In this paper, an off-policy reinforcement learning algorithm is designed to solve the continuous-time LQR problem using only input-state data measured from the system. Different from other algorithms in the literature, we propose the use of a specific persistently exciting input as the exploration signal during the data collection step. We then show that, using this persistently excited data, the solution of the matrix equation in our algorithm is guaranteed to exist and to be unique at every iteration. Convergence of the algorithm to the optimal control input is also proven. Moreover, we formulate the policy evaluation step as the solution of a Sylvester-transpose equation, which increases the efficiency of its solution. Finally, a method to determine a stabilizing policy to initialize the algorithm using only measured data is proposed.
Popular reinforcement learning (RL) algorithms tend to produce a unimodal policy distribution, which weakens the expressiveness of complicated policy and decays the ability of exploration. The diffusion probability model is powerful to learn complicated multimodal distributions, which has shown promising and potential applications to RL. In this paper, we formally build a theoretical foundation of policy representation via the diffusion probability model and provide practical implementations of diffusion policy for online model-free RL. Concretely, we character diffusion policy as a stochastic process, which is a new approach to representing a policy. Then we present a convergence guarantee for diffusion policy, which provides a theory to understand the multimodality of diffusion policy. Furthermore, we propose the DIPO which is an implementation for model-free online RL with DIffusion POlicy. To the best of our knowledge, DIPO is the first algorithm to solve model-free online RL problems with the diffusion model. Finally, extensive empirical results show the effectiveness and superiority of DIPO on the standard continuous control Mujoco benchmark.
The pose-only (PO) visual representation has been proven to be equivalent to the classical multiple-view geometry, while significantly improving computational efficiency. However, its applicability for real-world navigation in large-scale complex environments has not yet been demonstrated. In this study, we present an efficient pose-only LiDAR-enhanced visual-inertial navigation system (PO-VINS) to enhance the real-time performance of the state estimator. In the visual-inertial state estimator (VISE), we propose a pose-only visual-reprojection measurement model that only contains the inertial measurement unit (IMU) pose and extrinsic-parameter states. We further integrated the LiDAR-enhanced method to construct a pose-only LiDAR-depth measurement model. Real-world experiments were conducted in large-scale complex environments, demonstrating that the proposed PO-VISE and LiDAR-enhanced PO-VISE reduce computational complexity by more than 50% and over 20%, respectively. Additionally, the PO-VINS yields the same accuracy as conventional methods. These results indicate that the pose-only solution is efficient and applicable for real-time visual-inertial state estimation.
Meta-Reinforcement Learning (MRL) is a promising framework for training agents that can quickly adapt to new environments and tasks. In this work, we study the MRL problem under the policy gradient formulation, where we propose a novel algorithm that uses Moreau envelope surrogate regularizers to jointly learn a meta-policy that is adjustable to the environment of each individual task. Our algorithm, called Moreau Envelope Meta-Reinforcement Learning (MEMRL), learns a meta-policy that can adapt to a distribution of tasks by efficiently updating the policy parameters using a combination of gradient-based optimization and Moreau Envelope regularization. Moreau Envelopes provide a smooth approximation of the policy optimization problem, which enables us to apply standard optimization techniques and converge to an appropriate stationary point. We provide a detailed analysis of the MEMRL algorithm, where we show a sublinear convergence rate to a first-order stationary point for non-convex policy gradient optimization. We finally show the effectiveness of MEMRL on a multi-task 2D-navigation problem.
In many modern data sets, High dimension low sample size (HDLSS) data is prevalent in many fields of studies. There has been an increased focus recently on using machine learning and statistical methods to mine valuable information out of these data sets. Thus, there has been an increased interest in efficient learning in high dimensions. Naturally, as the dimension of the input data increases, the learning task will become more difficult, due to increasing computational and statistical complexities. This makes it crucial to overcome the curse of dimensionality in a given dataset, within a reasonable time frame, in a bid to obtain the insights required to keep a competitive edge. To solve HDLSS problems, classical methods such as support vector machines can be utilised to alleviate data piling at the margin. However, when we question geometric domains and their assumptions on input data, we are naturally lead to convex optimisation problems and this gives rise to the development of solutions like distance weighted discrimination (DWD), which can be modelled as a second-order cone programming problem and solved by interior-point methods when sample size and feature dimensions of the data is moderate. In this paper, our focus is on designing an even more scalable and robust algorithm for solving large-scale generalized DWD problems.
