2,225 research outputs found
Advancing the Applicability of Reinforcement Learning to Autonomous Control
ï»żMit dateneffizientem Reinforcement Learning (RL) konnten
beeindruckendeErgebnisse erzielt werden, z.B. fĂŒr die Regelung von
Gasturbinen. In derPraxis erfordert die Anwendung von RL jedoch noch viel
manuelle Arbeit, wasbisher RL fĂŒr die autonome Regelung untauglich
erscheinen lieĂ. Dievorliegende Arbeit adressiert einige der verbleibenden
Probleme, insbesonderein Bezug auf die ZuverlÀssigkeit der
Policy-Erstellung.
Es werden zunÀchst RL-Probleme mit diskreten Zustands- und
AktionsrĂ€umenbetrachtet. FĂŒr solche Probleme wird hĂ€ufig ein MDP aus
BeobachtungengeschÀtzt, um dann auf Basis dieser MDP-SchÀtzung eine Policy
abzuleiten. DieArbeit beschreibt, wie die SchÀtzer-Unsicherheit des MDP in
diePolicy-Erstellung eingebracht werden kann, um mit diesem Wissen das
Risikoeiner schlechten Policy aufgrund einer fehlerhaften MDP-SchÀtzung
zuverringern. AuĂerdem wird so effiziente Exploration sowie
Policy-Bewertungermöglicht.
AnschlieĂend wendet sich die Arbeit Problemen mit
kontinuierlichenZustandsrÀumen zu und konzentriert sich auf auf
RL-Verfahren, welche aufFitted Q-Iteration (FQI) basieren, insbesondere
Neural Fitted Q-Iteration(NFQ). Zwar ist NFQ sehr dateneffizient, jedoch
nicht so zuverlĂ€ssig, wie fĂŒrdie autonome Regelung nötig wĂ€re. Die Arbeit
schlÀgt die Verwendung vonEnsembles vor, um die ZuverlÀssigkeit von NFQ zu
erhöhen. Es werden eine Reihevon Möglichkeiten der Ensemble-Nutzung
entworfen und evaluiert. Bei allenbetrachteten RL-Problemen sorgen
Ensembles fĂŒr eine zuverlĂ€ssigere Erstellungguter Policies.
Im nÀchsten Schritt werden Möglichkeiten der Policy-Bewertung
beikontinuierlichen ZustandsrÀumen besprochen. Die Arbeit schlÀgt vor,
FittedPolicy Evaluation (FPE), eine Variante von FQI fĂŒr Policy Evaluation,
mitanderen Regressionsverfahren und/oder anderen DatensÀtzen zu
kombinieren, umein MaĂ fĂŒr die Policy-QualitĂ€t zu erhalten. Experimente
zeigen, dassExtra-Tree-FPE ein realistisches QualitĂ€tsmaĂ fĂŒr
NFQ-generierte Policies liefernkann.
SchlieĂlich kombiniert die Arbeit Ensembles und Policy-Bewertung, um mit
sichÀndernden RL-Problemen umzugehen. Der wesentliche Beitrag ist das
EvolvingEnsemble, dessen Policy sich langsam Àndert, indem alte,
untaugliche Policiesentfernt und neue hinzugefĂŒgt werden. Es zeigt sich,
dass das EvolvingEnsemble deutlich besser funktioniert als einfachere
AnsÀtze.With data-efficient reinforcement learning (RL) methods impressive
resultscould be achieved, e.g., in the context of gas turbine control.
However, inpractice the application of RL still requires much human
intervention, whichhinders the application of RL to autonomous control.
This thesis addressessome of the remaining problems, particularly regarding
the reliability of thepolicy generation process.
The thesis first discusses RL problems with discrete state and action
spaces.In that context, often an MDP is estimated from observations. It is
describedhow to incorporate the estimators' uncertainties into the policy
generationprocess. This information can then be used to reduce the risk of
obtaining apoor policy due to flawed MDP estimates. Moreover, it is
discussed how to usethe knowledge of uncertainty for efficient exploration
and the assessment ofpolicy quality without requiring the policy's
execution.
The thesis then moves on to continuous state problems and focuses on
methodsbased on fitted Q-iteration (FQI), particularly neural fitted
Q-iteration(NFQ). Although NFQ has proven to be very data-efficient, it is
not asreliable as required for autonomous control. The thesis proposes to
useensembles to increase reliability. Several ways of ensemble usage in an
NFQcontext are discussed and evaluated on a number of benchmark domains. It
showsthat in all considered domains with ensembles good policies can be
producedmore reliably.
Next, policy assessment in continuous domains is discussed. The
thesisproposes to use fitted policy evaluation (FPE), an adaptation of FQI
to policyevaluation, combined with a different function approximator and/or
differentdataset to obtain a measure for policy quality. Results of
experiments showthat extra-tree FPE, applied to policies generated by NFQ,
produces valuefunctions that can well be used to reason about the true
policy quality.
