We study automated test generation for verifying discrete decision-making modules in autonomous systems. We utilize linear temporal logic to encode the requirements on the system under test in the system specification and the behavior that we want to observe during the test is given as the test specification which is unknown to the system. First, we use the specifications and their corresponding non-deterministic B\"uchi automata to generate the specification product automaton. Second, a virtual product graph representing the high-level interaction between the system and the test environment is constructed modeling the product automaton encoding the system, the test environment, and specifications. The main result of this paper is an optimization problem, framed as a multi-commodity network flow problem, that solves for constraints on the virtual product graph which can then be projected to the test environment. Therefore, the result of the optimization problem is reactive test synthesis that ensures that the system meets the test specifications along with satisfying the system specifications. This framework is illustrated in simulation on grid world examples, and demonstrated on hardware with the Unitree A1 quadruped, wherein dynamic locomotion behaviors are verified in the context of reactive test environments.
ML-based motion planning is a promising approach to produce agents that exhibit complex behaviors, and automatically adapt to novel environments. In the context of autonomous driving, it is common to treat all available training data equally. However, this approach produces agents that do not perform robustly in safety-critical settings, an issue that cannot be addressed by simply adding more data to the training set - we show that an agent trained using only a 10% subset of the data performs just as well as an agent trained on the entire dataset. We present a method to predict the inherent difficulty of a driving situation given data collected from a fleet of autonomous vehicles deployed on public roads. We then demonstrate that this difficulty score can be used in a zero-shot transfer to generate curricula for an imitation-learning based planning agent. Compared to training on the entire unbiased training dataset, we show that prioritizing difficult driving scenarios both reduces collisions by 15% and increases route adherence by 14% in closed-loop evaluation, all while using only 10% of the training data.
Commonly adopted in the manufacturing and aerospace sectors, digital twin (DT) platforms are increasingly seen as a promising paradigm to control, monitor, and analyze software-based, "open", communication systems. Notably, DT platforms provide a sandbox in which to test artificial intelligence (AI) solutions for communication systems, potentially reducing the need to collect data and test algorithms in the field, i.e., on the physical twin (PT). A key challenge in the deployment of DT systems is to ensure that virtual control optimization, monitoring, and analysis at the DT are safe and reliable, avoiding incorrect decisions caused by "model exploitation". To address this challenge, this paper presents a general Bayesian framework with the aim of quantifying and accounting for model uncertainty at the DT that is caused by limitations in the amount and quality of data available at the DT from the PT. In the proposed framework, the DT builds a Bayesian model of the communication system, which is leveraged to enable core DT functionalities such as control via multi-agent reinforcement learning (MARL), monitoring of the PT for anomaly detection, prediction, data-collection optimization, and counterfactual analysis. To exemplify the application of the proposed framework, we specifically investigate a case-study system encompassing multiple sensing devices that report to a common receiver. Experimental results validate the effectiveness of the proposed Bayesian framework as compared to standard frequentist model-based solutions.
This paper presents a technique to train a robot to perform kick-motion in AI soccer by using reinforcement learning (RL). In RL, an agent interacts with an environment and learns to choose an action in a state at each step. When training RL algorithms, a problem called the curse of dimensionality (COD) can occur if the dimension of the state is high and the number of training data is low. The COD often causes degraded performance of RL models. In the situation of the robot kicking the ball, as the ball approaches the robot, the robot chooses the action based on the information obtained from the soccer field. In order not to suffer COD, the training data, which are experiences in the case of RL, should be collected evenly from all areas of the soccer field over (theoretically infinite) time. In this paper, we attempt to use the relative coordinate system (RCS) as the state for training kick-motion of robot agent, instead of using the absolute coordinate system (ACS). Using the RCS eliminates the necessity for the agent to know all the (state) information of entire soccer field and reduces the dimension of the state that the agent needs to know to perform kick-motion, and consequently alleviates COD. The training based on the RCS is performed with the widely used Deep Q-network (DQN) and tested in the AI Soccer environment implemented with Webots simulation software.
Over the past two decades, researchers and engineers have extensively studied the problem of how to enable a software system to deal with uncertain operating conditions. One prominent solution to this problem is self-adaptation, which equips a software system with a feedback loop that resolves uncertainties during operation and adapts the system to deal with them when necessary. Most self-adaptation approaches developed so far use decision-making mechanisms that focus on achieving a set of goals, i.e., that select for execution the adaptation option with the best estimated benefit. A few approaches have also considered the estimated (one-off) cost of executing the candidate adaptation options. We argue that besides benefit and cost, decision-making in self-adaptive systems should also consider the estimated risk the system or its users would be exposed to if an adaptation option were selected for execution. Balancing all three factors when evaluating the options for adaptation when mitigating uncertainty is essential, not only for satisfying the concerns of the stakeholders, but also to ensure safety and public acceptance of self-adaptive systems. In this paper, we present an ISO/IEC/IEEE 42010 compatible architectural viewpoint that considers the estimated benefit, cost, and risk as core factors of each adaptation option considered in self-adaptation. The viewpoint aims to support software architects responsible for designing robust decision-making mechanisms for self-adaptive systems.
Vehicle routing problems and other combinatorial optimization problems have been approximately solved by reinforcement learning agents with policies based on encoder-decoder models with attention mechanisms. These techniques are of substantial interest but still cannot solve the complex routing problems that arise in a realistic setting which can have many trucks and complex requirements. With the aim of making reinforcement learning a viable technique for supply chain optimization, we develop new extensions to encoder-decoder models for vehicle routing that allow for complex supply chains using classical computing today and quantum computing in the future. We make two major generalizations. First, our model allows for routing problems with multiple trucks. Second, we move away from the simple requirement of having a truck deliver items from nodes to one special depot node, and instead allow for a complex tensor demand structure. We show how our model, even if trained only for a small number of trucks, can be embedded into a large supply chain to yield viable solutions.
It has been a long time that computer architecture and systems are optimized to enable efficient execution of machine learning (ML) algorithms or models. Now, it is time to reconsider the relationship between ML and systems, and let ML transform the way that computer architecture and systems are designed. This embraces a twofold meaning: the improvement of designers' productivity, and the completion of the virtuous cycle. In this paper, we present a comprehensive review of work that applies ML for system design, which can be grouped into two major categories, ML-based modelling that involves predictions of performance metrics or some other criteria of interest, and ML-based design methodology that directly leverages ML as the design tool. For ML-based modelling, we discuss existing studies based on their target level of system, ranging from the circuit level to the architecture/system level. For ML-based design methodology, we follow a bottom-up path to review current work, with a scope of (micro-)architecture design (memory, branch prediction, NoC), coordination between architecture/system and workload (resource allocation and management, data center management, and security), compiler, and design automation. We further provide a future vision of opportunities and potential directions, and envision that applying ML for computer architecture and systems would thrive in the community.
Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.
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.
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.
Graph neural networks (GNNs) are a popular class of machine learning models whose major advantage is their ability to incorporate a sparse and discrete dependency structure between data points. Unfortunately, GNNs can only be used when such a graph-structure is available. In practice, however, real-world graphs are often noisy and incomplete or might not be available at all. With this work, we propose to jointly learn the graph structure and the parameters of graph convolutional networks (GCNs) by approximately solving a bilevel program that learns a discrete probability distribution on the edges of the graph. This allows one to apply GCNs not only in scenarios where the given graph is incomplete or corrupted but also in those where a graph is not available. We conduct a series of experiments that analyze the behavior of the proposed method and demonstrate that it outperforms related methods by a significant margin.