223 research outputs found

    Reinforcement Learning with Frontier-Based Exploration via Autonomous Environment

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    Active Simultaneous Localisation and Mapping (SLAM) is a critical problem in autonomous robotics, enabling robots to navigate to new regions while building an accurate model of their surroundings. Visual SLAM is a popular technique that uses virtual elements to enhance the experience. However, existing frontier-based exploration strategies can lead to a non-optimal path in scenarios where there are multiple frontiers with similar distance. This issue can impact the efficiency and accuracy of Visual SLAM, which is crucial for a wide range of robotic applications, such as search and rescue, exploration, and mapping. To address this issue, this research combines both an existing Visual-Graph SLAM known as ExploreORB with reinforcement learning. The proposed algorithm allows the robot to learn and optimize exploration routes through a reward-based system to create an accurate map of the environment with proper frontier selection. Frontier-based exploration is used to detect unexplored areas, while reinforcement learning optimizes the robot's movement by assigning rewards for optimal frontier points. Graph SLAM is then used to integrate the robot's sensory data and build an accurate map of the environment. The proposed algorithm aims to improve the efficiency and accuracy of ExploreORB by optimizing the exploration process of frontiers to build a more accurate map. To evaluate the effectiveness of the proposed approach, experiments will be conducted in various virtual environments using Gazebo, a robot simulation software. Results of these experiments will be compared with existing methods to demonstrate the potential of the proposed approach as an optimal solution for SLAM in autonomous robotics.Comment: 23 pages, Journa

    Deep Reinforcement Learning for the Heat Transfer Control of Pulsating Impinging Jets

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    This research study explores the applicability of Deep Reinforcement Learning (DRL) for thermal control based on Computational Fluid Dynamics. To accomplish that, the forced convection on a hot plate prone to a pulsating cooling jet with variable velocity has been investigated. We begin with evaluating the efficiency and viability of a vanilla Deep Q-Network (DQN) method for thermal control. Subsequently, a comprehensive comparison between different variants of DRL is conducted. Soft Double and Duel DQN achieved better thermal control performance among all the variants due to their efficient learning and action prioritization capabilities. Results demonstrate that the soft Double DQN outperforms the hard Double DQN. Moreover, soft Double and Duel can maintain the temperature in the desired threshold for more than 98% of the control cycle. These findings demonstrate the promising potential of DRL in effectively addressing thermal control systems

    Drone deep reinforcement learning: A review

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    Unmanned Aerial Vehicles (UAVs) are increasingly being used in many challenging and diversified applications. These applications belong to the civilian and the military fields. To name a few; infrastructure inspection, traffic patrolling, remote sensing, mapping, surveillance, rescuing humans and animals, environment monitoring, and Intelligence, Surveillance, Target Acquisition, and Reconnaissance (ISTAR) operations. However, the use of UAVs in these applications needs a substantial level of autonomy. In other words, UAVs should have the ability to accomplish planned missions in unexpected situations without requiring human intervention. To ensure this level of autonomy, many artificial intelligence algorithms were designed. These algorithms targeted the guidance, navigation, and control (GNC) of UAVs. In this paper, we described the state of the art of one subset of these algorithms: the deep reinforcement learning (DRL) techniques. We made a detailed description of them, and we deduced the current limitations in this area. We noted that most of these DRL methods were designed to ensure stable and smooth UAV navigation by training computer-simulated environments. We realized that further research efforts are needed to address the challenges that restrain their deployment in real-life scenarios

