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We introduce the problem of model-extraction attacks in cyber-physical systems in which an attacker attempts to estimate (or extract) the feedback controller of the system. Extracting (or estimating) the controller provides an unmatched edge to attackers since it allows them to predict the future control actions of the system and plan their attack accordingly. Hence, it is important to understand the ability of the attackers to perform such an attack. In this paper, we focus on the setting when a Deep Neural Network (DNN) controller is trained using Reinforcement Learning (RL) algorithms and is used to control a stochastic system. We play the role of the attacker that aims to estimate such an unknown DNN controller, and we propose a two-phase algorithm. In the first phase, also called the offline phase, the attacker uses side-channel information about the RL-reward function and the system dynamics to identify a set of candidate estimates of the unknown DNN. In the second phase, also called the online phase, the attacker observes the behavior of the unknown DNN and uses these observations to shortlist the set of final policy estimates. We provide theoretical analysis of the error between the unknown DNN and the estimated one. We also provide numerical results showing the effectiveness of the proposed algorithm.

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Deep reinforcement learning (DRL) has exhibited considerable promise in the training of control agents for mapless robot navigation. However, DRL-trained agents are limited to the specific robot dimensions used during training, hindering their applicability when the robot's dimension changes for task-specific requirements. To overcome this limitation, we propose a dimension-variable robot navigation method based on DRL. Our approach involves training a meta agent in simulation and subsequently transferring the meta skill to a dimension-varied robot using a technique called dimension-variable skill transfer (DVST). During the training phase, the meta agent for the meta robot learns self-navigation skills with DRL. In the skill-transfer phase, observations from the dimension-varied robot are scaled and transferred to the meta agent, and the resulting control policy is scaled back to the dimension-varied robot. Through extensive simulated and real-world experiments, we demonstrated that the dimension-varied robots could successfully navigate in unknown and dynamic environments without any retraining. The results show that our work substantially expands the applicability of DRL-based navigation methods, enabling them to be used on robots with different dimensions without the limitation of a fixed dimension. The video of our experiments can be found in the supplementary file.

Evidence-based or data-driven dynamic treatment regimes are essential for personalized medicine, which can benefit from offline reinforcement learning (RL). Although massive healthcare data are available across medical institutions, they are prohibited from sharing due to privacy constraints. Besides, heterogeneity exists in different sites. As a result, federated offline RL algorithms are necessary and promising to deal with the problems. In this paper, we propose a multi-site Markov decision process model which allows both homogeneous and heterogeneous effects across sites. The proposed model makes the analysis of the site-level features possible. We design the first federated policy optimization algorithm for offline RL with sample complexity. The proposed algorithm is communication-efficient and privacy-preserving, which requires only a single round of communication interaction by exchanging summary statistics. We give a theoretical guarantee for the proposed algorithm without the assumption of sufficient action coverage, where the suboptimality for the learned policies is comparable to the rate as if data is not distributed. Extensive simulations demonstrate the effectiveness of the proposed algorithm. The method is applied to a sepsis data set in multiple sites to illustrate its use in clinical settings.

Learning in MDPs with highly complex state representations is currently possible due to multiple advancements in reinforcement learning algorithm design. However, this incline in complexity, and furthermore the increase in the dimensions of the observation came at the cost of volatility that can be taken advantage of via adversarial attacks (i.e. moving along worst-case directions in the observation space). To solve this policy instability problem we propose a novel method to detect the presence of these non-robust directions via local quadratic approximation of the deep neural policy loss. Our method provides a theoretical basis for the fundamental cut-off between safe observations and adversarial observations. Furthermore, our technique is computationally efficient, and does not depend on the methods used to produce the worst-case directions. We conduct extensive experiments in the Arcade Learning Environment with several different adversarial attack techniques. Most significantly, we demonstrate the effectiveness of our approach even in the setting where non-robust directions are explicitly optimized to circumvent our proposed method.

In many industrial applications, obtaining labeled observations is not straightforward as it often requires the intervention of human experts or the use of expensive testing equipment. In these circumstances, active learning can be highly beneficial in suggesting the most informative data points to be used when fitting a model. Reducing the number of observations needed for model development alleviates both the computational burden required for training and the operational expenses related to labeling. Online active learning, in particular, is useful in high-volume production processes where the decision about the acquisition of the label for a data point needs to be taken within an extremely short time frame. However, despite the recent efforts to develop online active learning strategies, the behavior of these methods in the presence of outliers has not been thoroughly examined. In this work, we investigate the performance of online active linear regression in contaminated data streams. Our study shows that the currently available query strategies are prone to sample outliers, whose inclusion in the training set eventually degrades the predictive performance of the models. To address this issue, we propose a solution that bounds the search area of a conditional D-optimal algorithm and uses a robust estimator. Our approach strikes a balance between exploring unseen regions of the input space and protecting against outliers. Through numerical simulations, we show that the proposed method is effective in improving the performance of online active learning in the presence of outliers, thus expanding the potential applications of this powerful tool.

