scholarly journals Time and Action Co-Training in Reinforcement Learning Agents

2021 ◽  
Vol 2 ◽  
Author(s):  
Ashlesha Akella ◽  
Chin-Teng Lin

In formation control, a robot (or an agent) learns to align itself in a particular spatial alignment. However, in a few scenarios, it is also vital to learn temporal alignment along with spatial alignment. An effective control system encompasses flexibility, precision, and timeliness. Existing reinforcement learning algorithms excel at learning to select an action given a state. However, executing an optimal action at an appropriate time remains challenging. Building a reinforcement learning agent which can learn an optimal time to act along with an optimal action can address this challenge. Neural networks in which timing relies on dynamic changes in the activity of population neurons have been shown to be a more effective representation of time. In this work, we trained a reinforcement learning agent to create its representation of time using a neural network with a population of recurrently connected nonlinear firing rate neurons. Trained using a reward-based recursive least square algorithm, the agent learned to produce a neural trajectory that peaks at the “time-to-act”; thus, it learns “when” to act. A few control system applications also require the agent to temporally scale its action. We trained the agent so that it could temporally scale its action for different speed inputs. Furthermore, given one state, the agent could learn to plan multiple future actions, that is, multiple times to act without needing to observe a new state.

Symmetry ◽  
2020 ◽  
Vol 12 (4) ◽  
pp. 631
Author(s):  
Chunyang Hu

In this paper, deep reinforcement learning (DRL) and knowledge transfer are used to achieve the effective control of the learning agent for the confrontation in the multi-agent systems. Firstly, a multi-agent Deep Deterministic Policy Gradient (DDPG) algorithm with parameter sharing is proposed to achieve confrontation decision-making of multi-agent. In the process of training, the information of other agents is introduced to the critic network to improve the strategy of confrontation. The parameter sharing mechanism can reduce the loss of experience storage. In the DDPG algorithm, we use four neural networks to generate real-time action and Q-value function respectively and use a momentum mechanism to optimize the training process to accelerate the convergence rate for the neural network. Secondly, this paper introduces an auxiliary controller using a policy-based reinforcement learning (RL) method to achieve the assistant decision-making for the game agent. In addition, an effective reward function is used to help agents balance losses of enemies and our side. Furthermore, this paper also uses the knowledge transfer method to extend the learning model to more complex scenes and improve the generalization of the proposed confrontation model. Two confrontation decision-making experiments are designed to verify the effectiveness of the proposed method. In a small-scale task scenario, the trained agent can successfully learn to fight with the competitors and achieve a good winning rate. For large-scale confrontation scenarios, the knowledge transfer method can gradually improve the decision-making level of the learning agent.


Author(s):  
Marco Boaretto ◽  
Gabriel Chaves Becchi ◽  
Luiza Scapinello Aquino ◽  
Aderson Cleber Pifer ◽  
Helon Vicente Hultmann Ayala ◽  
...  

Biomimetics ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 13
Author(s):  
Adam Bignold ◽  
Francisco Cruz ◽  
Richard Dazeley ◽  
Peter Vamplew ◽  
Cameron Foale

Interactive reinforcement learning methods utilise an external information source to evaluate decisions and accelerate learning. Previous work has shown that human advice could significantly improve learning agents’ performance. When evaluating reinforcement learning algorithms, it is common to repeat experiments as parameters are altered or to gain a sufficient sample size. In this regard, to require human interaction every time an experiment is restarted is undesirable, particularly when the expense in doing so can be considerable. Additionally, reusing the same people for the experiment introduces bias, as they will learn the behaviour of the agent and the dynamics of the environment. This paper presents a methodology for evaluating interactive reinforcement learning agents by employing simulated users. Simulated users allow human knowledge, bias, and interaction to be simulated. The use of simulated users allows the development and testing of reinforcement learning agents, and can provide indicative results of agent performance under defined human constraints. While simulated users are no replacement for actual humans, they do offer an affordable and fast alternative for evaluative assisted agents. We introduce a method for performing a preliminary evaluation utilising simulated users to show how performance changes depending on the type of user assisting the agent. Moreover, we describe how human interaction may be simulated, and present an experiment illustrating the applicability of simulating users in evaluating agent performance when assisted by different types of trainers. Experimental results show that the use of this methodology allows for greater insight into the performance of interactive reinforcement learning agents when advised by different users. The use of simulated users with varying characteristics allows for evaluation of the impact of those characteristics on the behaviour of the learning agent.


