Intelligent Transportation Systems (ITS) have attracted the attention of researchers and the general public alike as a means to alleviate traffic congestion. Recently, the maturity of wireless technology has enabled a cost-efficient way to achieve ITS by detecting vehicles using Vehicle to Infrastructure (V2I) communications. Traditional ITS algorithms, in most cases, assume that every vehicle is observed, such as by a camera or a loop detector, but a V2I implementation would detect only those vehicles with wireless communications capability. We examine a family of transportation systems, which we will refer to as Partially Detected Intelligent Transportation Systems'. An algorithm that can act well under a small detection rate is highly desirable due to gradual penetration rates of the underlying wireless technologies such as Dedicated Short Range Communications (DSRC) technology. Artificial Intelligence (AI) techniques for Reinforcement Learning (RL) are suitable tools for finding such an algorithm due to utilizing varied inputs and not requiring explicit analytic understanding or modeling of the underlying system dynamics. In this paper, we report a RL algorithm for partially observable ITS based on DSRC. The performance of this system is studied under different car flows, detection rates, and topologies of the road network. Our system is able to efficiently reduce the average waiting time of vehicles at an intersection, even with a low detection rate.
Recently, with the development of GPU and computation power, Deep Reinforcement Learning has become an attractive method in several fields. Several attempts have been made using Deep Q-learning for ITS, including @cite_46 @cite_5 @cite_10 @cite_14 . These results show that a DQN based Q-learning algorithm is capable of optimizing the traffic in an intelligent manner.
@cite_5 @cite_46 @cite_14 @cite_10
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In recent years there is a growing interest in using deep representations for reinforcement learning. In this paper, we present a methodology and tools to analyze Deep Q-networks (DQNs) in a non-blind matter. Using our tools we reveal that the features learned by DQNs aggregate the state space in a hierarchical fashion, explaining its success. Moreover we are able to understand and describe the policies learned by DQNs for three different Atari2600 games and suggest ways to interpret, debug and optimize of deep neural networks in Reinforcement Learning. A deep learning approach to reinforcement learning led to a general learner able to train on visual input to play a variety of arcade games at the human and superhuman levels. Its creators at the Google DeepMind's team called the approach: Deep Q-Network (DQN). We present an extension of DQN by "soft" and "hard" attention mechanisms. Tests of the proposed Deep Attention Recurrent Q-Network (DARQN) algorithm on multiple Atari 2600 games show level of performance superior to that of DQN. Moreover, built-in attention mechanisms allow a direct online monitoring of the training process by highlighting the regions of the game screen the agent is focusing on when making decisions. Using deep neural nets as function approximator for reinforcement learning tasks have recently been shown to be very powerful for solving problems approaching real-world complexity. Using these results as a benchmark, we discuss the role that the discount factor may play in the quality of the learning process of a deep Q-network (DQN). When the discount factor progressively increases up to its final value, we empirically show that it is possible to significantly reduce the number of learning steps. When used in conjunction with a varying learning rate, we empirically show that it outperforms original DQN on several experiments. We relate this phenomenon with the instabilities of neural networks when they are used in an approximate Dynamic Programming setting. We also describe the possibility to fall within a local optimum during the learning process, thus connecting our discussion with the exploration exploitation dilemma. Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator's actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD's performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN.