The prevailing reinforcement-learning-based traffic signal control methods are typically staging-optimizable or duration-optimizable, depending on the action spaces. In this paper, we propose a novel control architecture, TBO, which is based on hybrid proximal policy optimization. To the best of our knowledge, TBO is the first RL-based algorithm to implement synchronous optimization of the staging and duration. Compared to discrete and continuous action spaces, hybrid action space is a merged search space, in which TBO better implements the trade-off between frequent switching and unsaturated release. Experiments are given to demonstrate that TBO reduces the queue length and delay by 13.78% and 14.08% on average, respectively, compared to the existing baselines. Furthermore, we calculate the Gini coefficients of the right-of-way to indicate TBO does not harm fairness while improving efficiency.
As a framework for sequential decision-making, Reinforcement Learning (RL) has been regarded as an essential component leading to Artificial General Intelligence (AGI). However, RL is often criticized for having the same training environment as the test one, which also hinders its application in the real world. To mitigate this problem, Distributionally Robust RL (DRRL) is proposed to improve the worst performance in a set of environments that may contain the unknown test environment. Due to the nonlinearity of the robustness goal, most of the previous work resort to the model-based approach, learning with either an empirical distribution learned from the data or a simulator that can be sampled infinitely, which limits their applications in simple dynamics environments. In contrast, we attempt to design a DRRL algorithm that can be trained along a single trajectory, i.e., no repeated sampling from a state. Based on the standard Q-learning, we propose distributionally robust Q-learning with the single trajectory (DRQ) and its average-reward variant named differential DRQ. We provide asymptotic convergence guarantees and experiments for both settings, demonstrating their superiority in the perturbed environments against the non-robust ones.
Among the reasons hindering reinforcement learning (RL) applications to real-world problems, two factors are critical: limited data and the mismatch between the testing environment (real environment in which the policy is deployed) and the training environment (e.g., a simulator). This paper attempts to address these issues simultaneously with distributionally robust offline RL, where we learn a distributionally robust policy using historical data obtained from the source environment by optimizing against a worst-case perturbation thereof. In particular, we move beyond tabular settings and consider linear function approximation. More specifically, we consider two settings, one where the dataset is well-explored and the other where the dataset has sufficient coverage of the optimal policy. We propose two algorithms~-- one for each of the two settings~-- that achieve error bounds $\tilde{O}(d^{1/2}/N^{1/2})$ and $\tilde{O}(d^{3/2}/N^{1/2})$ respectively, where $d$ is the dimension in the linear function approximation and $N$ is the number of trajectories in the dataset. To the best of our knowledge, they provide the first non-asymptotic results of the sample complexity in this setting. Diverse experiments are conducted to demonstrate our theoretical findings, showing the superiority of our algorithm against the non-robust one.
Learning a predictive model of the mean return, or value function, plays a critical role in many reinforcement learning algorithms. Distributional reinforcement learning (DRL) methods instead model the value distribution, which has been shown to improve performance in many settings. In this paper, we model the value distribution as approximately normal using the Markov Chain central limit theorem. We analytically compute quantile bars to provide a new DRL target that is informed by the decrease in standard deviation that occurs over the course of an episode. In addition, we propose a policy update strategy based on uncertainty as measured by structural characteristics of the value distribution not present in the standard value function. The approach we outline is compatible with many DRL structures. We use two representative on-policy algorithms, PPO and TRPO, as testbeds and show that our methods produce performance improvements in continuous control tasks.
In cooperative multi-agent tasks, parameter sharing among agents is a common technique to decrease the number of trainable parameters and shorten training time. The existing value factorization methods adopt the joint transitions to train parameter-sharing individual value networks, $i.e.$, the transitions of all agents are replayed at the same frequency. Due to the discrepancy of learning difficulty among agents, the training level of agents in a team may be inconsistent with the same transition replay frequency leading to limited team performance. To this end, we propose Discriminative Experience Replay (DER), which transfers the minimal training sample from a multi-agent transition to a single-agent transition. It calculates the equivalent individual reward of each single-agent transition and then divides a multi-agent transition into multiple single-agent transitions. After division, DER selects significant single-agent transitions with large TD-error by referring to the single-agent experience replay methods. Our method can be adapted to existing value function decomposition methods. The experimental results show the optimization equivalence before and after division and that our method significantly improves the learning efficiency on the challenging StarCraft II micromanagement task and Multi-Agent Mujoco tasks.
