We consider the problem of two active particles in 2D complex flows with the multi-objective goals of minimizing both the dispersion rate and the energy consumption of the pair. We approach the problem by means of Multi Objective Reinforcement Learning (MORL), combining scalarization techniques together with a Q-learning algorithm, for Lagrangian drifters that have variable swimming velocity. We show that MORL is able to find a set of trade-off solutions forming an optimal Pareto frontier. As a benchmark, we show that a set of heuristic strategies are dominated by the MORL solutions. We consider the situation in which the agents cannot update their control variables continuously, but only after a discrete (decision) time, $\tau$. We show that there is a range of decision times, in between the Lyapunov time and the continuous updating limit, where Reinforcement Learning finds strategies that significantly improve over heuristics. In particular, we discuss how large decision times require enhanced knowledge of the flow, whereas for smaller $\tau$ all a priori heuristic strategies become Pareto optimal.
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Machine learning frameworks such as Genetic Programming (GP) and Reinforcement Learning (RL) are gaining popularity in flow control. This work presents a comparative analysis of the two, bench-marking some of their most representative algorithms against global optimization techniques such as Bayesian Optimization (BO) and Lipschitz global optimization (LIPO). First, we review the general framework of the model-free control problem, bringing together all methods as black-box optimization problems. Then, we test the control algorithms on three test cases. These are (1) the stabilization of a nonlinear dynamical system featuring frequency cross-talk, (2) the wave cancellation from a Burgers' flow and (3) the drag reduction in a cylinder wake flow. We present a comprehensive comparison to illustrate their differences in exploration versus exploitation and their balance between `model capacity' in the control law definition versus `required complexity'. We believe that such a comparison paves the way toward the hybridization of the various methods, and we offer some perspective on their future development in the literature on flow control problems.
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Microswimmers can acquire information on the surrounding fluid by sensing mechanical queues. They can then navigate in response to these signals. We analyse this navigation by combining deep reinforcement learning with direct numerical simulations to resolve the hydrodynamics. We study how local and non-local information can be used to train a swimmer to achieve particular swimming tasks in a non-uniform flow field, in particular a zig-zag shear flow. The swimming tasks are (1) learning how to swim in the vorticity direction, (2) the shear-gradient direction, and (3) the shear flow direction. We find that access to lab frame information on the swimmer's instantaneous orientation is all that is required in order to reach the optimal policy for (1,2). However, information on both the translational and rotational velocities seem to be required to achieve (3). Inspired by biological microorganisms we also consider the case where the swimmers sense local information, i.e. surface hydrodynamic forces, together with a signal direction. This might correspond to gravity or, for micro-organisms with light sensors, a light source. In this case, we show that the swimmer can reach a comparable level of performance as a swimmer with access to lab frame variables. We also analyse the role of different swimming modes, i.e. pusher, puller, and neutral swimmers.
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具有很多玩家的非合作和合作游戏具有许多应用程序,但是当玩家数量增加时,通常仍然很棘手。由Lasry和Lions以及Huang,Caines和Malham \'E引入的,平均野外运动会(MFGS)依靠平均场外近似值,以使玩家数量可以成长为无穷大。解决这些游戏的传统方法通常依赖于以完全了解模型的了解来求解部分或随机微分方程。最近,增强学习(RL)似乎有望解决复杂问题。通过组合MFGS和RL,我们希望在人口规模和环境复杂性方面能够大规模解决游戏。在这项调查中,我们回顾了有关学习MFG中NASH均衡的最新文献。我们首先确定最常见的设置(静态,固定和进化)。然后,我们为经典迭代方法(基于最佳响应计算或策略评估)提供了一个通用框架,以确切的方式解决MFG。在这些算法和与马尔可夫决策过程的联系的基础上,我们解释了如何使用RL以无模型的方式学习MFG解决方案。最后,我们在基准问题上介绍了数值插图,并以某些视角得出结论。