Traditional approaches to the design of multi-agent navigation algorithms consider the environment as a fixed constraint, despite the influence of spatial constraints on agents' performance. Yet hand-designing conducive environment layouts is inefficient and potentially expensive. The goal of this paper is to consider the environment as a decision variable in a system-level optimization problem, where both agent performance and environment cost are incorporated. Towards this end, we propose novel problems of unprioritized and prioritized environment optimization, where the former considers agents unbiasedly and the latter accounts for agent priorities. We show, through formal proofs, under which conditions the environment can change while guaranteeing completeness (i.e., all agents reach goals), and analyze the role of agent priorities in the environment optimization. We proceed to impose real-world constraints on the environment optimization and formulate it mathematically as a constrained stochastic optimization problem. Since the relation between agents, environment and performance is challenging to model, we leverage reinforcement learning to develop a model-free solution and a primal-dual mechanism to handle constraints. Distinct information processing architectures are integrated for various implementation scenarios, including online/offline optimization and discrete/continuous environment. Numerical results corroborate the theory and demonstrate the validity and adaptability of our approach.
The development of autonomous agents which can interact with other agents to accomplish a given task is a core area of research in artificial intelligence and machine learning. Towards this goal, the Autonomous Agents Research Group develops novel machine learning algorithms for autonomous systems control, with a specific focus on deep reinforcement learning and multi-agent reinforcement learning. Research problems include scalable learning of coordinated agent policies and inter-agent communication; reasoning about the behaviours, goals, and composition of other agents from limited observations; and sample-efficient learning based on intrinsic motivation, curriculum learning, causal inference, and representation learning. This article provides a broad overview of the ongoing research portfolio of the group and discusses open problems for future directions.
Advances in artificial intelligence often stem from the development of new environments that abstract real-world situations into a form where research can be done conveniently. This paper contributes such an environment based on ideas inspired by elementary Microeconomics. Agents learn to produce resources in a spatially complex world, trade them with one another, and consume those that they prefer. We show that the emergent production, consumption, and pricing behaviors respond to environmental conditions in the directions predicted by supply and demand shifts in Microeconomics. We also demonstrate settings where the agents' emergent prices for goods vary over space, reflecting the local abundance of goods. After the price disparities emerge, some agents then discover a niche of transporting goods between regions with different prevailing prices -- a profitable strategy because they can buy goods where they are cheap and sell them where they are expensive. Finally, in a series of ablation experiments, we investigate how choices in the environmental rewards, bartering actions, agent architecture, and ability to consume tradable goods can either aid or inhibit the emergence of this economic behavior. This work is part of the environment development branch of a research program that aims to build human-like artificial general intelligence through multi-agent interactions in simulated societies. By exploring which environment features are needed for the basic phenomena of elementary microeconomics to emerge automatically from learning, we arrive at an environment that differs from those studied in prior multi-agent reinforcement learning work along several dimensions. For example, the model incorporates heterogeneous tastes and physical abilities, and agents negotiate with one another as a grounded form of communication.
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.
Since deep neural networks were developed, they have made huge contributions to everyday lives. Machine learning provides more rational advice than humans are capable of in almost every aspect of daily life. However, despite this achievement, the design and training of neural networks are still challenging and unpredictable procedures. To lower the technical thresholds for common users, automated hyper-parameter optimization (HPO) has become a popular topic in both academic and industrial areas. This paper provides a review of the most essential topics on HPO. The first section introduces the key hyper-parameters related to model training and structure, and discusses their importance and methods to define the value range. Then, the research focuses on major optimization algorithms and their applicability, covering their efficiency and accuracy especially for deep learning networks. This study next reviews major services and toolkits for HPO, comparing their support for state-of-the-art searching algorithms, feasibility with major deep learning frameworks, and extensibility for new modules designed by users. The paper concludes with problems that exist when HPO is applied to deep learning, a comparison between optimization algorithms, and prominent approaches for model evaluation with limited computational resources.
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.