Finally, the thesis combines ensembles and policy assessment to derive
methodsthat can deal with changing environments. The major contribution is
theevolving ensemble. The policy of the evolving ensemble changes slowly as
newpolicies are added and old policies removed. It turns out that the
evolvingensemble approaches work considerably better than simpler
approaches likesingle policies learned with recent observations or simple
ensembles
Recommended from our members
Towards Informed Exploration for Deep Reinforcement Learning
In this thesis, we discuss various techniques for improving exploration for deep reinforcement learning. We begin with a brief review of reinforcement learning (RL) and the fundamental v.s. exploitation trade-off. Then we review how deep RL has improved upon classical and summarize six categories of the latest exploration methods for deep RL, in the order increasing usage of prior information. We then explore representative works in three categories discuss their strengths and weaknesses. The first category, represented by Soft Q-learning, uses regularization to encourage exploration. The second category, represented by count-based via hashing, maps states to hash codes for counting and assigns higher exploration to less-encountered states. The third category utilizes hierarchy and is represented by modular architecture for RL agents to play StarCraft II. Finally, we conclude that exploration by prior knowledge is a promising research direction and suggest topics of potentially impact
Intelligent flight control systems
The capabilities of flight control systems can be enhanced by designing them to emulate functions of natural intelligence. Intelligent control functions fall in three categories. Declarative actions involve decision-making, providing models for system monitoring, goal planning, and system/scenario identification. Procedural actions concern skilled behavior and have parallels in guidance, navigation, and adaptation. Reflexive actions are spontaneous, inner-loop responses for control and estimation. Intelligent flight control systems learn knowledge of the aircraft and its mission and adapt to changes in the flight environment. Cognitive models form an efficient basis for integrating 'outer-loop/inner-loop' control functions and for developing robust parallel-processing algorithms
Recent Advances in General Game Playing
The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing
Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi
Hanabi is a cooperative game that brings the problem of modeling other
players to the forefront. In this game, coordinated groups of players can
leverage pre-established conventions to great effect, but playing in an ad-hoc
setting requires agents to adapt to its partner's strategies with no previous
coordination. Evaluating an agent in this setting requires a diverse population
of potential partners, but so far, the behavioral diversity of agents has not
been considered in a systematic way. This paper proposes Quality Diversity
algorithms as a promising class of algorithms to generate diverse populations
for this purpose, and generates a population of diverse Hanabi agents using
MAP-Elites. We also postulate that agents can benefit from a diverse population
during training and implement a simple "meta-strategy" for adapting to an
agent's perceived behavioral niche. We show this meta-strategy can work better
than generalist strategies even outside the population it was trained with if
its partner's behavioral niche can be correctly inferred, but in practice a
partner's behavior depends and interferes with the meta-agent's own behavior,
suggesting an avenue for future research in characterizing another agent's
behavior during gameplay.Comment: arXiv admin note: text overlap with arXiv:1907.0384
Neuro_Dynamic Programming and Reinforcement Learning for Optimal Energy Management of a Series Hydraulic Hybrid Vehicle Considering Engine Transient Emissions.
Sequential decision problems under uncertainty are encountered in various fields such as optimal control and operations research. In this dissertation, Neuro-Dynamic Programming (NDP) and Reinforcement Learning (RL) are applied to address policy optimization problems with multiple objectives and large design state space. Dynamic Programming (DP) is well suited for determining an optimal solution for constrained nonlinear model based systems. However, DP suffers from curse of dimensionality i.e. computational effort grows exponentially with state space. The new algorithms address this problem and enable practical application of DP to a much broader range of problems. The other contribution is to design fast and computationally efficient transient emission models.
The power management problem for a hybrid vehicle can be formulated as an infinite time horizon stochastic sequential decision-making problem. In the past, policy optimization has been applied successfully to design optimal supervisory controller for best fuel economy. Static emissions have been considered too but engine research has shown that transient operation can have significant impact on real-world emissions. Modeling transient emissions results in addition of more states. Therefore, the problem with multiple objectives i.e. minimize fuel consumption and transient particulate and NOX emissions, becomes computationally intractable by DP. This research captures the insight with models and brings it into the supervisory controller design.
A self-learning supervisory controller is designed based on the principles of NDP and RL. The controller starts ânaĂŻveâ i.e. with no knowledge to control the onboard power but learns to do so in an optimal manner after interacting with the system. The controller tries to minimize multiple objectives and continues to evolve until a global solution is achieved.
Virtual sensors for predicting real-time transient particulate and NOX emissions are developed using neuro-fuzzy modeling technique, which utilizes a divide-and-conquer strategy. The highly nonlinear engine operating space is partitioned into smaller subspaces and a separate local model is trained to for each subspace.
Finally, the supervisory controller along with virtual emission sensors is implemented and evaluated using the Engine-In-the-Loop (EIL) setup. EIL is a unique facility to systematically evaluate control methodologies through concurrent running of real engine and a virtual hybrid powertrain.Ph.D.Mechanical EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/89829/1/rajit_1.pd
Towards a Unified Approach to Learning and Adaptation
The aim of this thesis is to develop a system that enables autonomous and situated agents to learn and adapt to the environment in which they live and operate. In doing so, the system exploits both adaptation through learning and evolution. A unified approach to learning and adaptation, which combines the principles of neural networks, reinforcement learning and evolutionary methods, is used as a basis for the development of the system. In this regard, a novel method, called Evolutionary Acquisition of Neural Topologies (EANT), of evolving the structures and weights of neural networks is developed. The method introduces an efficient and compact genetic encoding of a neural network onto a linear genome that encodes the topology of the neural network implicitly in the ordering of the elements of the linear genome. Moreover, it enables one to evaluate the neural network without decoding it. The presented genetic encoding is complete in that it can represent any type of neural network. In addition to this, it is closed under both structural mutation and a specially designed crossover operator which exploits the fact that structures originating from some initial structure have some common parts. For evolving the structure and weights of neural networks, the method uses a biologically inspired meta-level evolutionary process where new structures are explored at larger timescale and existing structures are exploited at smaller timescale. The evolutionary process starts with networks of minimal structures whose initial complexity is specified by the domain expert. The introduction of neural structures by structural mutation results in a gradual increase in the complexity of the neural networks along the evolution. The evolutionary process stops searching for the solution when a solution with the necessary minimum complexity is found. This enables EANT to find optimal neural structures for solving a given learning task. The efficiency of EANT is tested on couple of learning tasks and its performance is found to be very good in comparison to other systems tested on the same tasks
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