ترغب بنشر مسار تعليمي؟ اضغط هنا

Flow Shape Design for Microfluidic Devices Using Deep Reinforcement Learning

63   0   0.0 ( 0 )
 نشر من قبل Xian Yeow Lee
 تاريخ النشر 2018
والبحث باللغة English




اسأل ChatGPT حول البحث

Microfluidic devices are utilized to control and direct flow behavior in a wide variety of applications, particularly in medical diagnostics. A particularly popular form of microfluidics -- called inertial microfluidic flow sculpting -- involves placing a sequence of pillars to controllably deform an initial flow field into a desired one. Inertial flow sculpting can be formally defined as an inverse problem, where one identifies a sequence of pillars (chosen, with replacement, from a finite set of pillars, each of which produce a specific transformation) whose composite transformation results in a user-defined desired transformation. Endemic to most such problems in engineering, inverse problems are usually quite computationally intractable, with most traditional approaches based on search and optimization strategies. In this paper, we pose this inverse problem as a Reinforcement Learning (RL) problem. We train a DoubleDQN agent to learn from this environment. The results suggest that learning is possible using a DoubleDQN model with the success frequency reaching 90% in 200,000 episodes and the rewards converging. While most of the results are obtained by fixing a particular target flow shape to simplify the learning problem, we later demonstrate how to transfer the learning of an agent based on one target shape to another, i.e. from one design to another and thus be useful for a generic design of a flow shape.

قيم البحث

اقرأ أيضاً

We propose a new low-cost machine-learning-based methodology which assists designers in reducing the gap between the problem and the solution in the design process. Our work applies reinforcement learning (RL) to find the optimal task-oriented design solution through the construction of the design action for each task. For this task-oriented design, the 3D design process in product design is assigned to an action space in Deep RL, and the desired 3D model is obtained by training each design action according to the task. By showing that this method achieves satisfactory design even when applied to a task pursuing multiple goals, we suggest the direction of how machine learning can contribute to the design process. Also, we have validated with product designers that this methodology can assist the creative part in the process of design.
Conventional simulations on multi-exit indoor evacuation focus primarily on how to determine a reasonable exit based on numerous factors in a changing environment. Results commonly include some congested and other under-utilized exits, especially wit h massive pedestrians. We propose a multi-exit evacuation simulation based on Deep Reinforcement Learning (DRL), referred to as the MultiExit-DRL, which involves in a Deep Neural Network (DNN) framework to facilitate state-to-action mapping. The DNN framework applies Rainbow Deep Q-Network (DQN), a DRL algorithm that integrates several advanced DQN methods, to improve data utilization and algorithm stability, and further divides the action space into eight isometric directions for possible pedestrian choices. We compare MultiExit-DRL with two conventional multi-exit evacuation simulation models in three separate scenarios: 1) varying pedestrian distribution ratios, 2) varying exit width ratios, and 3) varying open schedules for an exit. The results show that MultiExit-DRL presents great learning efficiency while reducing the total number of evacuation frames in all designed experiments. In addition, the integration of DRL allows pedestrians to explore other potential exits and helps determine optimal directions, leading to the high efficiency of exit utilization.
Many real-world sequential decision making problems are partially observable by nature, and the environment model is typically unknown. Consequently, there is great need for reinforcement learning methods that can tackle such problems given only a st ream of incomplete and noisy observations. In this paper, we propose deep variational reinforcement learning (DVRL), which introduces an inductive bias that allows an agent to learn a generative model of the environment and perform inference in that model to effectively aggregate the available information. We develop an n-step approximation to the evidence lower bound (ELBO), allowing the model to be trained jointly with the policy. This ensures that the latent state representation is suitable for the control task. In experiments on Mountain Hike and flickering Atari we show that our method outperforms previous approaches relying on recurrent neural networks to encode the past.
Off-policy learning allows us to learn about possible policies of behavior from experience generated by a different behavior policy. Temporal difference (TD) learning algorithms can become unstable when combined with function approximation and off-po licy sampling - this is known as the deadly triad. Emphatic temporal difference (ETD($lambda$)) algorithm ensures convergence in the linear case by appropriately weighting the TD($lambda$) updates. In this paper, we extend the use of emphatic methods to deep reinforcement learning agents. We show that naively adapting ETD($lambda$) to popular deep reinforcement learning algorithms, which use forward view multi-step returns, results in poor performance. We then derive new emphatic algorithms for use in the context of such algorithms, and we demonstrate that they provide noticeable benefits in small problems designed to highlight the instability of TD methods. Finally, we observed improved performance when applying these algorithms at scale on classic Atari games from the Arcade Learning Environment.
The offline reinforcement learning (RL) setting (also known as full batch RL), where a policy is learned from a static dataset, is compelling as progress enables RL methods to take advantage of large, previously-collected datasets, much like how the rise of large datasets has fueled results in supervised learning. However, existing online RL benchmarks are not tailored towards the offline setting and existing offline RL benchmarks are restricted to data generated by partially-trained agents, making progress in offline RL difficult to measure. In this work, we introduce benchmarks specifically designed for the offline setting, guided by key properties of datasets relevant to real-world applications of offline RL. With a focus on dataset collection, examples of such properties include: datasets generated via hand-designed controllers and human demonstrators, multitask datasets where an agent performs different tasks in the same environment, and datasets collected with mixtures of policies. By moving beyond simple benchmark tasks and data collected by partially-trained RL agents, we reveal important and unappreciated deficiencies of existing algorithms. To facilitate research, we have released our benchmark tasks and datasets with a comprehensive evaluation of existing algorithms, an evaluation protocol, and open-source examples. This serves as a common starting point for the community to identify shortcomings in existing offline RL methods and a collaborative route for progress in this emerging area.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا