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At least 19 records

Time-Extended Policies in Mult-Agent Reinforcement Learning

Reinforcement learning methods perform well in many domains where a single agent needs to take a sequence of actions to perform a task. These methods use sequences of single-time-step rewards to create a policy that tries to maximize a time-extended utility, which is a (possibly discounted) sum of these rewards. In this paper we build on our previous work showing how these methods can be extended to a multi-agent environment where each agent creates its own policy that works towards maximizing a time-extended global utility over all agents actions. We show improved methods for creating time-extended utilities for the agents that are both "aligned" with the global utility and "learnable." We then show how to crate single-time-step rewards while avoiding the pi fall of having rewards aligned with the global reward leading to utilities not aligned with the global utility. Finally, we apply these reward functions to the multi-agent Gridworld problem. We explicitly quantify a utility's learnability and alignment, and show that reinforcement learning agents using the prescribed reward functions successfully tradeoff learnability and alignment. As a result they outperform both global (e.g., team games ) and local (e.g., "perfectly learnable" ) reinforcement learning solutions by as much as an order of magnitude.

Tumer, Kagan

Optimal Management of Grid-Interactive Efficient Buildings via Safe Reinforcement Learning

Reinforcement learning (RL)-based methods have achieved significant success in managing grid-interactive efficient buildings (GEBs). However, RL does not carry intrinsic guarantees of constraint satisfaction, which may lead to severe safety consequences. Besides, in GEB control applications, most existing safe RL approaches rely only on the regularisation parameters in neural networks or penalty of rewards, which often encounter challenges with parameter tuning and lead to catastrophic constraint violations. To provide enforced safety guarantees in controlling GEBs, this paper designs a physics-inspired safe RL method whose decision-making is enhanced through safe interaction with the environment. Different energy resources in GEBs are optimally managed to minimize energy costs and maximize customer comfort. The proposed approach can achieve strict constraint guarantees based on prior knowledge of a set of developed hard steady-state rules. Simulations on the optimal management of GEBs, including heating, ventilation, and air conditioning (HVAC), solar photovoltaics, and energy storage systems, demonstrate the effectiveness of the proposed approach.

Huo, Xiang

Using Fuzzy Logic for Performance Evaluation in Reinforcement Learning

Current reinforcement learning algorithms require long training periods which generally limit their applicability to small size problems. A new architecture is described which uses fuzzy rules to initialize its two neural networks: a neural network for performance evaluation and another for action selection. This architecture is applied to control of dynamic systems and it is demonstrated that it is possible to start with an approximate prior knowledge and learn to refine it through experiments using reinforcement learning.

Berenji, Hamid R.

Learning to Trigger: Reinforcement Learning at the Large Hadron Collider

High-throughput scientific facilities such as the Large Hadron Collider depend on real-time event filtering (\textit{triggering}) under tight constraints on bandwidth, latency, and storage. In practice, trigger menus are largely static and hand-tuned and can become suboptimal as detector conditions, pileup, and background composition drift over time. We cast online threshold tuning as a sequential decision-making problem: a reinforcement learning agent ingests streaming summaries of recent rates and signal-sensitive features and updates trigger thresholds to maximize signal efficiency while tracking a target background rate within a tolerance band. We adapt Group-Filtered Policy Optimization (GFPO) to streaming control and introduce two variants (GFPO-F, GFPO-FR) that enforce background rate feasibility during training. On a benchmark that emulates realistic collider operation, we study two representative triggers: a total transverse energy ($H_{T}$) trigger sensitive to pileup variation, and an anomaly-detection (AD) trigger based on reconstruction loss for rare or non-standard signatures. On Monte Carlo streams, our agent increases the fraction of in-tolerance time intervals by 48% ($H_T$) and 28% (AD), with a cumulative gain of up to 2% in signal efficiency on those in-tolerance intervals. Transferring from simulation to \emph{real} collision data (CMS Run 283408), the same agent, without fine-tuning, achieves a 56% ($H_T$) and 28% (AD) in-tolerance improvement over baselines, with further signal-efficiency gain on both triggers. To our knowledge, this is the \emph{first} demonstration of RL-based trigger control on real Large Hadron Collider collision data. Code is available at https://github.com/Zixind/GFPO_LHC (see repo for details).

Ding, Zixin [Chicago U.]

