Searcharxiv⌕ Search

arXiv subjects

Dongbin Zhao

Publications and source records attributed to Dongbin Zhao.

At least 109 records · Page 6Linked to original sources

UNMAS: Multi-Agent Reinforcement Learning for Unshaped Cooperative Scenarios

Multi-agent reinforcement learning methods such as VDN, QMIX, and QTRAN that adopt centralized training with decentralized execution (CTDE) framework have shown promising results in cooperation and competition. However, in some multi-agent scenarios, the number of agents and the size of action set actually vary over time. We call these unshaped scenarios, and the methods mentioned above fail in performing satisfyingly. In this paper, we propose a new method called Unshaped Networks for Multi-Agent Systems (UNMAS) that adapts to the number and size changes in multi-agent systems. We propose the self-weighting mixing network to factorize the joint action-value. Its adaption to the change in agent number is attributed to the nonlinear mapping from each-agent Q value to the joint action-value with individual weights. Besides, in order to address the change in action set, each agent constructs an individual action-value network that is composed of two streams to evaluate the constant environment-oriented subset and the varying unit-oriented subset. We evaluate UNMAS on various StarCraft II micro-management scenarios and compare the results with several state-of-the-art MARL algorithms. The superiority of UNMAS is demonstrated by its highest winning rates especially on the most difficult scenario 3s5z_vs_3s6z. The agents learn to perform effectively cooperative behaviors while other MARL algorithms fail in. Animated demonstrations and source code are provided in https://sites.google.com/view/unmas.

cs.MA↗

Multi-task Safe Reinforcement Learning for Navigating Intersections in Dense Traffic

Multi-task intersection navigation including the unprotected turning left, turning right, and going straight in dense traffic is still a challenging task for autonomous driving. For the human driver, the negotiation skill with other interactive vehicles is the key to guarantee safety and efficiency. However, it is hard to balance the safety and efficiency of the autonomous vehicle for multi-task intersection navigation. In this paper, we formulate a multi-task safe reinforcement learning with social attention to improve the safety and efficiency when interacting with other traffic participants. Specifically, the social attention module is used to focus on the states of negotiation vehicles. In addition, a safety layer is added to the multi-task reinforcement learning framework to guarantee safe negotiation. We compare the experiments in the simulator SUMO with abundant traffic flows and CARLA with high-fidelity vehicle models, which both show that the proposed algorithm can improve safety with consistent traffic efficiency for multi-task intersection navigation.

cs.RO↗

Empirical Policy Optimization for $n$-Player Markov Games

In single-agent Markov decision processes, an agent can optimize its policy based on the interaction with environment. In multi-player Markov games (MGs), however, the interaction is non-stationary due to the behaviors of other players, so the agent has no fixed optimization objective. In this paper, we treat the evolution of player policies as a dynamical process and propose a novel learning scheme for Nash equilibrium. The core is to evolve one's policy according to not just its current in-game performance, but an aggregation of its performance over history. We show that for a variety of MGs, players in our learning scheme will provably converge to a point that is an approximation to Nash equilibrium. Combined with neural networks, we develop the \emph{empirical policy optimization} algorithm, that is implemented in a reinforcement-learning framework and runs in a distributed way, with each player optimizing its policy based on own observations. We use two numerical examples to validate the convergence property on small-scale MGs with $n\ge 2$ players, and a pong example to show the potential of our algorithm on large games.

cs.GT↗

Benchmarking Lane-changing Decision-making for Deep Reinforcement Learning

The development of autonomous driving has attracted extensive attention in recent years, and it is essential to evaluate the performance of autonomous driving. However, testing on the road is expensive and inefficient. Virtual testing is the primary way to validate and verify self-driving cars, and the basis of virtual testing is to build simulation scenarios. In this paper, we propose a training, testing, and evaluation pipeline for the lane-changing task from the perspective of deep reinforcement learning. First, we design lane change scenarios for training and testing, where the test scenarios include stochastic and deterministic parts. Then, we deploy a set of benchmarks consisting of learning and non-learning approaches. We train several state-of-the-art deep reinforcement learning methods in the designed training scenarios and provide the benchmark metrics evaluation results of the trained models in the test scenarios. The designed lane-changing scenarios and benchmarks are both opened to provide a consistent experimental environment for the lane-changing task.

cs.LG↗

A Reinforcement Learning Benchmark for Autonomous Driving in Intersection Scenarios

In recent years, control under urban intersection scenarios becomes an emerging research topic. In such scenarios, the autonomous vehicle confronts complicated situations since it must deal with the interaction with social vehicles timely while obeying the traffic rules. Generally, the autonomous vehicle is supposed to avoid collisions while pursuing better efficiency. The existing work fails to provide a framework that emphasizes the integrity of the scenarios while being able to deploy and test reinforcement learning(RL) methods. Specifically, we propose a benchmark for training and testing RL-based autonomous driving agents in complex intersection scenarios, which is called RL-CIS. Then, a set of baselines are deployed consists of various algorithms. The test benchmark and baselines are to provide a fair and comprehensive training and testing platform for the study of RL for autonomous driving in the intersection scenario, advancing the progress of RL-based methods for intersection autonomous driving control. The code of our proposed framework can be found at https://github.com/liuyuqi123/ComplexUrbanScenarios.

cs.AI↗

Heuristic Rank Selection with Progressively Searching Tensor Ring Network

Recently, Tensor Ring Networks (TRNs) have been applied in deep networks, achieving remarkable successes in compression ratio and accuracy. Although highly related to the performance of TRNs, rank selection is seldom studied in previous works and usually set to equal in experiments. Meanwhile, there is not any heuristic method to choose the rank, and an enumerating way to find appropriate rank is extremely time-consuming. Interestingly, we discover that part of the rank elements is sensitive and usually aggregate in a narrow region, namely an interest region. Therefore, based on the above phenomenon, we propose a novel progressive genetic algorithm named Progressively Searching Tensor Ring Network Search (PSTRN), which has the ability to find optimal rank precisely and efficiently. Through the evolutionary phase and progressive phase, PSTRN can converge to the interest region quickly and harvest good performance. Experimental results show that PSTRN can significantly reduce the complexity of seeking rank, compared with the enumerating method. Furthermore, our method is validated on public benchmarks like MNIST, CIFAR10/100, UCF11 and HMDB51, achieving the state-of-the-art performance.

cs.CV↗

BNAS-v2: Memory-efficient and Performance-collapse-prevented Broad Neural Architecture Search

In this paper, we propose BNAS-v2 to further improve the efficiency of NAS, embodying both superiorities of BCNN simultaneously. To mitigate the unfair training issue of BNAS, we employ continuous relaxation strategy to make each edge of cell in BCNN relevant to all candidate operations for over-parameterized BCNN construction. Moreover, the continuous relaxation strategy relaxes the choice of a candidate operation as a softmax over all predefined operations. Consequently, BNAS-v2 employs the gradient-based optimization algorithm to simultaneously update every possible path of over-parameterized BCNN, rather than the single sampled one as BNAS. However, continuous relaxation leads to another issue named performance collapse, in which those weight-free operations are prone to be selected by the search strategy. For this consequent issue, two solutions are given: 1) we propose Confident Learning Rate (CLR) that considers the confidence of gradient for architecture weights update, increasing with the training time of over-parameterized BCNN; 2) we introduce the combination of partial channel connections and edge normalization that also can improve the memory efficiency further. Moreover, we denote differentiable BNAS (i.e. BNAS with continuous relaxation) as BNAS-D, BNAS-D with CLR as BNAS-v2-CLR, and partial-connected BNAS-D as BNAS-v2-PC. Experimental results on CIFAR-10 and ImageNet show that 1) BNAS-v2 delivers state-of-the-art search efficiency on both CIFAR-10 (0.05 GPU days that is 4x faster than BNAS) and ImageNet (0.19 GPU days); and 2) the proposed CLR is effective to alleviate the performance collapse issue in both BNAS-D and vanilla differentiable NAS framework.

cs.CV↗

BNAS:An Efficient Neural Architecture Search Approach Using Broad Scalable Architecture

In this paper, we propose Broad Neural Architecture Search (BNAS) where we elaborately design broad scalable architecture dubbed Broad Convolutional Neural Network (BCNN) to solve the above issue. On one hand, the proposed broad scalable architecture has fast training speed due to its shallow topology. Moreover, we also adopt reinforcement learning and parameter sharing used in ENAS as the optimization strategy of BNAS. Hence, the proposed approach can achieve higher search efficiency. On the other hand, the broad scalable architecture extracts multi-scale features and enhancement representations, and feeds them into global average pooling layer to yield more reasonable and comprehensive representations. Therefore, the performance of broad scalable architecture can be promised. In particular, we also develop two variants for BNAS who modify the topology of BCNN. In order to verify the effectiveness of BNAS, several experiments are performed and experimental results show that 1) BNAS delivers 0.19 days which is 2.37x less expensive than ENAS who ranks the best in reinforcement learning-based NAS approaches, 2) compared with small-size (0.5 millions parameters) and medium-size (1.1 millions parameters) models, the architecture learned by BNAS obtains state-of-the-art performance (3.58% and 3.24% test error) on CIFAR-10, 3) the learned architecture achieves 25.3% top-1 error on ImageNet just using 3.9 millions parameters.

