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At least 19 records

Time-Extended Policies in Mult-Agent Reinforcement Learning

Reinforcement learning methods perform well in many domains where a single agent needs to take a sequence of actions to perform a task. These methods use sequences of single-time-step rewards to create a policy that tries to maximize a time-extended utility, which is a (possibly discounted) sum of these rewards. In this paper we build on our previous work showing how these methods can be extended to a multi-agent environment where each agent creates its own policy that works towards maximizing a time-extended global utility over all agents actions. We show improved methods for creating time-extended utilities for the agents that are both "aligned" with the global utility and "learnable." We then show how to crate single-time-step rewards while avoiding the pi fall of having rewards aligned with the global reward leading to utilities not aligned with the global utility. Finally, we apply these reward functions to the multi-agent Gridworld problem. We explicitly quantify a utility's learnability and alignment, and show that reinforcement learning agents using the prescribed reward functions successfully tradeoff learnability and alignment. As a result they outperform both global (e.g., team games ) and local (e.g., "perfectly learnable" ) reinforcement learning solutions by as much as an order of magnitude.

Tumer, Kagan

Using Fuzzy Logic for Performance Evaluation in Reinforcement Learning

Current reinforcement learning algorithms require long training periods which generally limit their applicability to small size problems. A new architecture is described which uses fuzzy rules to initialize its two neural networks: a neural network for performance evaluation and another for action selection. This architecture is applied to control of dynamic systems and it is demonstrated that it is possible to start with an approximate prior knowledge and learn to refine it through experiments using reinforcement learning.

Berenji, Hamid R.

Fuzzy Q-Learning for Generalization of Reinforcement Learning

Fuzzy Q-Learning, introduced earlier by the author, is an extension of Q-Learning into fuzzy environments. GARIC is a methodology for fuzzy reinforcement learning. In this paper, we introduce GARIC-Q, a new method for doing incremental Dynamic Programming using a society of intelligent agents which are controlled at the top level by Fuzzy Q-Learning and at the local level, each agent learns and operates based on GARIC. GARIC-Q improves the speed and applicability of Fuzzy Q-Learning through generalization of input space by using fuzzy rules and bridges the gap between Q-Learning and rule based intelligent systems.

Berenji, Hamid R.

Environment Adversarial Reinforcement Learning

This paper presents a training method for increasing performance of reinforcement learning agents. The method is named Environment Adversarial Reinforcement Learning. The method requires the reinforcement learning environment to be parameterizeable. Over the course of training, environment parameters are updated in a direction of increasing difficulty for the agent. The direction for these updates is found using a performance prediction network trained on data from tests of the agent under varying environment parameters. The method was tested on a CartPole environment. A 28-58\% improvement in mean return was found when comparing performance to a baseline reinforcement learning algorithm on both easy and hard versions of the task.

machine learning

Energy-Optimized Path Planning for Uas in Varying Winds Via Reinforcement Learning

In this paper we propose a reinforcement learning (RL) algorithm for path planning of Unmanned Aviation Vehicles (UAVs) under varying wind conditions. Solutions to UAV path planning problems are becoming increasingly necessary as autonomous UAVs continue to enter commercial and government spaces. Path-planning is inherently challenging, as UAVs need to account for dynamically changing flying conditions such as weather, obstacle or no-fly zones, degraded vehicle health, and off-nominal battery power consumption. Machine learning methods such as reinforcement learning (RL) have the potential to revolutionize how vehicles navigate in such uncertain environments. In this study, we compute UAV trajectories from a pre-determined starting position to a target cell within a 7X7 grid environment by optimizing parameters for mission assurance and safety limits in addition to the energy consumption and operation time. The UAV navigates the grid by taking actions to move in any of the eight cardinal and inter-cardinal directions, under constant thrust profile. The resultant UAV state is sampled from a probability distribution which accounts for the UAV’s action, local wind velocity, and the presence of obstacles or boundaries. As the unmanned airspace gets more complex due to multiple vehicles and environmental uncertainties, trade-offs between energy consumption, operation time, risk tolerance, and mission assurance need to be made. Our Markov Decision Process (MDP) environment model can capture any combination of these in the optimization objective, making it novel compared to other work in the field.

trajectory planning

Use of Inverse Reinforcement Learning for Identity Prediction

We adopt Markov Decision Processes (MDP) to model sequential decision problems, which have the characteristic that the current decision made by a human decision maker has an uncertain impact on future opportunity. We hypothesize that the individuality of decision makers can be modeled as differences in the reward function under a common MDP model. A machine learning technique, Inverse Reinforcement Learning (IRL), was used to learn an individual's reward function based on limited observation of his or her decision choices. This work serves as an initial investigation for using IRL to analyze decision making, conducted through a human experiment in a cyber shopping environment. Specifically, the ability to determine the demographic identity of users is conducted through prediction analysis and supervised learning. The results show that IRL can be used to correctly identify participants, at a rate of 68% for gender and 66% for one of three college major categories.

Hayes, Roy

Preliminary Work for Examining the Scalability of Reinforcement Learning

Researchers began studying automated agents that learn to perform multiple-step tasks early in the history of artificial intelligence (Samuel, 1963; Samuel, 1967; Waterman, 1970; Fikes, Hart & Nilsonn, 1972). Multiple-step tasks are tasks that can only be solved via a sequence of decisions, such as control problems, robotics problems, classic problem-solving, and game-playing. The objective of agents attempting to learn such tasks is to use the resources they have available in order to become more proficient at the tasks. In particular, each agent attempts to develop a good policy, a mapping from states to actions, that allows it to select actions that optimize a measure of its performance on the task; for example, reducing the number of steps necessary to complete the task successfully. Our study focuses on reinforcement learning, a set of learning techniques where the learner performs trial-and-error experiments in the task and adapts its policy based on the outcome of those experiments. Much of the work in reinforcement learning has focused on a particular, simple representation, where every problem state is represented explicitly in a table, and associated with each state are the actions that can be chosen in that state. A major advantage of this table lookup representation is that one can prove that certain reinforcement learning techniques will develop an optimal policy for the current task. The drawback is that the representation limits the application of reinforcement learning to multiple-step tasks with relatively small state-spaces. There has been a little theoretical work that proves that convergence to optimal solutions can be obtained when using generalization structures, but the structures are quite simple. The theory says little about complex structures, such as multi-layer, feedforward artificial neural networks (Rumelhart & McClelland, 1986), but empirical results indicate that the use of reinforcement learning with such structures is promising. These empirical results make no theoretical claims, nor compare the policies produced to optimal policies. A goal of our work is to be able to make the comparison between an optimal policy and one stored in an artificial neural network. A difficulty of performing such a study is finding a multiple-step task that is small enough that one can find an optimal policy using table lookup, yet large enough that, for practical purposes, an artificial neural network is really required. We have identified a limited form of the game OTHELLO as satisfying these requirements. The work we report here is in the very preliminary stages of research, but this paper provides background for the problem being studied and a description of our initial approach to examining the problem. In the remainder of this paper, we first describe reinforcement learning in more detail. Next, we present the game OTHELLO. Finally we argue that a restricted form of the game meets the requirements of our study, and describe our preliminary approach to finding an optimal solution to the problem.

Clouse, Jeff

Towards Autonomous Lunar Resource Excavation via Reinforcement Learning

To continue on a sustainable and flexible path, NASA needs to address the challenge of collecting and moving large amounts of regolith at the destination. NASA’s Regolith Advanced Surface Systems Operations Robot (RASSOR) is principally designed to mine and deliver regolith for In-Situ Resource Utilization (ISRU) processing. RASSOR’s design enables it to efficiently collect and deposit regolith, return collected material for processing, and myriad related ISRU activities. To reliably perform these operations on the lunar surface, RASSOR software and sensory systems need to be robust and maximize the information extracted from a reduced sensor payload. Herein, we present preliminary findings from the Intelligent Capabilities Enhanced RASSOR project. We created reduced-order simulation environments to develop autonomous trenching controllers via reinforcement learning and prototype state estimation architectures. The goal of reinforcement learning is for an agent to learn a policy (task strategy) through interactions with an environment. When the agent performs an action, a change occurs in environment state and a numerical reward is received which informs the agent whether the action performed was good or not. Since reinforcement learning algorithms learn through trial-and-error, a simulation is a desirable first environment for development and learning. We developed two simulations, the first is a 2D excavation simulation developed to facilitate parameter selection, and a 3D simulation developed using a game physics engine, to simulate simplified soil interactions and increase the fidelity of the dynamic models of the robotic agents. The development of this 3D simulation has enabled the training of additional sensing capabilities and research both at the granular mechanics and operations levels. We experimented with various virtual sensor payloads to identify a combination that enabled efficient excavation operation and learning. Our reward function is based on how much material is excavated per step. A penalty is also received for leaving the dig site and to smooth the acceleration of the drum arms. We implemented pseudo time-of-flight sensors to report distance from each drum to ground and the height above ground which was found to be more efficient than existing solutions. Our findings suggest that reinforcement learning for autonomous operations has learned viable trenching strategies within 3000 training episodes in our simplified 2D environment and helped identify desirable sensing capabilities, arrangements, and considerations such as the positioning of time-of-flight sensors. Future work includes expanding our simulation to more complex environments and scenarios, and transfer learning from simulation to RASSOR 2.0 hardware for deployment in the Regolith Test Bin at NASA's Kennedy Space Center.

rassor

On the integration of reinforcement learning and approximate reasoning for control

The author discusses the importance of strengthening the knowledge representation characteristic of reinforcement learning techniques using methods such as approximate reasoning. The ARIC (approximate reasoning-based intelligent control) architecture is an example of such a hybrid approach in which the fuzzy control rules are modified (fine-tuned) using reinforcement learning. ARIC also demonstrates that it is possible to start with an approximately correct control knowledge base and learn to refine this knowledge through further experience. On the other hand, techniques such as the TD (temporal difference) algorithm and Q-learning establish stronger theoretical foundations for their use in adaptive control and also in stability analysis of hybrid reinforcement learning and approximate reasoning-based controllers.

Berenji, Hamid R.

Application of fuzzy logic-neural network based reinforcement learning to proximity and docking operations: Translational controller results

The reinforcement learning techniques developed at Ames Research Center are being applied to proximity and docking operations using the Shuttle and Solar Maximum Mission (SMM) satellite simulation. In utilizing these fuzzy learning techniques, we also use the Approximate Reasoning based Intelligent Control (ARIC) architecture, and so we use two terms interchangeable to imply the same. This activity is carried out in the Software Technology Laboratory utilizing the Orbital Operations Simulator (OOS). This report is the deliverable D3 in our project activity and provides the test results of the fuzzy learning translational controller. This report is organized in six sections. Based on our experience and analysis with the attitude controller, we have modified the basic configuration of the reinforcement learning algorithm in ARIC as described in section 2. The shuttle translational controller and its implementation in fuzzy learning architecture is described in section 3. Two test cases that we have performed are described in section 4. Our results and conclusions are discussed in section 5, and section 6 provides future plans and summary for the project.

Jani, Yashvant

Reinforcement learning in scheduling

The goal of this research is to apply reinforcement learning methods to real-world problems like scheduling. In this preliminary paper, we show that learning to solve scheduling problems such as the Space Shuttle Payload Processing and the Automatic Guided Vehicle (AGV) scheduling can be usefully studied in the reinforcement learning framework. We discuss some of the special challenges posed by the scheduling domain to these methods and propose some possible solutions we plan to implement.

Dietterich, Tom G.

Structure identification in fuzzy inference using reinforcement learning

In our previous work on the GARIC architecture, we have shown that the system can start with surface structure of the knowledge base (i.e., the linguistic expression of the rules) and learn the deep structure (i.e., the fuzzy membership functions of the labels used in the rules) by using reinforcement learning. Assuming the surface structure, GARIC refines the fuzzy membership functions used in the consequents of the rules using a gradient descent procedure. This hybrid fuzzy logic and reinforcement learning approach can learn to balance a cart-pole system and to backup a truck to its docking location after a few trials. In this paper, we discuss how to do structure identification using reinforcement learning in fuzzy inference systems. This involves identifying both surface as well as deep structure of the knowledge base. The term set of fuzzy linguistic labels used in describing the values of each control variable must be derived. In this process, splitting a label refers to creating new labels which are more granular than the original label and merging two labels creates a more general label. Splitting and merging of labels directly transform the structure of the action selection network used in GARIC by increasing or decreasing the number of hidden layer nodes.

Berenji, Hamid R.

Reinforcement Learning Applied to Cognitive Space Communications

The future of space exploration depends on robust, reliable communication systems. As the number of such communication systems increase, automation is fast becoming a requirement to achieve this goal. A reinforcement learning solution can be employed as a possible automation method for such systems. The goal of this study is to build a reinforcement learning algorithm which optimizes data throughput of a single actor. A training environment was created to simulate a link within the NASA Space Communication and Navigation (SCaN) infrastructure, using state of the art simulation tools developed by the SCaN Center for Engineering, Networks, Integration, and Communications (SCENIC) laboratory at NASA Glenn Research Center to obtain the closest possible representation of the real operating environment. Reinforcement learning was then used to train an agent inside this environment to maximize data throughput. The simulation environment contained a single actor in low earth orbit capable of communicating with twenty-five ground stations that compose the Near-Earth Network (NEN). Initial experiments showed promising training results, so additional complexity was added by augmenting simulation data with link fading profiles obtained from real communication events with the International Space Station. A grid search was performed to find the optimal hyperparameters and model architecture for the agent. Using the results of the grid search, an agent was trained on the augmented training data. Testing shows that the agent performs well inside the training environment and can be used as a foundation for future studies with added complexity and eventually tested in the real space environment.

Schubert, Carson D.

Reinforcement Learning Approach to Flight Control Allocation with Distributed Electric Propulsion

The flight control system of the SUSAN Electrofan concept aircraft achieves attitude control using both conventional flight control surfaces and differential thrust through distributed electric propulsion (DEP) from sixteen wing-mounted electric engines. The introduction of eight pairs of wing fans for attitude control creates a highly actuated system. Such a system requires more sophisticated control to operate, especially in the presence of wingfan failures where the loss of a single wingfan can result in a thrust imbalance. This paper investigates the use of deep reinforcement learning (RL) using proximal policy optimization (PPO) to achieve attitude control through a combination of DEP and control surface deflections. First, the paper examines the aircraft undergoing a coordinated turn. Then, it examines the aircraft experiencing a wingfan failure during cruise conditions. It is shown that deep reinforcement learning can be a potential avenue for nonlinear flight control design.

Distributed Electric Propulsion

Application of fuzzy logic-neural network based reinforcement learning to proximity and docking operations: Special approach/docking testcase results

As part of the RICIS project, the reinforcement learning techniques developed at Ames Research Center are being applied to proximity and docking operations using the Shuttle and Solar Maximum Mission (SMM) satellite simulation. In utilizing these fuzzy learning techniques, we use the Approximate Reasoning based Intelligent Control (ARIC) architecture, and so we use these two terms interchangeably to imply the same. This activity is carried out in the Software Technology Laboratory utilizing the Orbital Operations Simulator (OOS) and programming/testing support from other contractor personnel. This report is the final deliverable D4 in our milestones and project activity. It provides the test results for the special testcase of approach/docking scenario for the shuttle and SMM satellite. Based on our experience and analysis with the attitude and translational controllers, we have modified the basic configuration of the reinforcement learning algorithm in ARIC. The shuttle translational controller and its implementation in ARIC is described in our deliverable D3. In order to simulate the final approach and docking operations, we have set-up this special testcase as described in section 2. The ARIC performance results for these operations are discussed in section 3 and conclusions are provided in section 4 along with the summary for the project.

Jani, Yashvant

Collision Avoidance Approach Using Deep Reinforcement Learning

A method to enable autonomous robots moving in a 2D space collision free motivates the purposed approach for collision avoidance for autonomous UAM vehicles. Challenges of autonomous collision free navigation for both problems are similar. Agents in each environment do not know the intent, or goal, of the other. Finding the time efficient paths require some level of anticipation with neighboring agents which is computationally expensive. In the original work, these obstacles were overcome with a novel application of deep reinforcement learning which offloads the online computation to an offline learning algorithm. A value network that encodes the estimated time to the goal given the agent’s state and the observable portion of the other agent’s state is trained on a baseline policy and further refined with reinforcement learning to promote time efficient collision free navigation. Online, the value network efficiently informs the agent’s decision making in the face of uncertainty of the other agent’s next move. In this paper, challenges extending this methodology to the 3D environment of autonomous UAM vehicles with kinematic constraints are discussed and initial results shown.

Collision Avoidance

Collision Avoidance Approach Using Deep Reinforcement Learning

A method to enable autonomous robots moving in a 2D space collision free motivates the purposed approach for collision avoidance for autonomous UAM vehicles. Challenges of autonomous collision free navigation for both problems are similar. Agents in each environment do not know the intent, or goal, of the other. Finding the time efficient paths require some level of anticipation with neighboring agents which is computationally expensive. In the original work, these obstacles were overcome with a novel application of deep reinforcement learning which offloads the online computation to an offline learning algorithm. A value network that encodes the estimated time to the goal given the agent’s state and the observable portion of the other agent’s state is trained on a baseline policy and further refined with reinforcement learning to promote time efficient collision free navigation. Online, the value network efficiently informs the agent’s decision making in the face of uncertainty of the other agent’s next move. In this paper, challenges extending this methodology to the 3D environment of autonomous UAM vehicles with kinematic constraints are discussed and initial results shown.

Collision Avoidance

Adaptive Stress Testing of Collision Avoidance Systems for Small UASs with Deep Reinforcement Learning

The next-generation Airborne Collision Avoidance System for smaller UASs (ACAS sXu) is currently being developed and tested by the Federal Aviation Administration (FAA) to provide detect-and-avoid capability for small unmanned aircraft operating beyond line-of-sight. Due to the complexity and safety-critical nature of the system, safety validation is important not only for the certification of the final system, but also for informing changes during the iterative development process. In this paper, we analyze a prototype of ACAS sXu in simulated aircraft encounters to discover scenarios of small near mid-air collisions (sNMACs), an important safety event in which two aircraft come closer than 50 feet horizontally and 15 feet vertically. Due to the size and complexity of the system as well as rarity of sNMAC events, traditional methods such as Monte Carlo testing often require informed setup and targeting to elicit failures. However, such a dependence on domain knowledge can be incompatible with the independent verification and validation (IV&V) process, the aim of which is to discover unforeseen issues. To address these challenges, we apply an accelerated validation method called adaptive stress testing (AST) to find the most likely sNMAC scenarios without reliance on system introspection. AST uses reinforcement learning to adapt the search towards the most promising areas of the search space as it progresses. We use a state-of-the-art deep reinforcement learning algorithm, proximate policy optimization, to more efficiently search the large and continuous state space. We find that this approach significantly improves the performance of AST compared to a prior approach based on Monte Carlo tree search. We perform experiments using AST to find sNMAC events under various encounter configurations, varying parameters pertaining to dynamics and coordination. Our experiments show AST to be very effective at finding sNMAC scenarios. We summarize our findings, presenting high-level categories of discovered sNMACs and specific examples of encounters in each category.

aircraft collision avoidance