Fuzzy Q-Learning for Generalization of Reinforcement Learning

Fuzzy Q-Learning, introduced earlier by the author, is an extension of Q-Learning into fuzzy environments. GARIC is a methodology for fuzzy reinforcement learning. In this paper, we introduce GARIC-Q, a new method for doing incremental Dynamic Programming using a society of intelligent agents which are controlled at the top level by Fuzzy Q-Learning and at the local level, each agent learns and operates based on GARIC. GARIC-Q improves the speed and applicability of Fuzzy Q-Learning through generalization of input space by using fuzzy rules and bridges the gap between Q-Learning and rule based intelligent systems.

Berenji, Hamid R.

Environment Adversarial Reinforcement Learning

This paper presents a training method for increasing performance of reinforcement learning agents. The method is named Environment Adversarial Reinforcement Learning. The method requires the reinforcement learning environment to be parameterizeable. Over the course of training, environment parameters are updated in a direction of increasing difficulty for the agent. The direction for these updates is found using a performance prediction network trained on data from tests of the agent under varying environment parameters. The method was tested on a CartPole environment. A 28-58\% improvement in mean return was found when comparing performance to a baseline reinforcement learning algorithm on both easy and hard versions of the task.

machine learning

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

Exploring the holographic entropy cone via reinforcement learning

We develop a reinforcement learning algorithm to study the holographic entropy cone. Given a target entropy vector, our algorithm searches for a graph realization whose min-cut entropies match the target vector. If the target vector does not admit such a graph realization, it must lie outside the cone, in which case the algorithm finds a graph whose corresponding entropy vector most nearly approximates the target and allows us to probe the location of the facets. For the N = 3 cone, we confirm that our algorithm successfully rediscovers monogamy of mutual information beginning with a target vector outside the holographic entropy cone. We then apply the algorithm to the N = 6 cone, analyzing the 6 mystery extreme rays of the subadditivity cone from [1] that satisfy all known holographic entropy inequalities yet lacked graph realizations. We found realizations for 3 of them, proving they are genuine extreme rays of the holographic entropy cone, while providing evidence that the remaining 3 are not realizable, implying unknown holographic inequalities exist for N = 6.

AdS-CFT correspondence

Graph reinforcement learning for exploring model spaces beyond the standard model

We present a methodology for performing scans of beyond the standard model (BSM) parameter spaces with reinforcement learning. We identify a novel procedure using graph neural networks that is capable of exploring spaces of models without the user specifying a fixed particle content, allowing broad classes of BSM models to be explored—in theory, the technique is applicable to nearly any model space with a prespecified gauge group. We provide a generic procedure by which a suitable graph grammar can be developed for any BSM model that features user-specified symmetry groups and a finite number of different possible particle species, the use of which is applicable to a variety of machine learning tasks over the actions of BSM theories beyond our particular reinforcement learning use case. As a proof of concept, we construct the graph grammar for theories with vectorlike leptons that may or may not be charged under a dark U ( 1 ) group, inspired by portal matter extensions of the sub-GeV vector portal/kinetic mixing simplified dark matter models. We then use this graph grammar to create a reinforcement learning environment tasked with creating models with these vectorlike leptons that are consistent with a list of a variety of precision observables. The reinforcement learning agent succeeds in developing models that can address the observed muon anomalous magnetic moment discrepancy while remaining consistent with flavor violation and electroweak precision observables, including both constructions that have previously been studied as well as new models that have not, to our knowledge, previously been identified. By inspecting the resulting ensembles of models that the agent produces and experimenting with different configurations for our reinforcement learning environment and graph grammar, we also infer various lessons about the development of these environments that can be transferable to reinforcement learning scans of more complicated model spaces and comment on future directions for the development of this technique into a more mature tool. Published by the American Physical Society 2025

Wojcik, George N.

Use of Inverse Reinforcement Learning for Identity Prediction

We adopt Markov Decision Processes (MDP) to model sequential decision problems, which have the characteristic that the current decision made by a human decision maker has an uncertain impact on future opportunity. We hypothesize that the individuality of decision makers can be modeled as differences in the reward function under a common MDP model. A machine learning technique, Inverse Reinforcement Learning (IRL), was used to learn an individual's reward function based on limited observation of his or her decision choices. This work serves as an initial investigation for using IRL to analyze decision making, conducted through a human experiment in a cyber shopping environment. Specifically, the ability to determine the demographic identity of users is conducted through prediction analysis and supervised learning. The results show that IRL can be used to correctly identify participants, at a rate of 68% for gender and 66% for one of three college major categories.

