Do you want to publish a course? Click here

An Actor-Critic-Based UAV-BSs Deployment Method for Dynamic Environments

92   0   0.0 ( 0 )
 Added by Xiaohu Ge
 Publication date 2020
and research's language is English




Ask ChatGPT about the research

In this paper, the real-time deployment of unmanned aerial vehicles (UAVs) as flying base stations (BSs) for optimizing the throughput of mobile users is investigated for UAV networks. This problem is formulated as a time-varying mixed-integer non-convex programming (MINP) problem, which is challenging to find an optimal solution in a short time with conventional optimization techniques. Hence, we propose an actor-critic-based (AC-based) deep reinforcement learning (DRL) method to find near-optimal UAV positions at every moment. In the proposed method, the process searching for the solution iteratively at a particular moment is modeled as a Markov decision process (MDP). To handle infinite state and action spaces and improve the robustness of the decision process, two powerful neural networks (NNs) are configured to evaluate the UAV position adjustments and make decisions, respectively. Compared with the heuristic algorithm, sequential least-squares programming and fixed UAVs methods, simulation results have shown that the proposed method outperforms these three benchmarks in terms of the throughput at every moment in UAV networks.

rate research

Read More

123 - Ryan Lowe , Yi Wu , Aviv Tamar 2017
We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.
We present an approach to training neural networks to generate sequences using actor-critic methods from reinforcement learning (RL). Current log-likelihood training methods are limited by the discrepancy between their training and testing modes, as models must generate tokens conditioned on their previous guesses rather than the ground-truth tokens. We address this problem by introducing a textit{critic} network that is trained to predict the value of an output token, given the policy of an textit{actor} network. This results in a training procedure that is much closer to the test phase, and allows us to directly optimize for a task-specific score such as BLEU. Crucially, since we leverage these techniques in the supervised learning setting rather than the traditional RL setting, we condition the critic network on the ground-truth output. We show that our method leads to improved performance on both a synthetic task, and for German-English machine translation. Our analysis paves the way for such methods to be applied in natural language generation tasks, such as machine translation, caption generation, and dialogue modelling.
Optimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero sum games, without any domain-specific state space reductions.
On error of value function inevitably causes an overestimation phenomenon and has a negative impact on the convergence of the algorithms. To mitigate the negative effects of the approximation error, we propose Error Controlled Actor-critic which ensures confining the approximation error in value function. We present an analysis of how the approximation error can hinder the optimization process of actor-critic methods.Then, we derive an upper boundary of the approximation error of Q function approximator and find that the error can be lowered by restricting on the KL-divergence between every two consecutive policies when training the policy. The results of experiments on a range of continuous control tasks demonstrate that the proposed actor-critic algorithm apparently reduces the approximation error and significantly outperforms other model-free RL algorithms.
The exploration mechanism used by a Deep Reinforcement Learning (RL) agent plays a key role in determining its sample efficiency. Thus, improving over random exploration is crucial to solve long-horizon tasks with sparse rewards. We propose to leverage an ensemble of partial solutions as teachers that guide the agents exploration with action suggestions throughout training. While the setup of learning with teachers has been previously studied, our proposed approach - Actor-Critic with Teacher Ensembles (AC-Teach) - is the first to work with an ensemble of suboptimal teachers that may solve only part of the problem or contradict other each other, forming a unified algorithmic solution that is compatible with a broad range of teacher ensembles. AC-Teach leverages a probabilistic representation of the expected outcome of the teachers and students actions to direct exploration, reduce dithering, and adapt to the dynamically changing quality of the learner. We evaluate a variant of AC-Teach that guides the learning of a Bayesian DDPG agent on three tasks - path following, robotic pick and place, and robotic cube sweeping using a hook - and show that it improves largely on sampling efficiency over a set of baselines, both for our target scenario of unconstrained suboptimal teachers and for easier setups with optimal or single teachers. Additional results and videos at https://sites.google.com/view/acteach/home.
comments
Fetching comments Fetching comments
Sign in to be able to follow your search criteria
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا