Smart and agile drones are fast becoming ubiquitous at the edge of the cloud. The usage of these drones are constrained by their limited power and compute capability. In this paper, we present a Transfer Learning (TL) based approach to reduce on-board computation required to train a deep neural network for autonomous navigation via Deep Reinforcement Learning for a target algorithmic performance. A library of 3D realistic meta-environments is manually designed using Unreal Gaming Engine and the network is trained end-toend. These trained meta-weights are then used as initializers to the network in a test environment and fine-tuned for the last few fully connected layers. Variation in drone dynamics and environmental characteristics is carried out to show robustness of the approach. Using NVIDIA GPU profiler it was shown that the energy consumption and training latency is reduced by 3.7x and 1.8x respectively without significant degradation in the performance in terms of average distance traveled before crash i.e. Mean Safe Flight (MSF). The approach is also tested on a real environment using DJI Tello drone and similar results were reported. The code of the approach can be found on GitHub: https://github.com/aqeelanwar/Deep-Reinforcement-Learning-DJI-Tello.git. The video of the drone with proposed approach will be uploaded to YouTube.
We develop a mathematical framework for solving multi-task reinforcement learning problems based on a type of decentralized policy gradient method. The goal in multi-task reinforcement learning is to learn a common policy that operates effectively in different environments; these environments have similar (or overlapping) state and action spaces, but have different rewards and dynamics. Agents immersed in each of these environments communicate with other agents by sharing their models (i.e. their policy parameterizations) but not their state/reward paths. Our analysis provides a convergence rate for a consensus-based distributed, entropy-regularized policy gradient method for finding such a policy. We demonstrate the effectiveness of the proposed method using a series of numerical experiments. These experiments range from small-scale "Grid World" problems that readily demonstrate the trade-offs involved in multi-task learning to large-scale problems, where common policies are learned to play multiple Atari games or to navigate an airborne drone in multiple (simulated) environments.Preprint. Under review.
Reinforcement learning algorithms, just like any other Machine learning algorithm pose a serious threat from adversaries. The adversaries can manipulate the learning algorithm resulting in non-optimal policies. In this paper, we analyze the Multi-task Federated Reinforcement Learning algorithms, where multiple collaborative agents in various environments are trying to maximize the sum of discounted return, in the presence of adversarial agents. We argue that the common attack methods are not guaranteed to carry out a successful attack on Multi-task Federated Reinforcement Learning and propose an adaptive attack method with better attack performance. Furthermore, we modify the conventional federated reinforcement learning algorithm to address the issue of adversaries that works equally well with and without the adversaries. Experimentation on different small to mid-size reinforcement learning problems show that the proposed attack method outperforms other general attack methods and the proposed modification to federated reinforcement learning algorithm was able to achieve near-optimal policies in the presence of adversarial agents.
In this paper we present an algorithm-hardware codesign for camera-based autonomous flight in small drones. We show that the large write-latency and write-energy for nonvolatile memory (NVM) based embedded systems makes them unsuitable for real-time reinforcement learning (RL). We address this by performing transfer learning (TL) on metaenvironments and RL on the last few layers of a deep convolutional network. While the NVM stores the meta-model from TL, an on-die SRAM stores the weights of the last few layers. Thus all the real-time updates via RL are carried out on the SRAM arrays. This provides us with a practical platform with comparable performance as end-to-end RL and 83.4% lower energy per image frame.
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