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Results for “reinforcement learning (RL)”

Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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At least 19 records

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↗

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↗

Multi-Objective Reinforcement Learning-based Deep Neural Networks for Cognitive Space Communications

Future communication subsystems of space exploration missions can potentially benefit from software-defined radios (SDRs) controlled by machine learning algorithms. In this paper, we propose a novel hybrid radio resource allocation management control algorithm that integrates multi-objective reinforcement learning and deep artificial neural networks. The objective is to efficiently manage communications system resources by monitoring performance functions with common dependent variables that result in conflicting goals. The uncertainty in the performance of thousands of different possible combinations of radio parameters makes the trade-off between exploration and exploitation in reinforcement learning (RL) much more challenging for future critical space-based missions. Thus, the system should spend as little time as possible on exploring actions, and whenever it explores an action, it should perform at acceptable levels most of the time. The proposed approach enables on-line learning by interactions with the environment and restricts poor resource allocation performance through virtual environment exploration. Improvements in the multiobjective performance can be achieved via transmitter parameter adaptation on a packet-basis, with poorly predicted performance promptly resulting in rejected decisions. Simulations presented in this work considered the DVB-S2 standard adaptive transmitter parameters and additional ones expected to be present in future adaptive radio systems. Performance results are provided by analysis of the proposed hybrid algorithm when operating across a satellite communication channel from Earth to GEO orbit during clear sky conditions. The proposed approach constitutes part of the core cognitive engine proof-of-concept to be delivered to the NASA Glenn Research Center SCaN Testbed located onboard the International Space Station.

space archtiecture↗

Multi-Objective Reinforcement Learning-Based Deep Neural Networks for Cognitive Space Communications

Future communication subsystems of space exploration missions can potentially benefit from software-defined radios (SDRs) controlled by machine learning algorithms. In this paper, we propose a novel hybrid radio resource allocation management control algorithm that integrates multi-objective reinforcement learning and deep artificial neural networks. The objective is to efficiently manage communications system resources by monitoring performance functions with common dependent variables that result in conflicting goals. The uncertainty in the performance of thousands of different possible combinations of radio parameters makes the trade-off between exploration and exploitation in reinforcement learning (RL) much more challenging for future critical space-based missions. Thus, the system should spend as little time as possible on exploring actions, and whenever it explores an action, it should perform at acceptable levels most of the time. The proposed approach enables on-line learning by interactions with the environment and restricts poor resource allocation performance through virtual environment exploration. Improvements in the multiobjective performance can be achieved via transmitter parameter adaptation on a packet-basis, with poorly predicted performance promptly resulting in rejected decisions. Simulations presented in this work considered the DVB-S2 standard adaptive transmitter parameters and additional ones expected to be present in future adaptive radio systems. Performance results are provided by analysis of the proposed hybrid algorithm when operating across a satellite communication channel from Earth to GEO orbit during clear sky conditions. The proposed approach constitutes part of the core cognitive engine proof-of-concept to be delivered to the NASA Glenn Research Center SCaN Testbed located onboard the International Space Station.

space archtiecture↗

Adaptivity in Agent-Based Routing for Data Networks

Adaptivity, both of the individual agents and of the interaction structure among the agents, seems indispensable for scaling up multi-agent systems (MAS s) in noisy environments. One important consideration in designing adaptive agents is choosing their action spaces to be as amenable as possible to machine learning techniques, especially to reinforcement learning (RL) techniques. One important way to have the interaction structure connecting agents itself be adaptive is to have the intentions and/or actions of the agents be in the input spaces of the other agents, much as in Stackelberg games. We consider both kinds of adaptivity in the design of a MAS to control network packet routing. We demonstrate on the OPNET event-driven network simulator the perhaps surprising fact that simply changing the action space of the agents to be better suited to RL can result in very large improvements in their potential performance: at their best settings, our learning-amenable router agents achieve throughputs up to three and one half times better than that of the standard Bellman-Ford routing algorithm, even when the Bellman-Ford protocol traffic is maintained. We then demonstrate that much of that potential improvement can be realized by having the agents learn their settings when the agent interaction structure is itself adaptive.

Wolpert, David H.↗

A Survey of Collective Intelligence

This chapter presents the science of "COllective INtelligence" (COIN). A COIN is a large multi-agent systems where: i) the agents each run reinforcement learning (RL) algorithms; ii) there is little to no centralized communication or control; iii) there is a provided world utility function that, rates the possible histories of tile full system. Tile conventional approach to designing large distributed systems to optimize a world utility does not use agents running RL algorithms. Rather that approach begins with explicit modeling of the overall system's dynamics, followed by detailed hand-tuning of the interactions between the components to ensure that they "cooperate" as far as the world utility is concerned. This approach is labor-intensive, often results in highly non-robust systems, and usually results in design techniques that, have limited applicability. In contrast, with COINs we wish to solve the system design problems implicitly, via the 'adaptive' character of the RL algorithms of each of the agents. This COIN approach introduces an entirely new, profound design problem: Assuming the RL algorithms are able to achieve high rewards, what reward functions for the individual agents will, when pursued by those agents, result in high world utility? In other words, what reward functions will best ensure that we do not have phenomena like the tragedy of the commons, or Braess's paradox? Although still very young, the science of COINs has already resulted in successes in artificial domains, in particular in packet-routing, the leader-follower problem, and in variants of Arthur's "El Farol bar problem". It is expected that as it matures not only will COIN science expand greatly the range of tasks addressable by human engineers, but it will also provide much insight into already established scientific fields, such as economics, game theory, or population biology.

Wolpert, David H.↗

Optimal Reward Functions in Distributed Reinforcement Learning

We consider the design of multi-agent systems so as to optimize an overall world utility function when (1) those systems lack centralized communication and control, and (2) each agents runs a distinct Reinforcement Learning (RL) algorithm. A crucial issue in such design problems is to initialize/update each agent's private utility function, so as to induce best possible world utility. Traditional 'team game' solutions to this problem sidestep this issue and simply assign to each agent the world utility as its private utility function. In previous work we used the 'Collective Intelligence' framework to derive a better choice of private utility functions, one that results in world utility performance up to orders of magnitude superior to that ensuing from use of the team game utility. In this paper we extend these results. We derive the general class of private utility functions that both are easy for the individual agents to learn and that, if learned well, result in high world utility. We demonstrate experimentally that using these new utility functions can result in significantly improved performance over that of our previously proposed utility, over and above that previous utility's superiority to the conventional team game utility.

Wolpert, David H.↗

Optimal Wonderful Life Utility Functions in Multi-Agent Systems

The mathematics of Collective Intelligence (COINs) is concerned with the design of multi-agent systems so as to optimize an overall global utility function when those systems lack centralized communication and control. Typically in COINs each agent runs a distinct Reinforcement Learning (RL) algorithm, so that much of the design problem reduces to how best to initialize/update each agent's private utility function, as far as the ensuing value of the global utility is concerned. Traditional team game solutions to this problem assign to each agent the global utility as its private utility function. In previous work we used the COIN framework to derive the alternative Wonderful Life Utility (WLU), and experimentally established that having the agents use it induces global utility performance up to orders of magnitude superior to that induced by use of the team game utility. The WLU has a free parameter (the clamping parameter) which we simply set to zero in that previous work. Here we derive the optimal value of the clamping parameter, and demonstrate experimentally that using that optimal value can result in significantly improved performance over that of clamping to zero, over and above the improvement beyond traditional approaches.

Wolpert, David H.↗

Reinforcement Learning in Distributed Domains: Beyond Team Games

Distributed search algorithms are crucial in dealing with large optimization problems, particularly when a centralized approach is not only impractical but infeasible. Many machine learning concepts have been applied to search algorithms in order to improve their effectiveness. In this article we present an algorithm that blends Reinforcement Learning (RL) and hill climbing directly, by using the RL signal to guide the exploration step of a hill climbing algorithm. We apply this algorithm to the domain of a constellations of communication satellites where the goal is to minimize the loss of importance weighted data. We introduce the concept of 'ghost' traffic, where correctly setting this traffic induces the satellites to act to optimize the world utility. Our results indicated that the bi-utility search introduced in this paper outperforms both traditional hill climbing algorithms and distributed RL approaches such as team games.

Wolpert, David H.↗

Distributed Control with Collective Intelligence

We consider systems of interacting reinforcement learning (RL) algorithms that do not work at cross purposes , in that their collective behavior maximizes a global utility function. We call such systems COllective INtelligences (COINs). We present the theory of designing COINs. Then we present experiments validating that theory in the context of two distributed control problems: We show that COINs perform near-optimally in a difficult variant of Arthur's bar problem [Arthur] (and in particular avoid the tragedy of the commons for that problem), and we also illustrate optimal performance in the master-slave problem.

Wolpert, David H.↗

Using Collective Intelligence to Route Internet Traffic

A Collective Intelligence (COIN) is a community of interacting reinforcement learning (RL) algorithms designed so that their collective behavior maximizes a global utility function. We introduce the theory of COINs, then present experiments using that theory to design COINs to control internet traffic routing. These experiments indicate that COINs outperform previous RL-based systems for such routing that have previously been investigated.

Wolpert, David H.↗

Scheduling the NASA Deep Space Network with Deep Reinforcement Learning

With three complexes spread evenly across the Earth, NASA’s Deep Space Network (DSN) is the primary means of communications as well as a significant scientific instrument for dozens of active missions around the world. A rapidly rising number of spacecraft and increasingly complex scientific instruments with higher bandwidth requirements have resulted in demand that exceeds the network’s capacity across its 12 antennae. The existing DSN scheduling process operates on a rolling weekly basis and is time-consuming; for a given week, generation of the final baseline schedule of spacecraft tracking passes takes roughly 5 months from the initial requirements submission deadline, with several weeks of peer-to-peer negotiations in between. This paper proposes a deep reinforcement learning (RL) approach to generate candidate DSN schedules from mission requests and spacecraft ephemeris data with demonstrated capability to address real-world operational constraints. A deep RL agent is developed that takes mission requests for a given week as input, and interacts with a DSN scheduling environment to allocate tracks such that its reward signal is maximized. A comparison is made between an agent trained using Proximal Policy Optimization and its random, untrained counterpart. The results represent a proof-of-concept that, given a well-shaped reward signal, a deep RL agent can learn the complex heuristics used by experts to schedule the DSN. A trained agent can potentially be used to generate candidate schedules to bootstrap the scheduling process and thus reduce the turnaround cycle for DSN scheduling.

Wilson, Brian↗

SatNet: A Benchmark for Satellite Scheduling Optimization

Satellites provide essential services such as networking and weather tracking, and the number of near-earth and deep space satellites are expected to grow rapidly in the coming years. Communications with terrestrial ground stations is one of the critical functionalities of any space mission. Satellite scheduling is a problem that has been scientifically investigated since the 1970s. A central aspect of this problem is the need to consider resource contention and satellite visibility constraints as they require line of sight. Due to the combinatorial nature of the problem, prior solutions such as linear programs and evolutionary algorithms require extensive compute capabilities to output a feasible schedule for each scenario. Machine learning based scheduling can provide an alternative solution by training a model with historical data and generating a schedule quickly with model inference. We present SatNet, a benchmark for satellite scheduling optimization based on historical data from the NASA Deep Space Network. We propose formulation of the satellite scheduling problem as a Markov Decision Process and use reinforcement learning (RL) policies to generate schedules. The nature of constraints imposed by SatNet differ from other combinatorial optimization problems such as vehicle routing studied in prior literature. Our initial results indicate that RL is an alternative optimization approach that can generate candidate solutions of comparable quality to existing state-of-the-practice results. However, we also find that RL policies overfit to the training dataset and do not generalize well to new data, thereby necessitating continued research on reusable and generalizable agents.

Wilson, Brian↗

SoMoGym: A Toolkit for Developing and Evaluating Controllers and Reinforcement Learning Algorithms for Soft Robots

Soft robotsoffer a host of benefits over traditional rigid robots, including inherent compliance that lets them passively adapt to variable environments and operate safely around humans and fragile objects. However, that same compliance makes it hard to use model-based methods in planning tasks requiring high precision or complex actuation sequences. Reinforcement learning (RL) can potentially find effective control policies, but training RL using physical soft robots is often infeasible, and training using simulations has had a high barrier to adoption. To accelerate research in control and RL for soft robotic systems, we introduce SoMoGym ( So ft Mo tion Gym ), a software toolkit that facilitates training and evaluating controllers for continuum robots. SoMoGym provides a set of benchmark tasks in which soft robots interact with various objects and environments. It allows evaluation of performance on these tasks for controllers of interest, and enables the use of RL to generate new controllers. Custom environments and robots can likewise be added easily. We provide and evaluate baseline RL policies for each of the benchmark tasks. These results show that SoMoGym enables the use of RL for continuum robots, a class of robots not covered by existing benchmarks, giving them the capability to autonomously solve tasks that were previously unattainable.

Moritz A. Graule↗

Deep RL for Fast Long-Horizon Operations Scheduling on NASA's Carruthers Geocorona Observatory Mission

Spacecraft operations scheduling is a highly constrained, long-horizon combinatorial optimization problem that traditionally relies on heuristics, constraint programming, or manual planning. We present a scalable deep reinforcement learning framework developed and deployed for NASA’s Carruthers Geocorona Observatory mission. Our framework introduces a macro-action abstraction known as activity blocks coupled with dynamic action-masking to navigate the intractably large search space and strictly enforce complex power, thermal, and instrument constraints. The resulting architecture generates globally feasible schedules with overwhelming probability, establishes operational trust, and executes a full training cycle in under six hours, circumventing the need for policy robustness by enabling rapid, on-demand retraining. Further, resulting schedules outperform baseline heuristics in scheduled science quality. The deep reinforcement learning framework was deployed as the default operational scheduler for the Carruthers Geocorona Observatory mission from the outset of the mission, demonstrating that deep reinforcement learning can be trusted for real spacecraft operations under complex, evolving constraints.

Geocorona↗

Adaptive, Distributed Control of Constrained Multi-Agent Systems

Product Distribution (PO) theory was recently developed as a broad framework for analyzing and optimizing distributed systems. Here we demonstrate its use for adaptive distributed control of Multi-Agent Systems (MASS), i.e., for distributed stochastic optimization using MAS s. First we review one motivation of PD theory, as the information-theoretic extension of conventional full-rationality game theory to the case of bounded rational agents. In this extension the equilibrium of the game is the optimizer of a Lagrangian of the (Probability dist&&on on the joint state of the agents. When the game in question is a team game with constraints, that equilibrium optimizes the expected value of the team game utility, subject to those constraints. One common way to find that equilibrium is to have each agent run a Reinforcement Learning (E) algorithm. PD theory reveals this to be a particular type of search algorithm for minimizing the Lagrangian. Typically that algorithm i s quite inefficient. A more principled alternative is to use a variant of Newton's method to minimize the Lagrangian. Here we compare this alternative to RL-based search in three sets of computer experiments. These are the N Queen s problem and bin-packing problem from the optimization literature, and the Bar problem from the distributed RL literature. Our results confirm that the PD-theory-based approach outperforms the RL-based scheme in all three domains.

Bieniawski, Stefan↗

Discovery and Analysis of Rare High-Impact Failure Modes using Adversarial RL-Informed Sampling

Adaptive learning agents have tremendous potential to handle critical tasks currently performed by humans. Unfortunately, due to their complexity, it can be difficult to verify that these learning agents do not have critical failure modes. Standard verification and validation methods often do not apply directly to learning agents and Monte Carlo methods have difficulty covering even a small fraction of the state space, especially in multiagent systems or over long time horizons. To overcome this difficulty, we demonstrate an adaptive stress-testing method based on reinforcement learning of correlations that raise the probability of failure. This approach has three key properties: (1) it is able to find rare failure modes with far greater sample efficiency than Monte Carlo methods, (2) it can estimate the true probability of a failure mode despite the inherent bias in the learning method, and (3) it is capable of learning and resampling compact representations of multimodal failure spaces. These properties are important in practice as we need to find disparate failure modes while accounting for their actual relevance. This is a significant advantage over traditional adaptive stress testing methods that give abstract likelihoods of particular failure instances, but cannot estimate the probability of a broader failure mode. We test our algorithm on a simple problem from the aviation domain where an autonomous aircraft lands in gusty wind conditions. The results suggest that we can find failure modes with far fewer samples than the Monte Carlo approach and simultaneously estimate the probability of failure.

reinforcement learning↗