We consider the sequential decision-making problem of making proactive request assignment and rejection decisions for a profit-maximizing operator of an autonomous mobility on demand system. We formalize this problem as a Markov decision process and propose a novel combination of multi-agent Soft Actor-Critic and weighted bipartite matching to obtain an anticipative control policy. Thereby, we factorize the operator's otherwise intractable action space, but still obtain a globally coordinated decision. Experiments based on real-world taxi data show that our method outperforms state of the art benchmarks with respect to performance, stability, and computational tractability.
The target of reducing travel time only is insufficient to support the development of future smart transportation systems. To align with the United Nations Sustainable Development Goals (UN-SDG), a further reduction of fuel and emissions, improvements of traffic safety, and the ease of infrastructure deployment and maintenance should also be considered. Different from existing work focusing on the optimization of the control in either traffic light signal (to improve the intersection throughput), or vehicle speed (to stabilize the traffic), this paper presents a multi-agent Deep Reinforcement Learning (DRL) system called CoTV, which Cooperatively controls both Traffic light signals and Connected Autonomous Vehicles (CAV). Therefore, our CoTV can well balance the achievement of the reduction of travel time, fuel, and emissions. In the meantime, CoTV can also be easy to deploy by cooperating with only one CAV that is the nearest to the traffic light controller on each incoming road. This enables more efficient coordination between traffic light controllers and CAV, thus leading to the convergence of training CoTV under the large-scale multi-agent scenario that is traditionally difficult to converge. We give the detailed system design of CoTV and demonstrate its effectiveness in a simulation study using SUMO under various grid maps and realistic urban scenarios with mixed-autonomy traffic.
The development of vehicle controllers for autonomous racing is challenging because racing cars operate at their physical driving limit. Prompted by the demand for improved performance, autonomous racing research has seen the proliferation of machine learning-based controllers. While these approaches show competitive performance, their practical applicability is often limited. Residual policy learning promises to mitigate this by combining classical controllers with learned residual controllers. The critical advantage of residual controllers is their high adaptability parallel to the classical controller's stable behavior. We propose a residual vehicle controller for autonomous racing cars that learns to amend a classical controller for the path-following of racing lines. In an extensive study, performance gains of our approach are evaluated for a simulated car of the F1TENTH autonomous racing series. The evaluation for twelve replicated real-world racetracks shows that the residual controller reduces lap times by an average of 4.55 % compared to a classical controller and zero-shot generalizes to new racetracks.
Since deep neural networks' resurgence, reinforcement learning has gradually strengthened and surpassed humans in many conventional games. However, it is not easy to copy these accomplishments to autonomous driving because state spaces are immensely complicated in the real world and action spaces are continuous and fine control is necessary. Besides, autonomous driving systems must also maintain their functionality regardless of the environment's complexity. The deep reinforcement learning domain (DRL) has become a robust learning framework to handle complex policies in high dimensional surroundings with deep representation learning. This research outlines deep, reinforcement learning algorithms (DRL). It presents a nomenclature of autonomous driving in which DRL techniques have been used, thus discussing important computational issues in evaluating autonomous driving agents in the real environment. Instead, it involves similar but not standard RL techniques, adjoining fields such as emulation of actions, modelling imitation, inverse reinforcement learning. The simulators' role in training agents is addressed, as are the methods for validating, checking and robustness of existing RL solutions.
We consider the problem of multi-agent navigation and collision avoidance when observations are limited to the local neighborhood of each agent. We propose InforMARL, a novel architecture for multi-agent reinforcement learning (MARL) which uses local information intelligently to compute paths for all the agents in a decentralized manner. Specifically, InforMARL aggregates information about the local neighborhood of agents for both the actor and the critic using a graph neural network and can be used in conjunction with any standard MARL algorithm. We show that (1) in training, InforMARL has better sample efficiency and performance than baseline approaches, despite using less information, and (2) in testing, it scales well to environments with arbitrary numbers of agents and obstacles. We illustrate these results using four task environments, including one with predetermined goals for each agent, and one in which the agents collectively try to cover all goals.