Large language models (LLMs) encode a vast amount of world knowledge acquired from massive text datasets. Recent studies have demonstrated that LLMs can assist an agent in solving complex sequential decision making tasks in embodied environments by providing high-level instructions. However, interacting with LLMs can be time-consuming, as in many practical scenarios, they require a significant amount of storage space that can only be deployed on remote cloud server nodes. Additionally, using commercial LLMs can be costly since they may charge based on usage frequency. In this paper, we explore how to enable intelligent cost-effective interactions between the agent and an LLM. We propose a reinforcement learning based mediator model that determines when it is necessary to consult LLMs for high-level instructions to accomplish a target task. Experiments on 4 MiniGrid environments that entail planning sub-goals demonstrate that our method can learn to solve target tasks with only a few necessary interactions with an LLM, significantly reducing interaction costs in testing environments, compared with baseline methods. Experimental results also suggest that by learning a mediator model to interact with the LLM, the agent's performance becomes more robust against partial observability of the environment. Our Code is available at //github.com/ZJLAB-AMMI/LLM4RL.

While deep reinforcement learning (RL) has fueled multiple high-profile successes in machine learning, it is held back from more widespread adoption by its often poor data efficiency and the limited generality of the policies it produces. A promising approach for alleviating these limitations is to cast the development of better RL algorithms as a machine learning problem itself in a process called meta-RL. Meta-RL is most commonly studied in a problem setting where, given a distribution of tasks, the goal is to learn a policy that is capable of adapting to any new task from the task distribution with as little data as possible. In this survey, we describe the meta-RL problem setting in detail as well as its major variations. We discuss how, at a high level, meta-RL research can be clustered based on the presence of a task distribution and the learning budget available for each individual task. Using these clusters, we then survey meta-RL algorithms and applications. We conclude by presenting the open problems on the path to making meta-RL part of the standard toolbox for a deep RL practitioner.

The past few years have seen rapid progress in combining reinforcement learning (RL) with deep learning. Various breakthroughs ranging from games to robotics have spurred the interest in designing sophisticated RL algorithms and systems. However, the prevailing workflow in RL is to learn tabula rasa, which may incur computational inefficiency. This precludes continuous deployment of RL algorithms and potentially excludes researchers without large-scale computing resources. In many other areas of machine learning, the pretraining paradigm has shown to be effective in acquiring transferable knowledge, which can be utilized for a variety of downstream tasks. Recently, we saw a surge of interest in Pretraining for Deep RL with promising results. However, much of the research has been based on different experimental settings. Due to the nature of RL, pretraining in this field is faced with unique challenges and hence requires new design principles. In this survey, we seek to systematically review existing works in pretraining for deep reinforcement learning, provide a taxonomy of these methods, discuss each sub-field, and bring attention to open problems and future directions.

The advent of artificial intelligence technology paved the way of many researches to be made within air combat sector. Academicians and many other researchers did a research on a prominent research direction called autonomous maneuver decision of UAV. Elaborative researches produced some outcomes, but decisions that include Reinforcement Learning(RL) came out to be more efficient. There have been many researches and experiments done to make an agent reach its target in an optimal way, most prominent are Genetic Algorithm(GA) , A star, RRT and other various optimization techniques have been used. But Reinforcement Learning is the well known one for its success. In DARPHA Alpha Dogfight Trials, reinforcement learning prevailed against a real veteran F16 human pilot who was trained by Boeing. This successor model was developed by Heron Systems. After this accomplishment, reinforcement learning bring tremendous attention on itself. In this research we aimed our UAV which has a dubin vehicle dynamic property to move to the target in two dimensional space in an optimal path using Twin Delayed Deep Deterministic Policy Gradients (TD3) and used in experience replay Hindsight Experience Replay(HER).We did tests on two different environments and used simulations.

We propose a new method for event extraction (EE) task based on an imitation learning framework, specifically, inverse reinforcement learning (IRL) via generative adversarial network (GAN). The GAN estimates proper rewards according to the difference between the actions committed by the expert (or ground truth) and the agent among complicated states in the environment. EE task benefits from these dynamic rewards because instances and labels yield to various extents of difficulty and the gains are expected to be diverse -- e.g., an ambiguous but correctly detected trigger or argument should receive high gains -- while the traditional RL models usually neglect such differences and pay equal attention on all instances. Moreover, our experiments also demonstrate that the proposed framework outperforms state-of-the-art methods, without explicit feature engineering.

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.

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