Hayes, Roy

Preliminary Work for Examining the Scalability of Reinforcement Learning

Researchers began studying automated agents that learn to perform multiple-step tasks early in the history of artificial intelligence (Samuel, 1963; Samuel, 1967; Waterman, 1970; Fikes, Hart & Nilsonn, 1972). Multiple-step tasks are tasks that can only be solved via a sequence of decisions, such as control problems, robotics problems, classic problem-solving, and game-playing. The objective of agents attempting to learn such tasks is to use the resources they have available in order to become more proficient at the tasks. In particular, each agent attempts to develop a good policy, a mapping from states to actions, that allows it to select actions that optimize a measure of its performance on the task; for example, reducing the number of steps necessary to complete the task successfully. Our study focuses on reinforcement learning, a set of learning techniques where the learner performs trial-and-error experiments in the task and adapts its policy based on the outcome of those experiments. Much of the work in reinforcement learning has focused on a particular, simple representation, where every problem state is represented explicitly in a table, and associated with each state are the actions that can be chosen in that state. A major advantage of this table lookup representation is that one can prove that certain reinforcement learning techniques will develop an optimal policy for the current task. The drawback is that the representation limits the application of reinforcement learning to multiple-step tasks with relatively small state-spaces. There has been a little theoretical work that proves that convergence to optimal solutions can be obtained when using generalization structures, but the structures are quite simple. The theory says little about complex structures, such as multi-layer, feedforward artificial neural networks (Rumelhart & McClelland, 1986), but empirical results indicate that the use of reinforcement learning with such structures is promising. These empirical results make no theoretical claims, nor compare the policies produced to optimal policies. A goal of our work is to be able to make the comparison between an optimal policy and one stored in an artificial neural network. A difficulty of performing such a study is finding a multiple-step task that is small enough that one can find an optimal policy using table lookup, yet large enough that, for practical purposes, an artificial neural network is really required. We have identified a limited form of the game OTHELLO as satisfying these requirements. The work we report here is in the very preliminary stages of research, but this paper provides background for the problem being studied and a description of our initial approach to examining the problem. In the remainder of this paper, we first describe reinforcement learning in more detail. Next, we present the game OTHELLO. Finally we argue that a restricted form of the game meets the requirements of our study, and describe our preliminary approach to finding an optimal solution to the problem.

Clouse, Jeff

ARM-IRL: Adaptive Resilience Metric Quantification Using Inverse Reinforcement Learning

The resilience of safety-critical systems is gaining importance due to the rise in cyber and physical threats, especially within critical infrastructure. Traditional static resilience metrics may not capture dynamic system states, leading to inaccurate assessments and ineffective responses to cyber threats. This work aims to develop a data-driven, adaptive method for resilience metric learning. We propose a data-driven approach using inverse reinforcement learning (IRL) to learn a single, adaptive resilience metric. The method infers a reward function from expert control actions. Unlike previous approaches using static weights or fuzzy logic, this work applies adversarial inverse reinforcement learning (AIRL), training a generator and discriminator in parallel to learn the reward structure and derive an optimal policy. The proposed approach is evaluated on multiple scenarios: optimal communication network rerouting, power distribution network reconfiguration, and cyber–physical restoration of critical loads using the IEEE 123-bus system. The adaptive, learned resilience metric enables faster critical load restoration in comparison to conventional RL approaches.

97 MATHEMATICS AND COMPUTING

Virtual to Physical: Reinforcement Learning to Optimize SNS Particle Accelerator Controls