2021 ◽  
Vol 2 (1) ◽  
pp. 1-25
Author(s):  
Yongsen Ma ◽  
Sheheryar Arshad ◽  
Swetha Muniraju ◽  
Eric Torkildson ◽  
Enrico Rantala ◽  
...  

In recent years, Channel State Information (CSI) measured by WiFi is widely used for human activity recognition. In this article, we propose a deep learning design for location- and person-independent activity recognition with WiFi. The proposed design consists of three Deep Neural Networks (DNNs): a 2D Convolutional Neural Network (CNN) as the recognition algorithm, a 1D CNN as the state machine, and a reinforcement learning agent for neural architecture search. The recognition algorithm learns location- and person-independent features from different perspectives of CSI data. The state machine learns temporal dependency information from history classification results. The reinforcement learning agent optimizes the neural architecture of the recognition algorithm using a Recurrent Neural Network (RNN) with Long Short-Term Memory (LSTM). The proposed design is evaluated in a lab environment with different WiFi device locations, antenna orientations, sitting/standing/walking locations/orientations, and multiple persons. The proposed design has 97% average accuracy when testing devices and persons are not seen during training. The proposed design is also evaluated by two public datasets with accuracy of 80% and 83%. The proposed design needs very little human efforts for ground truth labeling, feature engineering, signal processing, and tuning of learning parameters and hyperparameters.


2021 ◽  
Vol 11 (2) ◽  
pp. 546
Author(s):  
Jiajia Xie ◽  
Rui Zhou ◽  
Yuan Liu ◽  
Jun Luo ◽  
Shaorong Xie ◽  
...  

The high performance and efficiency of multiple unmanned surface vehicles (multi-USV) promote the further civilian and military applications of coordinated USV. As the basis of multiple USVs’ cooperative work, considerable attention has been spent on developing the decentralized formation control of the USV swarm. Formation control of multiple USV belongs to the geometric problems of a multi-robot system. The main challenge is the way to generate and maintain the formation of a multi-robot system. The rapid development of reinforcement learning provides us with a new solution to deal with these problems. In this paper, we introduce a decentralized structure of the multi-USV system and employ reinforcement learning to deal with the formation control of a multi-USV system in a leader–follower topology. Therefore, we propose an asynchronous decentralized formation control scheme based on reinforcement learning for multiple USVs. First, a simplified USV model is established. Simultaneously, the formation shape model is built to provide formation parameters and to describe the physical relationship between USVs. Second, the advantage deep deterministic policy gradient algorithm (ADDPG) is proposed. Third, formation generation policies and formation maintenance policies based on the ADDPG are proposed to form and maintain the given geometry structure of the team of USVs during movement. Moreover, three new reward functions are designed and utilized to promote policy learning. Finally, various experiments are conducted to validate the performance of the proposed formation control scheme. Simulation results and contrast experiments demonstrate the efficiency and stability of the formation control scheme.


Processes ◽  
2021 ◽  
Vol 9 (3) ◽  
pp. 487
Author(s):  
Fumitake Fujii ◽  
Akinori Kaneishi ◽  
Takafumi Nii ◽  
Ryu’ichiro Maenishi ◽  
Soma Tanaka

Proportional–integral–derivative (PID) control remains the primary choice for industrial process control problems. However, owing to the increased complexity and precision requirement of current industrial processes, a conventional PID controller may provide only unsatisfactory performance, or the determination of PID gains may become quite difficult. To address these issues, studies have suggested the use of reinforcement learning in combination with PID control laws. The present study aims to extend this idea to the control of a multiple-input multiple-output (MIMO) process that suffers from both physical coupling between inputs and a long input/output lag. We specifically target a thin film production process as an example of such a MIMO process and propose a self-tuning two-degree-of-freedom PI controller for the film thickness control problem. Theoretically, the self-tuning functionality of the proposed control system is based on the actor-critic reinforcement learning algorithm. We also propose a method to compensate for the input coupling. Numerical simulations are conducted under several likely scenarios to demonstrate the enhanced control performance relative to that of a conventional static gain PI controller.


Algorithms ◽  
2021 ◽  
Vol 14 (1) ◽  
pp. 26
Author(s):  
Yiran Xue ◽  
Rui Wu ◽  
Jiafeng Liu ◽  
Xianglong Tang

Existing crowd evacuation guidance systems require the manual design of models and input parameters, incurring a significant workload and a potential for errors. This paper proposed an end-to-end intelligent evacuation guidance method based on deep reinforcement learning, and designed an interactive simulation environment based on the social force model. The agent could automatically learn a scene model and path planning strategy with only scene images as input, and directly output dynamic signage information. Aiming to solve the “dimension disaster” phenomenon of the deep Q network (DQN) algorithm in crowd evacuation, this paper proposed a combined action-space DQN (CA-DQN) algorithm that grouped Q network output layer nodes according to action dimensions, which significantly reduced the network complexity and improved system practicality in complex scenes. In this paper, the evacuation guidance system is defined as a reinforcement learning agent and implemented by the CA-DQN method, which provides a novel approach for the evacuation guidance problem. The experiments demonstrate that the proposed method is superior to the static guidance method, and on par with the manually designed model method.


2021 ◽  
Vol 7 (1) ◽  
Author(s):  
Pankaj Rajak ◽  
Aravind Krishnamoorthy ◽  
Ankit Mishra ◽  
Rajiv Kalia ◽  
Aiichiro Nakano ◽  
...  

AbstractPredictive materials synthesis is the primary bottleneck in realizing functional and quantum materials. Strategies for synthesis of promising materials are currently identified by time-consuming trial and error and there are no known predictive schemes to design synthesis parameters for materials. We use offline reinforcement learning (RL) to predict optimal synthesis schedules, i.e., a time-sequence of reaction conditions like temperatures and concentrations, for the synthesis of semiconducting monolayer MoS2 using chemical vapor deposition. The RL agent, trained on 10,000 computational synthesis simulations, learned threshold temperatures and chemical potentials for onset of chemical reactions and predicted previously unknown synthesis schedules that produce well-sulfidized crystalline, phase-pure MoS2. The model can be extended to multi-task objectives such as predicting profiles for synthesis of complex structures including multi-phase heterostructures and can predict long-time behavior of reacting systems, far beyond the domain of molecular dynamics simulations, making these predictions directly relevant to experimental synthesis.


2021 ◽  
Vol 54 (3-4) ◽  
pp. 417-428
Author(s):  
Yanyan Dai ◽  
KiDong Lee ◽  
SukGyu Lee

For real applications, rotary inverted pendulum systems have been known as the basic model in nonlinear control systems. If researchers have no deep understanding of control, it is difficult to control a rotary inverted pendulum platform using classic control engineering models, as shown in section 2.1. Therefore, without classic control theory, this paper controls the platform by training and testing reinforcement learning algorithm. Many recent achievements in reinforcement learning (RL) have become possible, but there is a lack of research to quickly test high-frequency RL algorithms using real hardware environment. In this paper, we propose a real-time Hardware-in-the-loop (HIL) control system to train and test the deep reinforcement learning algorithm from simulation to real hardware implementation. The Double Deep Q-Network (DDQN) with prioritized experience replay reinforcement learning algorithm, without a deep understanding of classical control engineering, is used to implement the agent. For the real experiment, to swing up the rotary inverted pendulum and make the pendulum smoothly move, we define 21 actions to swing up and balance the pendulum. Comparing Deep Q-Network (DQN), the DDQN with prioritized experience replay algorithm removes the overestimate of Q value and decreases the training time. Finally, this paper shows the experiment results with comparisons of classic control theory and different reinforcement learning algorithms.


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