Climate-induced disasters are and will continue to be on the rise, and thus search-and-rescue (SAR) operations, where the task is to localize and assist one or several people who are missing, become increasingly relevant. In many cases the rough location may be known and a UAV can be deployed to explore a given, confined area to precisely localize the missing people. Due to time and battery constraints it is often critical that localization is performed as efficiently as possible. In this work we approach this type of problem by abstracting it as an aerial view goal localization task in a framework that emulates a SAR-like setup without requiring access to actual UAVs. In this framework, an agent operates on top of an aerial image (proxy for a search area) and is tasked with localizing a goal that is described in terms of visual cues. To further mimic the situation on an actual UAV, the agent is not able to observe the search area in its entirety, not even at low resolution, and thus it has to operate solely based on partial glimpses when navigating towards the goal. To tackle this task, we propose AiRLoc, a reinforcement learning (RL)-based model that decouples exploration (searching for distant goals) and exploitation (localizing nearby goals). Extensive evaluations show that AiRLoc outperforms heuristic search methods as well as alternative learnable approaches, and that it generalizes across datasets, e.g. to disaster-hit areas without seeing a single disaster scenario during training. We also conduct a proof-of-concept study which indicates that the learnable methods outperform humans on average. Code and models have been made publicly available at //github.com/aleksispi/airloc.
Multi-Agent Reinforcement Learning (MARL) is a promising area of research that can model and control multiple, autonomous decision-making agents. During online training, MARL algorithms involve performance-intensive computations such as exploration and exploitation phases originating from large observation-action space belonging to multiple agents. In this article, we seek to characterize the scalability bottlenecks in several popular classes of MARL algorithms during their training phases. Our experimental results reveal new insights into the key modules of MARL algorithms that limit the scalability, and outline potential strategies that may help address these performance issues.
Graph mining tasks arise from many different application domains, ranging from social networks, transportation, E-commerce, etc., which have been receiving great attention from the theoretical and algorithm design communities in recent years, and there has been some pioneering work using the hotly researched reinforcement learning (RL) techniques to address graph data mining tasks. However, these graph mining algorithms and RL models are dispersed in different research areas, which makes it hard to compare different algorithms with each other. In this survey, we provide a comprehensive overview of RL models and graph mining and generalize these algorithms to Graph Reinforcement Learning (GRL) as a unified formulation. We further discuss the applications of GRL methods across various domains and summarize the method description, open-source codes, and benchmark datasets of GRL methods. Finally, we propose possible important directions and challenges to be solved in the future. This is the latest work on a comprehensive survey of GRL literature, and this work provides a global view for researchers as well as a learning resource for researchers outside the domain. In addition, we create an online open-source for both interested researchers who want to enter this rapidly developing domain and experts who would like to compare GRL methods.
The combination of Reinforcement Learning (RL) with deep learning has led to a series of impressive feats, with many believing (deep) RL provides a path towards generally capable agents. However, the success of RL agents is often highly sensitive to design choices in the training process, which may require tedious and error-prone manual tuning. This makes it challenging to use RL for new problems, while also limits its full potential. In many other areas of machine learning, AutoML has shown it is possible to automate such design choices and has also yielded promising initial results when applied to RL. However, Automated Reinforcement Learning (AutoRL) involves not only standard applications of AutoML but also includes additional challenges unique to RL, that naturally produce a different set of methods. As such, AutoRL has been emerging as an important area of research in RL, providing promise in a variety of applications from RNA design to playing games such as Go. Given the diversity of methods and environments considered in RL, much of the research has been conducted in distinct subfields, ranging from meta-learning to evolution. In this survey we seek to unify the field of AutoRL, we provide a common taxonomy, discuss each area in detail and pose open problems which would be of interest to researchers going forward.
Recommender systems have been widely applied in different real-life scenarios to help us find useful information. Recently, Reinforcement Learning (RL) based recommender systems have become an emerging research topic. It often surpasses traditional recommendation models even most deep learning-based methods, owing to its interactive nature and autonomous learning ability. Nevertheless, there are various challenges of RL when applying in recommender systems. Toward this end, we firstly provide a thorough overview, comparisons, and summarization of RL approaches for five typical recommendation scenarios, following three main categories of RL: value-function, policy search, and Actor-Critic. Then, we systematically analyze the challenges and relevant solutions on the basis of existing literature. Finally, under discussion for open issues of RL and its limitations of recommendation, we highlight some potential research directions in this field.
Reinforcement learning (RL) is a popular paradigm for addressing sequential decision tasks in which the agent has only limited environmental feedback. Despite many advances over the past three decades, learning in many domains still requires a large amount of interaction with the environment, which can be prohibitively expensive in realistic scenarios. To address this problem, transfer learning has been applied to reinforcement learning such that experience gained in one task can be leveraged when starting to learn the next, harder task. More recently, several lines of research have explored how tasks, or data samples themselves, can be sequenced into a curriculum for the purpose of learning a problem that may otherwise be too difficult to learn from scratch. In this article, we present a framework for curriculum learning (CL) in reinforcement learning, and use it to survey and classify existing CL methods in terms of their assumptions, capabilities, and goals. Finally, we use our framework to find open problems and suggest directions for future RL curriculum learning research.