    Design and training of deep reinforcement learning agents

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    Deep reinforcement learning is a field of research at the intersection of reinforcement learning and deep learning. On one side, the problem that researchers address is the one of reinforcement learning: to act efficiently. A large number of algorithms were developed decades ago in this field to update value functions and policies, explore, and plan. On the other side, deep learning methods provide powerful function approximators to address the problem of representing functions such as policies, value functions, and models. The combination of ideas from these two fields offers exciting new perspectives. However, building successful deep reinforcement learning experiments is particularly difficult due to the large number of elements that must be combined and adjusted appropriately. This thesis proposes a broad overview of the organization of these elements around three main axes: agent design, environment design, and infrastructure design. Arguably, the success of deep reinforcement learning research is due to the tremendous amount of effort that went into each of them, both from a scientific and engineering perspective, and their diffusion via open source repositories. For each of these three axes, a dedicated part of the thesis describes a number of related works that were carried out during the doctoral research. The first part, devoted to the design of agents, presents two works. The first one addresses the problem of applying discrete action methods to large multidimensional action spaces. A general method called action branching is proposed, and its effectiveness is demonstrated with a novel agent, named BDQ, applied to discretized continuous action spaces. The second work deals with the problem of maximizing the utility of a single transition when learning to achieve a large number of goals. In particular, it focuses on learning to reach spatial locations in games and proposes a new method called Q-map to do so efficiently. An exploration mechanism based on this method is then used to demonstrate the effectiveness of goal-directed exploration. Elements of these works cover some of the main building blocks of agents: update methods, neural architectures, exploration strategies, replays, and hierarchy. The second part, devoted to the design of environments, also presents two works. The first one shows how various tasks and demonstrations can be combined to learn complex skill spaces that can then be reused to solve even more challenging tasks. The proposed method, called CoMic, extends previous work on motor primitives by using a single multi-clip motion capture tracking task in conjunction with complementary tasks targeting out-of-distribution movements. The second work addresses a particular type of control method vastly neglected in traditional environments but essential for animals: muscle control. An open source codebase called OstrichRL is proposed, containing a musculoskeletal model of an ostrich, an ensemble of tasks, and motion capture data. The results obtained by training a state-of-the-art agent on the proposed tasks show that controlling such a complex system is very difficult and illustrate the importance of using motion capture data. Elements of these works demonstrate the meticulous work that must go into designing environment parts such as: models, observations, rewards, terminations, resets, steps, and demonstrations. The third part, on the design of infrastructures, presents three works. The first one explains the difference between the types of time limits commonly used in reinforcement learning and why they are often treated inappropriately. In one case, tasks are time-limited by nature and a notion of time should be available to agents to maintain the Markov property of the underlying decision process. In the other case, tasks are not time-limited by nature, but time limits are used for convenience to diversify experiences. This is the most common case. It requires a distinction between time limits and environmental terminations, and bootstrapping should be performed at the end of partial episodes. The second work proposes to unify the most popular deep learning frameworks using a single library called Ivy, and provides new differentiable and framework-agnostic libraries built with it. Four such code bases are provided for gradient-based robot motion planning, mechanics, 3D vision, and differentiable continuous control environments. Finally, the third paper proposes a novel deep reinforcement learning library, called Tonic, built with simplicity and modularity in mind, to accelerate prototyping and evaluation. In particular, it contains implementations of several continuous control agents and a large-scale benchmark. Elements of these works illustrate the different components to consider when building the infrastructure for an experiment: deep learning framework, schedules, and distributed training. Added to these are the various ways to perform evaluations and analyze results for meaningful, interpretable, and reproducible deep reinforcement learning research.Open Acces

    Thirty Years of Machine Learning: The Road to Pareto-Optimal Wireless Networks

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    Future wireless networks have a substantial potential in terms of supporting a broad range of complex compelling applications both in military and civilian fields, where the users are able to enjoy high-rate, low-latency, low-cost and reliable information services. Achieving this ambitious goal requires new radio techniques for adaptive learning and intelligent decision making because of the complex heterogeneous nature of the network structures and wireless services. Machine learning (ML) algorithms have great success in supporting big data analytics, efficient parameter estimation and interactive decision making. Hence, in this article, we review the thirty-year history of ML by elaborating on supervised learning, unsupervised learning, reinforcement learning and deep learning. Furthermore, we investigate their employment in the compelling applications of wireless networks, including heterogeneous networks (HetNets), cognitive radios (CR), Internet of things (IoT), machine to machine networks (M2M), and so on. This article aims for assisting the readers in clarifying the motivation and methodology of the various ML algorithms, so as to invoke them for hitherto unexplored services as well as scenarios of future wireless networks.Comment: 46 pages, 22 fig

    Expected Eligibility Traces

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    The question of how to determine which states and actions are responsible for a certain outcome is known as the credit assignment problem and remains a central research question in reinforcement learning and artificial intelligence. Eligibility traces enable efficient credit assignment to the recent sequence of states and actions experienced by the agent, but not to counterfactual sequences that could also have led to the current state. In this work, we introduce expected eligibility traces. Expected traces allow, with a single update, to update states and actions that could have preceded the current state, even if they did not do so on this occasion. We discuss when expected traces provide benefits over classic (instantaneous) traces in temporal-difference learning, and show that sometimes substantial improvements can be attained. We provide a way to smoothly interpolate between instantaneous and expected traces by a mechanism similar to bootstrapping, which ensures that the resulting algorithm is a strict generalisation of TD(λ\lambda). Finally, we discuss possible extensions and connections to related ideas, such as successor features.Comment: AAAI, distinguished paper awar

    Quantitative Models in Life Science Business

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    This open access book explores the field of life science business from a multidisciplinary perspective. Applying statistical, mathematical, game-theoretic, and data science tools to pharmaceutical and biotechnology business endeavors, the book describes value creation, value maintenance, and value realization in the life sciences as a sequence of processes using the quantitative language of applied mathematics. Written by experts from a variety of fields, the contributions illustrate the shift from a deterministic to a stochastic view of the processes involved, offering a new perspective on life sciences economics. The book covers topics such as valuing and managing intellectual property in life science, licensing in the pharmaceutical business, outsourcing pharmaceutical R&D, and stochastic modelling of a pharmaceutical supply chain. The book will appeal to scholars of economics and the life sciences, as well as to professionals in chemical and pharmaceutical industries

    MOTION CONTROL SIMULATION OF A HEXAPOD ROBOT

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    This thesis addresses hexapod robot motion control. Insect morphology and locomotion patterns inform the design of a robotic model, and motion control is achieved via trajectory planning and bio-inspired principles. Additionally, deep learning and multi-agent reinforcement learning are employed to train the robot motion control strategy with leg coordination achieves using a multi-agent deep reinforcement learning framework. The thesis makes the following contributions: First, research on legged robots is synthesized, with a focus on hexapod robot motion control. Insect anatomy analysis informs the hexagonal robot body and three-joint single robotic leg design, which is assembled using SolidWorks. Different gaits are studied and compared, and robot leg kinematics are derived and experimentally verified, culminating in a three-legged gait for motion control. Second, an animal-inspired approach employs a central pattern generator (CPG) control unit based on the Hopf oscillator, facilitating robot motion control in complex environments such as stable walking and climbing. The robot\u27s motion process is quantitatively evaluated in terms of displacement change and body pitch angle. Third, a value function decomposition algorithm, QPLEX, is applied to hexapod robot motion control. The QPLEX architecture treats each leg as a separate agent with local control modules, that are trained using reinforcement learning. QPLEX outperforms decentralized approaches, achieving coordinated rhythmic gaits and increased robustness on uneven terrain. The significant of terrain curriculum learning is assessed, with QPLEX demonstrating superior stability and faster consequence. The foot-end trajectory planning method enables robot motion control through inverse kinematic solutions but has limited generalization capabilities for diverse terrains. The animal-inspired CPG-based method offers a versatile control strategy but is constrained to core aspects. In contrast, the multi-agent deep reinforcement learning-based approach affords adaptable motion strategy adjustments, rendering it a superior control policy. These methods can be combined to develop a customized robot motion control policy for specific scenarios

    Cyber-Physical Systems for Smart Water Networks: A Review

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    There is a growing demand to equip Smart Water Networks (SWN) with advanced sensing and computation capabilities in order to detect anomalies and apply autonomous event-triggered control. Cyber-Physical Systems (CPSs) have emerged as an important research area capable of intelligently sensing the state of SWN and reacting autonomously in scenarios of unexpected crisis development. Through computational algorithms, CPSs can integrate physical components of SWN, such as sensors and actuators, and provide technological frameworks for data analytics, pertinent decision making, and control. The development of CPSs in SWN requires the collaboration of diverse scientific disciplines such as civil, hydraulics, electronics, environment, computer science, optimization, communication, and control theory. For efficient and successful deployment of CPS in SWN, there is a need for a common methodology in terms of design approaches that can involve various scientific disciplines. This paper reviews the state of the art, challenges, and opportunities for CPSs, that could be explored to design the intelligent sensing, communication, and control capabilities of CPS for SWN. In addition, we look at the challenges and solutions in developing a computational framework from the perspectives of machine learning, optimization, and control theory for SWN.acceptedVersio

    A survey on active simultaneous localization and mapping: state of the art and new frontiers

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    Active simultaneous localization and mapping (SLAM) is the problem of planning and controlling the motion of a robot to build the most accurate and complete model of the surrounding environment. Since the first foundational work in active perception appeared, more than three decades ago, this field has received increasing attention across different scientific communities. This has brought about many different approaches and formulations, and makes a review of the current trends necessary and extremely valuable for both new and experienced researchers. In this article, we survey the state of the art in active SLAM and take an in-depth look at the open challenges that still require attention to meet the needs of modern applications. After providing a historical perspective, we present a unified problem formulation and review the well-established modular solution scheme, which decouples the problem into three stages that identify, select, and execute potential navigation actions. We then analyze alternative approaches, including belief-space planning and deep reinforcement learning techniques, and review related work on multirobot coordination. This article concludes with a discussion of new research directions, addressing reproducible research, active spatial perception, and practical applications, among other topics
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