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深入强化学习(DRL)用于开发自主优化和定制设计的热处理过程,这些过程既对微观结构敏感又节能。与常规监督的机器学习不同,DRL不仅依赖于数据中的静态神经网络培训,但是学习代理人会根据奖励和惩罚元素自主开发最佳解决方案,并减少或没有监督。在我们的方法中,依赖温度的艾伦 - 卡恩模型用于相转换,用作DRL代理的环境,是其获得经验并采取自主决策的模型世界。 DRL算法的试剂正在控制系统的温度,作为用于合金热处理的模型炉。根据所需的相位微观结构为代理定义了微观结构目标。训练后,代理可以为各种初始微观结构状态生成温度时间曲线,以达到最终所需的微观结构状态。详细研究了代理商的性能和热处理概况的物理含义。特别是,该试剂能够控制温度以从各种初始条件开始达到所需的微观结构。代理在处理各种条件方面的这种能力为使用这种方法铺平了道路,也用于回收的导向热处理过程设计,由于杂质的侵入,初始组合物可能因批量而异,以及用于设计节能热处理。为了检验这一假设,将无罚款的代理人与考虑能源成本的代理人进行了比较。对能源成本的罚款是针对找到最佳温度时间剖面的代理的附加标准。
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In this thesis, we consider two simple but typical control problems and apply deep reinforcement learning to them, i.e., to cool and control a particle which is subject to continuous position measurement in a one-dimensional quadratic potential or in a quartic potential. We compare the performance of reinforcement learning control and conventional control strategies on the two problems, and show that the reinforcement learning achieves a performance comparable to the optimal control for the quadratic case, and outperforms conventional control strategies for the quartic case for which the optimal control strategy is unknown. To our knowledge, this is the first time deep reinforcement learning is applied to quantum control problems in continuous real space. Our research demonstrates that deep reinforcement learning can be used to control a stochastic quantum system in real space effectively as a measurement-feedback closed-loop controller, and our research also shows the ability of AI to discover new control strategies and properties of the quantum systems that are not well understood, and we can gain insights into these problems by learning from the AI, which opens up a new regime for scientific research.
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We study fair multi-objective reinforcement learning in which an agent must learn a policy that simultaneously achieves high reward on multiple dimensions of a vector-valued reward. Motivated by the fair resource allocation literature, we model this as an expected welfare maximization problem, for some non-linear fair welfare function of the vector of long-term cumulative rewards. One canonical example of such a function is the Nash Social Welfare, or geometric mean, the log transform of which is also known as the Proportional Fairness objective. We show that even approximately optimal optimization of the expected Nash Social Welfare is computationally intractable even in the tabular case. Nevertheless, we provide a novel adaptation of Q-learning that combines non-linear scalarized learning updates and non-stationary action selection to learn effective policies for optimizing nonlinear welfare functions. We show that our algorithm is provably convergent, and we demonstrate experimentally that our approach outperforms techniques based on linear scalarization, mixtures of optimal linear scalarizations, or stationary action selection for the Nash Social Welfare Objective.
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In this paper, we build on advances introduced by the Deep Q-Networks (DQN) approach to extend the multi-objective tabular Reinforcement Learning (RL) algorithm W-learning to large state spaces. W-learning algorithm can naturally solve the competition between multiple single policies in multi-objective environments. However, the tabular version does not scale well to environments with large state spaces. To address this issue, we replace underlying Q-tables with DQN, and propose an addition of W-Networks, as a replacement for tabular weights (W) representations. We evaluate the resulting Deep W-Networks (DWN) approach in two widely-accepted multi-objective RL benchmarks: deep sea treasure and multi-objective mountain car. We show that DWN solves the competition between multiple policies while outperforming the baseline in the form of a DQN solution. Additionally, we demonstrate that the proposed algorithm can find the Pareto front in both tested environments.
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在过去的十年中,多智能经纪人强化学习(Marl)已经有了重大进展,但仍存在许多挑战,例如高样本复杂性和慢趋同稳定的政策,在广泛的部署之前需要克服,这是可能的。然而,在实践中,许多现实世界的环境已经部署了用于生成策略的次优或启发式方法。一个有趣的问题是如何最好地使用这些方法作为顾问,以帮助改善多代理领域的加强学习。在本文中,我们提供了一个原则的框架,用于将动作建议纳入多代理设置中的在线次优顾问。我们描述了在非传记通用随机游戏环境中提供多种智能强化代理(海军上将)的问题,并提出了两种新的基于Q学习的算法:海军上将决策(海军DM)和海军上将 - 顾问评估(Admiral-AE) ,这使我们能够通过适当地纳入顾问(Admiral-DM)的建议来改善学习,并评估顾问(Admiral-AE)的有效性。我们从理论上分析了算法,并在一般加上随机游戏中提供了关于他们学习的定点保证。此外,广泛的实验说明了这些算法:可以在各种环境中使用,具有对其他相关基线的有利相比的性能,可以扩展到大状态行动空间,并且对来自顾问的不良建议具有稳健性。
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学习涉及时变和不断发展的系统动态的控制政策通常对主流强化学习算法构成了巨大的挑战。在大多数标准方法中,通常认为动作是一组刚性的,固定的选择,这些选择以预定义的方式顺序应用于状态空间。因此,在不诉诸于重大学习过程的情况下,学识渊博的政策缺乏适应动作集和动作的“行为”结果的能力。此外,标准行动表示和动作引起的状态过渡机制固有地限制了如何将强化学习应用于复杂的现实世界应用中,这主要是由于所得大的状态空间的棘手性以及缺乏概括的学术知识对国家空间未知部分的政策。本文提出了一个贝叶斯味的广义增强学习框架,首先建立参数动作模型的概念,以更好地应对不确定性和流体动作行为,然后将增强领域的概念作为物理启发的结构引入通过“极化体验颗粒颗粒建立) “维持在学习代理的工作记忆中。这些粒子有效地编码了以自组织方式随时间演变的动态学习体验。在强化领域之上,我们将进一步概括策略学习过程,以通过将过去的记忆视为具有隐式图结构来结合高级决策概念,在该结构中,过去的内存实例(或粒子)与决策之间的相似性相互联系。定义,因此,可以应用“关联记忆”原则来增强学习代理的世界模型。
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由于数据量增加,金融业的快速变化已经彻底改变了数据处理和数据分析的技术,并带来了新的理论和计算挑战。与古典随机控制理论和解决财务决策问题的其他分析方法相比,解决模型假设的财务决策问题,强化学习(RL)的新发展能够充分利用具有更少模型假设的大量财务数据并改善复杂的金融环境中的决策。该调查纸目的旨在审查最近的资金途径的发展和使用RL方法。我们介绍了马尔可夫决策过程,这是许多常用的RL方法的设置。然后引入各种算法,重点介绍不需要任何模型假设的基于价值和基于策略的方法。连接是用神经网络进行的,以扩展框架以包含深的RL算法。我们的调查通过讨论了这些RL算法在金融中各种决策问题中的应用,包括最佳执行,投资组合优化,期权定价和对冲,市场制作,智能订单路由和Robo-Awaring。
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大型人口系统的分析和控制对研究和工程的各个领域引起了极大的兴趣,从机器人群的流行病学到经济学和金融。一种越来越流行和有效的方法来实现多代理系统中的顺序决策,这是通过多机构增强学习,因为它允许对高度复杂的系统进行自动和无模型的分析。但是,可伸缩性的关键问题使控制和增强学习算法的设计变得复杂,尤其是在具有大量代理的系统中。尽管强化学习在许多情况下都发现了经验成功,但许多代理商的问题很快就变得棘手了,需要特别考虑。在这项调查中,我们将阐明当前的方法,以通过多代理强化学习以及通过诸如平均场游戏,集体智能或复杂的网络理论等研究领域进行仔细理解和分析大型人口系统。这些经典独立的主题领域提供了多种理解或建模大型人口系统的方法,这可能非常适合将来的可拖动MARL算法制定。最后,我们调查了大规模控制的潜在应用领域,并确定了实用系统中学习算法的富有成果的未来应用。我们希望我们的调查可以为理论和应用科学的初级和高级研究人员提供洞察力和未来的方向。
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Batch reinforcement learning is a subfield of dynamic programming-based reinforcement learning. Originally defined as the task of learning the best possible policy from a fixed set of a priori-known transition samples, the (batch) algorithms developed in this field can be easily adapted to the classical online case, where the agent interacts with the environment while learning. Due to the efficient use of collected data and the stability of the learning process, this research area has attracted a lot of attention recently. In this chapter, we introduce the basic principles and the theory behind batch reinforcement learning, describe the most important algorithms, exemplarily discuss ongoing research within this field, and briefly survey real-world applications of batch reinforcement learning.
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传统上,欧几里德几何形状被科学家视为先验和目标。然而,当我们采取代理的位置时,选择最佳路线的问题也应考虑代理人,其实施例,特别是其认知努力的能力。在本文中,我们通过将信息处理成本与适当的空间距离合并信息处理成本,在世界内的状态之间考虑几何形状。这引起了一种几何形状,越来越不同于给定世界的原始几何形状,因为信息成本变得越来越重要。我们通过将其投射到2和三维空间来显示此\ Texit {“认知几何”},显示出不同的失真,反映了认知和信息节约策略以及枢转状态。通过其他信息成本引起的传统成本几何形状与那些之间的类比邀请了作为对\ Texit {InfodeSics}概念的最便宜路线的传统Geodesics概念的概括。至关重要的是,InfodeSics的概念近似于通常的几何特性,从开始到沿着GeodeSic的目标,而不仅仅是目标,而且所有中间点都以最佳成本从一开始就被访问。
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我们考虑在一个有限时间范围内的离散时间随机动力系统的联合设计和控制。我们将问题作为一个多步优化问题,在寻求识别系统设计和控制政策的不确定性下,共同最大化所考虑的时间范围内收集的预期奖励总和。转换函数,奖励函数和策略都是参数化的,假设与其参数有所不同。然后,我们引入了一种深度加强学习算法,将策略梯度方法与基于模型的优化技术相结合以解决这个问题。从本质上讲,我们的算法迭代地估计通过Monte-Carlo采样和自动分化的预期返回的梯度,并在环境和策略参数空间中投影梯度上升步骤。该算法称为直接环境和策略搜索(DEPS)。我们评估我们算法在三个环境中的性能,分别在三种环境中进行了一个群众弹簧阻尼系统的设计和控制,分别小型离网电力系统和无人机。此外,我们的算法是针对用于解决联合设计和控制问题的最先进的深增强学习算法的基准测试。我们表明,在所有三种环境中,DEPS至少在或更好地执行,始终如一地产生更高的迭代返回的解决方案。最后,通过我们的算法产生的解决方案也与由算法产生的解决方案相比,不共同优化环境和策略参数,突出显示在执行联合优化时可以实现更高返回的事实。
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With the development of experimental quantum technology, quantum control has attracted increasing attention due to the realization of controllable artificial quantum systems. However, because quantum-mechanical systems are often too difficult to analytically deal with, heuristic strategies and numerical algorithms which search for proper control protocols are adopted, and, deep learning, especially deep reinforcement learning (RL), is a promising generic candidate solution for the control problems. Although there have been a few successful applications of deep RL to quantum control problems, most of the existing RL algorithms suffer from instabilities and unsatisfactory reproducibility, and require a large amount of fine-tuning and a large computational budget, both of which limit their applicability. To resolve the issue of instabilities, in this dissertation, we investigate the non-convergence issue of Q-learning. Then, we investigate the weakness of existing convergent approaches that have been proposed, and we develop a new convergent Q-learning algorithm, which we call the convergent deep Q network (C-DQN) algorithm, as an alternative to the conventional deep Q network (DQN) algorithm. We prove the convergence of C-DQN and apply it to the Atari 2600 benchmark. We show that when DQN fail, C-DQN still learns successfully. Then, we apply the algorithm to the measurement-feedback cooling problems of a quantum quartic oscillator and a trapped quantum rigid body. We establish the physical models and analyse their properties, and we show that although both C-DQN and DQN can learn to cool the systems, C-DQN tends to behave more stably, and when DQN suffers from instabilities, C-DQN can achieve a better performance. As the performance of DQN can have a large variance and lack consistency, C-DQN can be a better choice for researches on complicated control problems.
