Energy harvesting (EH) is a promising technique to fulfill the long-term and self-sustainable operations for Internet of things (IoT) systems. In this paper, we study the joint access control and battery prediction problems in a small-cell IoT system including multiple EH user equipments (UEs) and one base station (BS) with limited uplink access channels. Each UE has a rechargeable battery with finite capacity. The system control is modeled as a Markov decision process without complete prior knowledge assumed at the BS, which also deals with large sizes in both state and action spaces. First, to handle the access control problem assuming causal battery and channel state information, we propose a scheduling algorithm that maximizes the uplink transmission sum rate based on reinforcement learning (RL) with deep Q-network (DQN) enhancement. Second, for the battery prediction problem, with a fixed round-robin access control policy adopted, we develop a RL based algorithm to minimize the prediction loss (error) without any model knowledge about the energy source and energy arrival process. Finally, the joint access control and battery prediction problem is investigated, where we propose a two-layer RL network to simultaneously deal with maximizing the sum rate and minimizing the prediction loss: the first layer is for battery prediction, the second layer generates the access policy based on the output from the first layer. Experiment results show that the three proposed RL algorithms can achieve better performances compared with existing benchmarks.
Given the open nature of wireless systems, there is a crucial need to study the multiuser systems. However, most of the existing works have not provided any stable and efficient learning based approaches for multiuser access control, especially when the state space and action space of the considered system are large. Fortunately, the recently proposed deep Q Network (DQN) technique @cite_10 successfully adapted the deep neural network as a function approximator in Q-learning algorithms dealing with large state spaces @cite_13 . With DQN, there are two major changes to scale Q-learning: the network is trained with mini-batch samples from a replay buffer to minimize the correlations among samples; a target Q network is given to iteratively update the neural network weights @cite_33 .
@cite_13 @cite_10 @cite_33
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We present the first deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning, whose input is raw pixels and whose output is a value function estimating future rewards. We apply our method to seven Atari 2600 games from the Arcade Learning Environment, with no adjustment of the architecture or learning algorithm. We find that it outperforms all previous approaches on six of the games and surpasses a human expert on three of them. An artificial agent is developed that learns to play a diverse range of classic Atari 2600 computer games directly from sensory experience, achieving a performance comparable to that of an expert human player; this work paves the way to building general-purpose learning algorithms that bridge the divide between perception and action.