stat.ML↗

Event-Triggered Multi-agent Reinforcement Learning with Communication under Limited-bandwidth Constraint

Communicating with each other in a distributed manner and behaving as a group are essential in multi-agent reinforcement learning. However, real-world multi-agent systems suffer from restrictions on limited-bandwidth communication. If the bandwidth is fully occupied, some agents are not able to send messages promptly to others, causing decision delay and impairing cooperative effects. Recent related work has started to address the problem but still fails in maximally reducing the consumption of communication resources. In this paper, we propose Event-Triggered Communication Network (ETCNet) to enhance the communication efficiency in multi-agent systems by sending messages only when necessary. According to the information theory, the limited bandwidth is translated to the penalty threshold of an event-triggered strategy, which determines whether an agent at each step sends a message or not. Then the design of the event-triggered strategy is formulated as a constrained Markov decision problem, and reinforcement learning finds the best communication protocol that satisfies the limited bandwidth constraint. Experiments on typical multi-agent tasks demonstrate that ETCNet outperforms other methods in terms of the reduction of bandwidth occupancy and still preserves the cooperative performance of multi-agent systems at the most.

cs.MA↗

Dynamic Horizon Value Estimation for Model-based Reinforcement Learning

Existing model-based value expansion methods typically leverage a world model for value estimation with a fixed rollout horizon to assist policy learning. However, the fixed rollout with an inaccurate model has a potential to harm the learning process. In this paper, we investigate the idea of using the model knowledge for value expansion adaptively. We propose a novel method called Dynamic-horizon Model-based Value Expansion (DMVE) to adjust the world model usage with different rollout horizons. Inspired by reconstruction-based techniques that can be applied for visual data novelty detection, we utilize a world model with a reconstruction module for image feature extraction, in order to acquire more precise value estimation. The raw and the reconstructed images are both used to determine the appropriate horizon for adaptive value expansion. On several benchmark visual control tasks, experimental results show that DMVE outperforms all baselines in sample efficiency and final performance, indicating that DMVE can achieve more effective and accurate value estimation than state-of-the-art model-based methods.

cs.LG↗

Deep Reinforcement Learning based Automatic Exploration for Navigation in Unknown Environment

This paper investigates the automatic exploration problem under the unknown environment, which is the key point of applying the robotic system to some social tasks. The solution to this problem via stacking decision rules is impossible to cover various environments and sensor properties. Learning based control methods are adaptive for these scenarios. However, these methods are damaged by low learning efficiency and awkward transferability from simulation to reality. In this paper, we construct a general exploration framework via decomposing the exploration process into the decision, planning, and mapping modules, which increases the modularity of the robotic system. Based on this framework, we propose a deep reinforcement learning based decision algorithm which uses a deep neural network to learning exploration strategy from the partial map. The results show that this proposed algorithm has better learning efficiency and adaptability for unknown environments. In addition, we conduct the experiments on the physical robot, and the results suggest that the learned policy can be well transfered from simulation to the real robot.

cs.RO↗

ContourRend: A Segmentation Method for Improving Contours by Rendering

A good object segmentation should contain clear contours and complete regions. However, mask-based segmentation can not handle contour features well on a coarse prediction grid, thus causing problems of blurry edges. While contour-based segmentation provides contours directly, but misses contours' details. In order to obtain fine contours, we propose a segmentation method named ContourRend which adopts a contour renderer to refine segmentation contours. And we implement our method on a segmentation model based on graph convolutional network (GCN). For the single object segmentation task on cityscapes dataset, the GCN-based segmentation con-tour is used to generate a contour of a single object, then our contour renderer focuses on the pixels around the contour and predicts the category at high resolution. By rendering the contour result, our method reaches 72.41% mean intersection over union (IoU) and surpasses baseline Polygon-GCN by 1.22%.

cs.CV↗

BiFNet: Bidirectional Fusion Network for Road Segmentation

Multi-sensor fusion-based road segmentation plays an important role in the intelligent driving system since it provides a drivable area. The existing mainstream fusion method is mainly to feature fusion in the image space domain which causes the perspective compression of the road and damages the performance of the distant road. Considering the bird's eye views(BEV) of the LiDAR remains the space structure in horizontal plane, this paper proposes a bidirectional fusion network(BiFNet) to fuse the image and BEV of the point cloud. The network consists of two modules: 1) Dense space transformation module, which solves the mutual conversion between camera image space and BEV space. 2) Context-based feature fusion module, which fuses the different sensors information based on the scenes from corresponding features.This method has achieved competitive results on KITTI dataset.

cs.CV↗

ModuleNet: Knowledge-inherited Neural Architecture Search

Although Neural Architecture Search (NAS) can bring improvement to deep models, they always neglect precious knowledge of existing models. The computation and time costing property in NAS also means that we should not start from scratch to search, but make every attempt to reuse the existing knowledge. In this paper, we discuss what kind of knowledge in a model can and should be used for new architecture design. Then, we propose a new NAS algorithm, namely ModuleNet, which can fully inherit knowledge from existing convolutional neural networks. To make full use of existing models, we decompose existing models into different \textit{module}s which also keep their weights, consisting of a knowledge base. Then we sample and search for new architecture according to the knowledge base. Unlike previous search algorithms, and benefiting from inherited knowledge, our method is able to directly search for architectures in the macro space by NSGA-II algorithm without tuning parameters in these \textit{module}s. Experiments show that our strategy can efficiently evaluate the performance of new architecture even without tuning weights in convolutional layers. With the help of knowledge we inherited, our search results can always achieve better performance on various datasets (CIFAR10, CIFAR100) over original architectures.

cs.CV↗

Enhanced Rolling Horizon Evolution Algorithm with Opponent Model Learning: Results for the Fighting Game AI Competition

The Fighting Game AI Competition (FTGAIC) provides a challenging benchmark for 2-player video game AI. The challenge arises from the large action space, diverse styles of characters and abilities, and the real-time nature of the game. In this paper, we propose a novel algorithm that combines Rolling Horizon Evolution Algorithm (RHEA) with opponent model learning. The approach is readily applicable to any 2-player video game. In contrast to conventional RHEA, an opponent model is proposed and is optimized by supervised learning with cross-entropy and reinforcement learning with policy gradient and Q-learning respectively, based on history observations from opponent. The model is learned during the live gameplay. With the learned opponent model, the extended RHEA is able to make more realistic plans based on what the opponent is likely to do. This tends to lead to better results. We compared our approach directly with the bots from the FTGAIC 2018 competition, and found our method to significantly outperform all of them, for all three character. Furthermore, our proposed bot with the policy-gradient-based opponent model is the only one without using Monte-Carlo Tree Search (MCTS) among top five bots in the 2019 competition in which it achieved second place, while using much less domain knowledge than the winner.

cs.AI↗

Graph-FCN for image semantic segmentation

Semantic segmentation with deep learning has achieved great progress in classifying the pixels in the image. However, the local location information is usually ignored in the high-level feature extraction by the deep learning, which is important for image semantic segmentation. To avoid this problem, we propose a graph model initialized by a fully convolutional network (FCN) named Graph-FCN for image semantic segmentation. Firstly, the image grid data is extended to graph structure data by a convolutional network, which transforms the semantic segmentation problem into a graph node classification problem. Then we apply graph convolutional network to solve this graph node classification problem. As far as we know, it is the first time that we apply the graph convolutional network in image semantic segmentation. Our method achieves competitive performance in mean intersection over union (mIOU) on the VOC dataset(about 1.34% improvement), compared to the original FCN model.

cs.CV↗

A Survey of Deep Reinforcement Learning in Video Games

Deep reinforcement learning (DRL) has made great achievements since proposed. Generally, DRL agents receive high-dimensional inputs at each step, and make actions according to deep-neural-network-based policies. This learning mechanism updates the policy to maximize the return with an end-to-end method. In this paper, we survey the progress of DRL methods, including value-based, policy gradient, and model-based algorithms, and compare their main techniques and properties. Besides, DRL plays an important role in game artificial intelligence (AI). We also take a review of the achievements of DRL in various video games, including classical Arcade games, first-person perspective games and multi-agent real-time strategy games, from 2D to 3D, and from single-agent to multi-agent. A large number of video game AIs with DRL have achieved super-human performance, while there are still some challenges in this domain. Therefore, we also discuss some key points when applying DRL methods to this field, including exploration-exploitation, sample efficiency, generalization and transfer, multi-agent learning, imperfect information, and delayed spare rewards, as well as some research directions.

cs.MA↗

Graph Attention Memory for Visual Navigation

Visual navigation in complex environments is inefficient with traditional reactive policy or general-purposed recurrent policy. To address the long-term memory issue, this paper proposes a graph attention memory (GAM) architecture consisting of memory construction module, graph attention module and control module. The memory construction module builds the topological graph based on supervised learning by taking the exploration prior. Then, guided attention features are extracted with the graph attention module. Finally, the deep reinforcement learning based control module makes decisions based on visual observations and guided attention features. Detailed convergence analysis of GAM is presented in this paper. We evaluate GAM-based navigation system in two complex 3D environments. Experimental results show that the GAM-based navigation system significantly improves learning efficiency and outperforms all baselines in average success rate.

cs.CV↗