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我们介绍了一种改进政策改进的方法,该方法在基于价值的强化学习(RL)的贪婪方法与基于模型的RL的典型计划方法之间进行了插值。新方法建立在几何视野模型(GHM,也称为伽马模型)的概念上,该模型对给定策略的折现状态验证分布进行了建模。我们表明,我们可以通过仔细的基本策略GHM的仔细组成,而无需任何其他学习,可以评估任何非马尔科夫策略,以固定的概率在一组基本马尔可夫策略之间切换。然后,我们可以将广义政策改进(GPI)应用于此类非马尔科夫政策的收集,以获得新的马尔可夫政策,通常将其表现优于其先驱。我们对这种方法提供了彻底的理论分析,开发了转移和标准RL的应用,并在经验上证明了其对标准GPI的有效性,对充满挑战的深度RL连续控制任务。我们还提供了GHM培训方法的分析,证明了关于先前提出的方法的新型收敛结果,并显示了如何在深度RL设置中稳定训练这些模型。
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This paper studies a model for online job scheduling in green datacenters. In green datacenters, resource availability depends on the power supply from the renewables. Intermittent power supply from renewables leads to intermittent resource availability, inducing job delays (and associated costs). Green datacenter operators must intelligently manage their workloads and available power supply to extract maximum benefits. The scheduler's objective is to schedule jobs on a set of resources to maximize the total value (revenue) while minimizing the overall job delay. A trade-off exists between achieving high job value on the one hand and low expected delays on the other. Hence, the aims of achieving high rewards and low costs are in opposition. In addition, datacenter operators often prioritize multiple objectives, including high system utilization and job completion. To accomplish the opposing goals of maximizing total job value and minimizing job delays, we apply the Proportional-Integral-Derivative (PID) Lagrangian methods in Deep Reinforcement Learning to job scheduling problem in the green datacenter environment. Lagrangian methods are widely used algorithms for constrained optimization problems. We adopt a controls perspective to learn the Lagrange multiplier with proportional, integral, and derivative control, achieving favorable learning dynamics. Feedback control defines cost terms for the learning agent, monitors the cost limits during training, and continuously adjusts the learning parameters to achieve stable performance. Our experiments demonstrate improved performance compared to scheduling policies without the PID Lagrangian methods. Experimental results illustrate the effectiveness of the Constraint Controlled Reinforcement Learning (CoCoRL) scheduler that simultaneously satisfies multiple objectives.
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连续控制的强化学习(RL)通常采用其支持涵盖整个动作空间的分布。在这项工作中,我们调查了培训的代理经常更喜欢在该空间的界限中普遍采取行动的俗称已知的现象。我们在最佳控制中汲取理论联系,以发出Bang-Bang行为的出现,并在各种最近的RL算法中提供广泛的实证评估。我们通过伯努利分布替换正常高斯,该分布仅考虑沿着每个动作维度的极端 - Bang-Bang控制器。令人惊讶的是,这在几种连续控制基准测试中实现了最先进的性能 - 与机器人硬件相比,能量和维护成本影响控制器选择。由于勘探,学习和最终解决方案纠缠在RL中,我们提供了额外的模仿学习实验,以减少探索对我们分析的影响。最后,我们表明我们的观察结果概括了旨在模拟现实世界挑战和评估因素来减轻Bang-Bang解决方案的因素的环境。我们的调查结果强调了对基准测试连续控制算法的挑战,特别是在潜在的现实世界应用中。
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In this paper, we consider the problem of adjusting the exploration rate when using value-of-information-based exploration. We do this by converting the value-of-information optimization into a problem of finding equilibria of a flow for a changing exploration rate. We then develop an efficient path-following scheme for converging to these equilibria and hence uncovering optimal action-selection policies. Under this scheme, the exploration rate is automatically adapted according to the agent's experiences. Global convergence is theoretically assured. We first evaluate our exploration-rate adaptation on the Nintendo GameBoy games Centipede and Millipede. We demonstrate aspects of the search process. We show that our approach yields better policies in fewer episodes than conventional search strategies relying on heuristic, annealing-based exploration-rate adjustments. We then illustrate that these trends hold for deep, value-of-information-based agents that learn to play ten simple games and over forty more complicated games for the Nintendo GameBoy system. Performance either near or well above the level of human play is observed.
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