A profound challenge for A-Life is to construct agents whose behavior is 'life-like' in a deep way. We propose an architecture and approach to constructing networks driving artificial agents, using processes analogous to the processes that construct and sculpt the brains of animals. Furthermore the instantiation of action is dynamic: the whole network responds in real-time to sensory inputs to activate effectors, rather than computing a representation of the optimal behavior and sending off an encoded representation to effector controllers. There are many parameters and we use an evolutionary algorithm to select them, in the context of a specific prey-capture task. We think this architecture may be useful for controlling small autonomous robots or drones, because it allows for a rapid response to changes in sensor inputs.
The reinforcement learning (RL) problem is rife with sources of non-stationarity, making it a notoriously difficult problem domain for the application of neural networks. We identify a mechanism by which non-stationary prediction targets can prevent learning progress in deep RL agents: \textit{capacity loss}, whereby networks trained on a sequence of target values lose their ability to quickly update their predictions over time. We demonstrate that capacity loss occurs in a range of RL agents and environments, and is particularly damaging to performance in sparse-reward tasks. We then present a simple regularizer, Initial Feature Regularization (InFeR), that mitigates this phenomenon by regressing a subspace of features towards its value at initialization, leading to significant performance improvements in sparse-reward environments such as Montezuma's Revenge. We conclude that preventing capacity loss is crucial to enable agents to maximally benefit from the learning signals they obtain throughout the entire training trajectory.
The approximate uniform sampling of graph realizations with a given degree sequence is an everyday task in several social science, computer science, engineering etc. projects. One approach is using Markov chains. The best available current result about the well-studied switch Markov chain is that it is rapidly mixing on P-stable degree sequences (see DOI:10.1016/j.ejc.2021.103421). The switch Markov chain does not change any degree sequence. However, there are cases where degree intervals are specified rather than a single degree sequence. (A natural scenario where this problem arises is in hypothesis testing on social networks that are only partially observed.) Rechner, Strowick, and M\"uller-Hannemann introduced in 2018 the notion of degree interval Markov chain which uses three (separately well-studied) local operations (switch, hinge-flip and toggle), and employing on degree sequence realizations where any two sequences under scrutiny have very small coordinate-wise distance. Recently Amanatidis and Kleer published a beautiful paper (arXiv:2110.09068), showing that the degree interval Markov chain is rapidly mixing if the sequences are coming from a system of very thin intervals which are centered not far from a regular degree sequence. In this paper we extend substantially their result, showing that the degree interval Markov chain is rapidly mixing if the intervals are centred at P-stable degree sequences.
Building a network architecture must answer to organization needs, but also to two major elements which are the need for dependability and performance. By performance, we must understand the ability to meet an immediate need and the ability to scale without reducing the performance of the whole as new elements are added to the network infrastructure. This last point is covered by Capacity Planning domain.
The best neural architecture for a given machine learning problem depends on many factors: not only the complexity and structure of the dataset, but also on resource constraints including latency, compute, energy consumption, etc. Neural architecture search (NAS) for tabular datasets is an important but under-explored problem. Previous NAS algorithms designed for image search spaces incorporate resource constraints directly into the reinforcement learning rewards. In this paper, we argue that search spaces for tabular NAS pose considerable challenges for these existing reward-shaping methods, and propose a new reinforcement learning (RL) controller to address these challenges. Motivated by rejection sampling, when we sample candidate architectures during a search, we immediately discard any architecture that violates our resource constraints. We use a Monte-Carlo-based correction to our RL policy gradient update to account for this extra filtering step. Results on several tabular datasets show TabNAS, the proposed approach, efficiently finds high-quality models that satisfy the given resource constraints.
In this work, we develop quantization and variable-length source codecs for the feedback links in linear-quadratic-Gaussian (LQG) control systems. We prove that for any fixed control performance, the approaches we propose nearly achieve lower bounds on communication cost that have been established in prior work. In particular, we refine the analysis of a classical achievability approach with an eye towards more practical details. Notably, in the prior literature the source codecs used to demonstrate the (near) achievability of these lower bounds are often implicitly assumed to be time-varying. For single-input single-output (SISO) plants, we prove that it suffices to consider time-invariant quantization and source coding. This result follows from analyzing the long-term stochastic behavior of the system's quantized measurements and reconstruction errors. To our knowledge, this time-invariant achievability result is the first in the literature.
This article presents an in-depth review of the topic of path following for autonomous robotic vehicles, with a specific focus on vehicle motion in two dimensional space (2D). From a control system standpoint, path following can be formulated as the problem of stabilizing a path following error system that describes the dynamics of position and possibly orientation errors of a vehicle with respect to a path, with the errors defined in an appropriate reference frame. In spite of the large variety of path following methods described in the literature we show that, in principle, most of them can be categorized in two groups: stabilization of the path following error system expressed either in the vehicle's body frame or in a frame attached to a "reference point" moving along the path, such as a Frenet-Serret (F-S) frame or a Parallel Transport (P-T) frame. With this observation, we provide a unified formulation that is simple but general enough to cover many methods available in the literature. We then discuss the advantages and disadvantages of each method, comparing them from the design and implementation standpoint. We further show experimental results of the path following methods obtained from field trials testing with under-actuated and fully-actuated autonomous marine vehicles. In addition, we introduce open-source Matlab and Gazebo/ROS simulation toolboxes that are helpful in testing path following methods prior to their integration in the combined guidance, navigation, and control systems of autonomous vehicles.
Task graphs provide a simple way to describe scientific workflows (sets of tasks with dependencies) that can be executed on both HPC clusters and in the cloud. An important aspect of executing such graphs is the used scheduling algorithm. Many scheduling heuristics have been proposed in existing works; nevertheless, they are often tested in oversimplified environments. We provide an extensible simulation environment designed for prototyping and benchmarking task schedulers, which contains implementations of various scheduling algorithms and is open-sourced, in order to be fully reproducible. We use this environment to perform a comprehensive analysis of workflow scheduling algorithms with a focus on quantifying the effect of scheduling challenges that have so far been mostly neglected, such as delays between scheduler invocations or partially unknown task durations. Our results indicate that network models used by many previous works might produce results that are off by an order of magnitude in comparison to a more realistic model. Additionally, we show that certain implementation details of scheduling algorithms which are often neglected can have a large effect on the scheduler's performance, and they should thus be described in great detail to enable proper evaluation.
We present a method for the control of robot swarms which allows the shaping and the translation of patterns of simple robots ("smart particles"), using two types of devices. These two types represent a hierarchy: a larger group of simple, oblivious robots (which we call the workers) that is governed by simple local attraction forces, and a smaller group (the guides) with sufficient mission knowledge to create and maintain a desired pattern by operating on the local forces of the former. This framework exploits the knowledge of the guides, which coordinate to shape the workers like smart particles by changing their interaction parameters. We study the approach with a large scale simulation experiment in a physics based simulator with up to 1000 robots forming three different patterns. Our experiments reveal that the approach scales well with increasing robot numbers, and presents little pattern distortion for a set of target moving shapes. We evaluate the approach on a physical swarm of robots that use visual inertial odometry to compute their relative positions and obtain results that are comparable with simulation. This work lays foundation for designing and coordinating configurable smart particles, with applications in smart materials and nanomedicine.
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 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.