Humans often demonstrate diverse behaviors due to their personal preferences, for instance related to their individual execution style or personal margin for safety. In this paper, we consider the problem of integrating such preferences into trajectory planning for robotic manipulators. We first learn reward functions that represent the user path and motion preferences from kinesthetic demonstration. We then use a discrete-time trajectory optimization scheme to produce trajectories that adhere to both task requirements and user preferences. We go beyond the state of art by designing a feature set that captures the fundamental preferences in a manipulation task, such as timing of the motion. We further demonstrate that our method is capable of generalizing such preferences to new scenarios. We implement our algorithm on a Franka Emika 7-DoF robot arm, and validate the functionality and flexibility of our approach in a user study. The results show that non-expert users are able to teach the robot their preferences with just a few iterations of feedback.
Transformer has been considered the dominating neural architecture in NLP and CV, mostly under a supervised setting. Recently, a similar surge of using Transformers has appeared in the domain of reinforcement learning (RL), but it is faced with unique design choices and challenges brought by the nature of RL. However, the evolution of Transformers in RL has not yet been well unraveled. Hence, in this paper, we seek to systematically review motivations and progress on using Transformers in RL, provide a taxonomy on existing works, discuss each sub-field, and summarize future prospects.
Data processing and analytics are fundamental and pervasive. Algorithms play a vital role in data processing and analytics where many algorithm designs have incorporated heuristics and general rules from human knowledge and experience to improve their effectiveness. Recently, reinforcement learning, deep reinforcement learning (DRL) in particular, is increasingly explored and exploited in many areas because it can learn better strategies in complicated environments it is interacting with than statically designed algorithms. Motivated by this trend, we provide a comprehensive review of recent works focusing on utilizing DRL to improve data processing and analytics. First, we present an introduction to key concepts, theories, and methods in DRL. Next, we discuss DRL deployment on database systems, facilitating data processing and analytics in various aspects, including data organization, scheduling, tuning, and indexing. Then, we survey the application of DRL in data processing and analytics, ranging from data preparation, natural language processing to healthcare, fintech, etc. Finally, we discuss important open challenges and future research directions of using DRL in data processing and analytics.
Reinforcement learning is one of the core components in designing an artificial intelligent system emphasizing real-time response. Reinforcement learning influences the system to take actions within an arbitrary environment either having previous knowledge about the environment model or not. In this paper, we present a comprehensive study on Reinforcement Learning focusing on various dimensions including challenges, the recent development of different state-of-the-art techniques, and future directions. The fundamental objective of this paper is to provide a framework for the presentation of available methods of reinforcement learning that is informative enough and simple to follow for the new researchers and academics in this domain considering the latest concerns. First, we illustrated the core techniques of reinforcement learning in an easily understandable and comparable way. Finally, we analyzed and depicted the recent developments in reinforcement learning approaches. My analysis pointed out that most of the models focused on tuning policy values rather than tuning other things in a particular state of reasoning.
This paper presents a new multi-objective deep reinforcement learning (MODRL) framework based on deep Q-networks. We propose the use of linear and non-linear methods to develop the MODRL framework that includes both single-policy and multi-policy strategies. The experimental results on two benchmark problems including the two-objective deep sea treasure environment and the three-objective mountain car problem indicate that the proposed framework is able to converge to the optimal Pareto solutions effectively. The proposed framework is generic, which allows implementation of different deep reinforcement learning algorithms in different complex environments. This therefore overcomes many difficulties involved with standard multi-objective reinforcement learning (MORL) methods existing in the current literature. The framework creates a platform as a testbed environment to develop methods for solving various problems associated with the current MORL. Details of the framework implementation can be referred to //www.deakin.edu.au/~thanhthi/drl.htm.
Recommender systems play a crucial role in mitigating the problem of information overload by suggesting users' personalized items or services. The vast majority of traditional recommender systems consider the recommendation procedure as a static process and make recommendations following a fixed strategy. In this paper, we propose a novel recommender system with the capability of continuously improving its strategies during the interactions with users. We model the sequential interactions between users and a recommender system as a Markov Decision Process (MDP) and leverage Reinforcement Learning (RL) to automatically learn the optimal strategies via recommending trial-and-error items and receiving reinforcements of these items from users' feedbacks. In particular, we introduce an online user-agent interacting environment simulator, which can pre-train and evaluate model parameters offline before applying the model online. Moreover, we validate the importance of list-wise recommendations during the interactions between users and agent, and develop a novel approach to incorporate them into the proposed framework LIRD for list-wide recommendations. The experimental results based on a real-world e-commerce dataset demonstrate the effectiveness of the proposed framework.