229 research outputs found
Imitation Learning for Adaptive Video Streaming with Future Adversarial Information Bottleneck Principle
Adaptive video streaming plays a crucial role in ensuring high-quality video
streaming services. Despite extensive research efforts devoted to Adaptive
BitRate (ABR) techniques, the current reinforcement learning (RL)-based ABR
algorithms may benefit the average Quality of Experience (QoE) but suffers from
fluctuating performance in individual video sessions. In this paper, we present
a novel approach that combines imitation learning with the information
bottleneck technique, to learn from the complex offline optimal scenario rather
than inefficient exploration. In particular, we leverage the deterministic
offline bitrate optimization problem with the future throughput realization as
the expert and formulate it as a mixed-integer non-linear programming (MINLP)
problem. To enable large-scale training for improved performance, we propose an
alternative optimization algorithm that efficiently solves the MINLP problem.
To address the issues of overfitting due to the future information leakage in
MINLP, we incorporate an adversarial information bottleneck framework. By
compressing the video streaming state into a latent space, we retain only
action-relevant information. Additionally, we introduce a future adversarial
term to mitigate the influence of future information leakage, where Model
Prediction Control (MPC) policy without any future information is employed as
the adverse expert. Experimental results demonstrate the effectiveness of our
proposed approach in significantly enhancing the quality of adaptive video
streaming, providing a 7.30\% average QoE improvement and a 30.01\% average
ranking reduction.Comment: submitted to IEEE Journa
Compression before Fusion: Broadcast Semantic Communication System for Heterogeneous Tasks
Semantic communication has emerged as new paradigm shifts in 6G from the
conventional syntax-oriented communications. Recently, the wireless broadcast
technology has been introduced to support semantic communication system toward
higher communication efficiency. Nevertheless, existing broadcast semantic
communication systems target on general representation within one stage and
fail to balance the inference accuracy among users. In this paper, the
broadcast encoding process is decomposed into compression and fusion to
improves communication efficiency with adaptation to tasks and
channels.Particularly, we propose multiple task-channel-aware sub-encoders
(TCE) and a channel-aware feature fusion sub-encoder (CFE) towards compression
and fusion, respectively. In TCEs, multiple local-channel-aware attention
blocks are employed to extract and compress task-relevant information for each
user. In GFE, we introduce a global-channel-aware fine-tuning block to merge
these compressed task-relevant signals into a compact broadcast signal.
Notably, we retrieve the bottleneck in DeepBroadcast and leverage information
bottleneck theory to further optimize the parameter tuning of TCEs and CFE.We
substantiate our approach through experiments on a range of heterogeneous tasks
across various channels with additive white Gaussian noise (AWGN) channel,
Rayleigh fading channel, and Rician fading channel. Simulation results evidence
that the proposed DeepBroadcast outperforms the state-of-the-art methods
Learning Semantic-Agnostic and Spatial-Aware Representation for Generalizable Visual-Audio Navigation
Visual-audio navigation (VAN) is attracting more and more attention from the
robotic community due to its broad applications, \emph{e.g.}, household robots
and rescue robots. In this task, an embodied agent must search for and navigate
to the sound source with egocentric visual and audio observations. However, the
existing methods are limited in two aspects: 1) poor generalization to unheard
sound categories; 2) sample inefficient in training. Focusing on these two
problems, we propose a brain-inspired plug-and-play method to learn a
semantic-agnostic and spatial-aware representation for generalizable
visual-audio navigation. We meticulously design two auxiliary tasks for
respectively accelerating learning representations with the above-desired
characteristics. With these two auxiliary tasks, the agent learns a
spatially-correlated representation of visual and audio inputs that can be
applied to work on environments with novel sounds and maps. Experiment results
on realistic 3D scenes (Replica and Matterport3D) demonstrate that our method
achieves better generalization performance when zero-shot transferred to scenes
with unseen maps and unheard sound categories
SocialGFs: Learning Social Gradient Fields for Multi-Agent Reinforcement Learning
Multi-agent systems (MAS) need to adaptively cope with dynamic environments,
changing agent populations, and diverse tasks. However, most of the multi-agent
systems cannot easily handle them, due to the complexity of the state and task
space. The social impact theory regards the complex influencing factors as
forces acting on an agent, emanating from the environment, other agents, and
the agent's intrinsic motivation, referring to the social force. Inspired by
this concept, we propose a novel gradient-based state representation for
multi-agent reinforcement learning. To non-trivially model the social forces,
we further introduce a data-driven method, where we employ denoising score
matching to learn the social gradient fields (SocialGFs) from offline samples,
e.g., the attractive or repulsive outcomes of each force. During interactions,
the agents take actions based on the multi-dimensional gradients to maximize
their own rewards. In practice, we integrate SocialGFs into the widely used
multi-agent reinforcement learning algorithms, e.g., MAPPO. The empirical
results reveal that SocialGFs offer four advantages for multi-agent systems: 1)
they can be learned without requiring online interaction, 2) they demonstrate
transferability across diverse tasks, 3) they facilitate credit assignment in
challenging reward settings, and 4) they are scalable with the increasing
number of agents.Comment: AAAI 2024 Cooperative Multi-Agent Systems Decision-Making and
Learning (CMASDL) Worksho
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