies on a similarity matrix that is meta-learned jointly with learning the desired policy. We empirically validate our strategy looking at macro-actions in Atari games, and the StreetFighter II environment. Our results show significant improvements over the Rainbow-DQN baseline in all environments. Additionally, we show that the macro-action similarity is transferable to related environments. We believe this work is a small but important step towards understanding how the similarity-imposed geometry on the action space can be exploited to improve credit assignment and exploration, therefore making learning more effective.


Intelligent Mobile AI-Generated Content Services via Interactive Prompt Engineering and Dynamic Service Provisioning

arXiv.org Artificial Intelligence

Due to massive computational demands of large generative models, AI-Generated Content (AIGC) can organize collaborative Mobile AIGC Service Providers (MASPs) at network edges to provide ubiquitous and customized content generation for resource-constrained users. However, such a paradigm faces two significant challenges: 1) raw prompts (i.e., the task description from users) often lead to poor generation quality due to users' lack of experience with specific AIGC models, and 2) static service provisioning fails to efficiently utilize computational and communication resources given the heterogeneity of AIGC tasks. To address these challenges, we propose an intelligent mobile AIGC service scheme. Firstly, we develop an interactive prompt engineering mechanism that leverages a Large Language Model (LLM) to generate customized prompt corpora and employs Inverse Reinforcement Learning (IRL) for policy imitation through small-scale expert demonstrations. Secondly, we formulate a dynamic mobile AIGC service provisioning problem that jointly optimizes the number of inference trials and transmission power allocation. Then, we propose the Diffusion-Enhanced Deep Deterministic Policy Gradient (D3PG) algorithm to solve the problem. By incorporating the diffusion process into Deep Reinforcement Learning (DRL) architecture, the environment exploration capability can be improved, thus adapting to varying mobile AIGC scenarios. Extensive experimental results demonstrate that our prompt engineering approach improves single-round generation success probability by 6.3 times, while D3PG increases the user service experience by 67.8% compared to baseline DRL approaches.


MASP: Scalable GNN-based Planning for Multi-Agent Navigation

arXiv.org Artificial Intelligence

We investigate the problem of decentralized multi-agent navigation tasks, where multiple agents need to reach initially unassigned targets in a limited time. Classical planning-based methods suffer from expensive computation overhead at each step and offer limited expressiveness for complex cooperation strategies. In contrast, reinforcement learning (RL) has recently become a popular paradigm for addressing this issue. However, RL struggles with low data efficiency and cooperation when directly exploring (nearly) optimal policies in the large search space, especially with an increased agent number (e.g., 10+ agents) or in complex environments (e.g., 3D simulators). In this paper, we propose Multi-Agent Scalable GNN-based P lanner (MASP), a goal-conditioned hierarchical planner for navigation tasks with a substantial number of agents. MASP adopts a hierarchical framework to divide a large search space into multiple smaller spaces, thereby reducing the space complexity and accelerating training convergence. We also leverage graph neural networks (GNN) to model the interaction between agents and goals, improving goal achievement. Besides, to enhance generalization capabilities in scenarios with unseen team sizes, we divide agents into multiple groups, each with a previously trained number of agents. The results demonstrate that MASP outperforms classical planning-based competitors and RL baselines, achieving a nearly 100% success rate with minimal training data in both multi-agent particle environments (MPE) with 50 agents and a quadrotor 3-dimensional environment (OmniDrones) with 20 agents. Furthermore, the learned policy showcases zero-shot generalization across unseen team sizes.