Complex accelerators must have control systems that can handle dynamic nonlinear environments. This makes traditional control methods unsuitable as they can struggle to adapt to these uncertainties. This provides an ideal environment for reinforcement learning algorithms as they are adaptable and generalizable. We present a reinforcement learning pipeline that can effectively handle the dynamics of a complex accelerator. We test and prove our pipelines capabilities on multiple environments including the Spallation Neutron Source (SNS) and the Beam Test Facility (BTF) at Oakridge National Lab (ORNL). Due to the limited time available to train an online algorithm like reinforcement learning on a real accelerator, we utilize a virtual twin accelerator (VIRAC) developed by ORNL to pretrain the policy and show its ability to converge in the virtual environment. We then test the adaptability of the pretrained RL model by applying it on the real accelerator and comparing the results. Utilizing our Scientific Optimization and Controls Toolkit (SOCT) and open-source standards such as Gymnasium we create and solve for a MEBT orbit correction problem in the SNS and an emittance maximization problem in the BTF. We show how Twin Delayed Deep Deterministic Policy Gradient (TD3) can solve this optimization environment in the virtual accelerator and transfer this policy onto the real accelerator for inference and model retraining. We show how reinforcement learning can be utilized as a control system for complex accelerators and provide a model pipeline for how an implementation performs and can be adapted to new accelerator control problems.

Kasparian, Armen [Thomas Jefferson National Accele

Model-based Hierarchical Reinforcement Learning for Improved Physical Security Design: A Prototype

Prior work in FY24 developed an adversarial AI agent aid in path analysis of physical protection systems. This agent, trained using a model-based reinforcement learning algorithm, was able to successfully learn the most vulnerable path in facilities. It was able to extend the current state of practice for physical protection design by exhibiting dynamic behavior based on current environmental conditions. Whereas PathTrace largely performs a static, graph-based analysis, the AI agent was able to make decisions based on relative position in the facility, current conditions (was the adversarial agnet discovered?), and proximity to secondary targets. The agent demonstrated some novel capabilities, but had limitations that need to be resolved before it can be used for production purposes. For example, the adversarial agent generalizes poorly and takes a relatively long time to train. Nonetheless, there is still considerable promise for developing the adversarial agent further in order to explore even richer, more dynamic behaviors (e.g., adversary motivations, environmental debris, and more). This work considers a complementary idea; development of a planning agent. The planning agent is envisioned as an auto-complete-like tool that can help accelerate security system design by human experts. The agent would respect existing barriers and sensors placed by a human expert while offering cost-effective suggestions (i.e., implicitly balancing effectiveness with cost) to improve the design. The goal is for this agent to be part of an expert’s toolbox, not to totally upend the current state-of-practice, or to displace human experts. The ultimate goal would be concurrent training of both the adversarial and planning agent together, to learn entirely through self-play. This would represent an entirely new way of performing system deign. We selected a hierarchical, model-based reinforcement learning algorithm to serve as the planning agent. This is an extension of concepts used in the prior FY24 adversarial agent work. There, we had a single agent acting an environment. Here, we have two different sub-agents (policies), working together, to form a complete agent. There is a manager policy, which can select abstract goals on slower time scales, and a worker, which performs primitive actions to reach goals selected by the manager. It is worth noting that this class of algorithm is challenging to work with. From our understanding, our work is one of the first successful uses of model-based reinforcement learning (MBRL) in nuclear energy1 , and likely the first hierarchical model-based reinforcement learning application in nuclear energy. Further, this work is one of the first known attempts to apply AI to perform a design tasks in nuclear energy. Consequently, there were significant implementation challenges and the bulk of the work was focused on successful implementation and algorithm design. The results presented here are very low technology readiness level as a consequence of the lack of related literature, but still represent a significant step forward in the pursuit of applied AI for design.

42 ENGINEERING

Reinforcement Learning for Anomaly Detection in Nuclear Power Plant Operation and Maintenance

In nuclear power plants (NPPs), timely identification of sensor and human errors is critical to ensure safe and efficient plant operations. Anomaly detection models can be employed for this task. However, traditional anomaly detection approaches may have high dependency on labeled datasets and struggle with adaptability in complex, dynamic environments. Reinforcement learning (RL) has demonstrated significant potential in fault diagnosis and anomaly detection; however, its application to anomaly detection in NPPs remains a relatively underexplored research direction. Hence, to address this gap, in this study, we present a novel physics-informed reinforcement learning model, PIRL-AD: Physics-Informed Reinforcement Learning for Anomaly Detection, that integrates domain knowledge from calorimetric equations into the RL framework for enhanced sensor and human error anomaly detection. We evaluate the performance of PIRL-AD against a non-physics informed RL benchmark and a support vector machine (SVM) on data collected from a forced flow loop testbed. Experimental results suggest that PIRL-AD outperforms other baselines on a range of anomalous datasets that include both sensor and human-induced anomalies across key performance metrics, statistically outperforming the RL and SVM benchmarks with respect to geometric mean (respectively, 92.96% vs. 91.06% vs. 83.01%) and F1-score (respectively, 89.23% vs. 86.98% vs. 77.01%). Furthermore, the findings suggest the potential of physics-integrated reinforcement learning models for enhanced anomaly detection performance in NPPs.

Reinforcement learning

Towards Autonomous Lunar Resource Excavation via Reinforcement Learning

To continue on a sustainable and flexible path, NASA needs to address the challenge of collecting and moving large amounts of regolith at the destination. NASA’s Regolith Advanced Surface Systems Operations Robot (RASSOR) is principally designed to mine and deliver regolith for In-Situ Resource Utilization (ISRU) processing. RASSOR’s design enables it to efficiently collect and deposit regolith, return collected material for processing, and myriad related ISRU activities. To reliably perform these operations on the lunar surface, RASSOR software and sensory systems need to be robust and maximize the information extracted from a reduced sensor payload. Herein, we present preliminary findings from the Intelligent Capabilities Enhanced RASSOR project. We created reduced-order simulation environments to develop autonomous trenching controllers via reinforcement learning and prototype state estimation architectures. The goal of reinforcement learning is for an agent to learn a policy (task strategy) through interactions with an environment. When the agent performs an action, a change occurs in environment state and a numerical reward is received which informs the agent whether the action performed was good or not. Since reinforcement learning algorithms learn through trial-and-error, a simulation is a desirable first environment for development and learning. We developed two simulations, the first is a 2D excavation simulation developed to facilitate parameter selection, and a 3D simulation developed using a game physics engine, to simulate simplified soil interactions and increase the fidelity of the dynamic models of the robotic agents. The development of this 3D simulation has enabled the training of additional sensing capabilities and research both at the granular mechanics and operations levels. We experimented with various virtual sensor payloads to identify a combination that enabled efficient excavation operation and learning. Our reward function is based on how much material is excavated per step. A penalty is also received for leaving the dig site and to smooth the acceleration of the drum arms. We implemented pseudo time-of-flight sensors to report distance from each drum to ground and the height above ground which was found to be more efficient than existing solutions. Our findings suggest that reinforcement learning for autonomous operations has learned viable trenching strategies within 3000 training episodes in our simplified 2D environment and helped identify desirable sensing capabilities, arrangements, and considerations such as the positioning of time-of-flight sensors. Future work includes expanding our simulation to more complex environments and scenarios, and transfer learning from simulation to RASSOR 2.0 hardware for deployment in the Regolith Test Bin at NASA's Kennedy Space Center.

rassor

On the integration of reinforcement learning and approximate reasoning for control

The author discusses the importance of strengthening the knowledge representation characteristic of reinforcement learning techniques using methods such as approximate reasoning. The ARIC (approximate reasoning-based intelligent control) architecture is an example of such a hybrid approach in which the fuzzy control rules are modified (fine-tuned) using reinforcement learning. ARIC also demonstrates that it is possible to start with an approximately correct control knowledge base and learn to refine this knowledge through further experience. On the other hand, techniques such as the TD (temporal difference) algorithm and Q-learning establish stronger theoretical foundations for their use in adaptive control and also in stability analysis of hybrid reinforcement learning and approximate reasoning-based controllers.

Berenji, Hamid R.

Application of fuzzy logic-neural network based reinforcement learning to proximity and docking operations: Translational controller results

The reinforcement learning techniques developed at Ames Research Center are being applied to proximity and docking operations using the Shuttle and Solar Maximum Mission (SMM) satellite simulation. In utilizing these fuzzy learning techniques, we also use the Approximate Reasoning based Intelligent Control (ARIC) architecture, and so we use two terms interchangeable to imply the same. This activity is carried out in the Software Technology Laboratory utilizing the Orbital Operations Simulator (OOS). This report is the deliverable D3 in our project activity and provides the test results of the fuzzy learning translational controller. This report is organized in six sections. Based on our experience and analysis with the attitude controller, we have modified the basic configuration of the reinforcement learning algorithm in ARIC as described in section 2. The shuttle translational controller and its implementation in fuzzy learning architecture is described in section 3. Two test cases that we have performed are described in section 4. Our results and conclusions are discussed in section 5, and section 6 provides future plans and summary for the project.

Jani, Yashvant