Traditional radio systems are strictly co-designed on the lower levels of the OSI stack for compatibility and efficiency. Although this has enabled the success of radio communications, it has also introduced lengthy standardization processes and imposed static allocation of the radio spectrum. Various initiatives have been undertaken by the research community to tackle the problem of artificial spectrum scarcity by both making frequency allocation more dynamic and building flexible radios to replace the static ones. There is reason to believe that just as computer vision and control have been overhauled by the introduction of machine learning, wireless communication can also be improved by utilizing similar techniques to increase the flexibility of wireless networks. In this work, we pose the problem of discovering low-level wireless communication schemes ex-nihilo between two agents in a fully decentralized fashion as a reinforcement learning problem. Our proposed approach uses policy gradients to learn an optimal bi-directional communication scheme and shows surprisingly sophisticated and intelligent learning behavior. We present the results of extensive experiments and an analysis of the fidelity of our approach.
Beyond the applications to game-playing and control tasks, some researchers have begun to investigate the use of reinforcement learning in various communication-based cooperative multi-agent tasks. @cite_11 applied variants of deep Q-networks (DQN) without experience replay to prisoner's games with multiple agents. The considered problems require the agents to communicate over a very simple noiseless channel of small bandwidth and develop a collaborative strategy. Mordatch and Abbeel @cite_17 show how a grounded, compositional language can emerge when agents have to communicate their intentions to each other in order to maximize their reward. Finally, Abadi and Andersen @cite_4 study the problem of learning encryption between agents with the help of an adversary.
@cite_4 @cite_17 @cite_11
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This research describes a study into the ability of a state of the art reinforcement learning algorithm to learn to perform multiple tasks. We demonstrate that the limitation of learning to performing two tasks can be mitigated with a competitive training method. We show that this approach results in improved generalization of the system when performing unforeseen tasks. The learning agent assessed is an altered version of the DeepMind deep Q–learner network (DQN), which has been demonstrated to outperform human players for a number of Atari 2600 games. The key findings of this paper is that there were significant degradations in performance when learning more than one game, and how this varies depends on both similarity and the comparative complexity of the two games. In the framework of fully cooperative multi-agent systems, independent (non-communicative) agents that learn by reinforcement must overcome several difficulties to manage to coordinate. This paper identifies several challenges responsible for the non-coordination of independent agents: Pareto-selection, non-stationarity, stochasticity, alter-exploration and shadowed equilibria. A selection of multi-agent domains is classified according to those challenges: matrix games, Boutilier's coordination game, predators pursuit domains and a special multi-state game. Moreover, the performance of a range of algorithms for independent reinforcement learners is evaluated empirically. Those algorithms are Q-learning variants: decentralized Q-learning, distributed Q-learning, hysteretic Q-learning, recursive frequency maximum Q-value and win-or-learn fast policy hill climbing. An overview of the learning algorithms' strengths and weaknesses against each challenge concludes the paper and can serve as a basis for choosing the appropriate algorithm for a new domain. Furthermore, the distilled challenges may assist in the design of new learning algorithms that overcome these problems and achieve higher performance in multi-agent applications. Standard deep reinforcement learning methods such as Deep Q-Networks (DQN) for multiple tasks (domains) face scalability problems due to large search spaces. This paper proposes a three-stage method for multi-domain dialogue policy learning-termed NDQN, and applies it to an information-seeking spoken dialogue system in the domains of restaurants and hotels. In this method, the first stage does multi-policy learning via a network of DQN agents; the second makes use of compact state representations by compressing raw inputs; and the third stage applies a pre-training phase for bootstraping the behaviour of agents in the network. Experimental results comparing DQN (baseline) versus NDQN (proposed) using simulations report that the proposed method exhibits better scalability and is promising for optimising the behaviour of multi-domain dialogue systems. An additional evaluation reports that the NDQN agents outperformed a K-Nearest Neighbour baseline in task success and dialogue length, yielding more efficient and successful dialogues. We study networks of communicating learning agents that cooperate to solve a common nonstochastic bandit problem. Agents use an underlying communication network to get messages about actions selected by other agents, and drop messages that took more than d hops to arrive, whered is a delay parameter. We introduce EXP3-COOP, a cooperative version of the EXP3 algorithm and prove that with K actions and N agents the average per-agent regret after T rounds is at most of order q d + 1 + K d (T lnK), where d is the independence number of the d-th power of the communication graphG. We then show that for any connected graph, ford = p K the regret bound isK 1=4 p T , strictly better than the minimax regret p KT for noncooperating agents. More informed choices ofd lead to bounds which are arbitrarily close to the full information minimax regret p T lnK when G is dense. When G has sparse components, we show that a variant of EXP3-COOP, allowing agents to choose their parameters according to their centrality inG, strictly improves the regret. Finally, as a by-product of our analysis, we provide the first characterization of the minimax regret for bandit learning with delay.