This paper investigates the use of deep reinforcement learning (DRL) in the design of a "universal" MAC protocol referred to as Deep-reinforcement Learning Multiple Access (DLMA). The design framework is partially inspired by the vision of DARPA SC2, a 3-year competition whereby competitors are to come up with a clean-slate design that "best share spectrum with any network(s), in any environment, without prior knowledge, leveraging on machine-learning technique". While the scope of DARPA SC2 is broad and involves the redesign of PHY, MAC, and Network layers, this paper's focus is narrower and only involves the MAC design. In particular, we consider the problem of sharing time slots among a multiple of time-slotted networks that adopt different MAC protocols. One of the MAC protocols is DLMA. The other two are TDMA and ALOHA. The DRL agents of DLMA do not know that the other two MAC protocols are TDMA and ALOHA. Yet, by a series of observations of the environment, its own actions, and the rewards - in accordance with the DRL algorithmic framework - a DRL agent can learn the optimal MAC strategy for harmonious co-existence with TDMA and ALOHA nodes. In particular, the use of neural networks in DRL (as opposed to traditional reinforcement learning) allows for fast convergence to optimal solutions and robustness against perturbation in hyper- parameter settings, two essential properties for practical deployment of DLMA in real wireless networks.
RL is a machine-learning paradigm, where agents learn successful strategies that yield the largest long-term reward from trial-and-error interactions with their environment @cite_5 . The most representative RL algorithm is the Q-learning algorithm @cite_1 . Q-learning can learn a good policy by updating an action-value function, referred to as the Q function, without an operating model of the environment. When the state-action space is large and complex, deep neural networks can be used to approximate the Q function and the corresponding algorithm is called DRL @cite_16 . This work employs DRL to speed up convergence and increase the robustness of DLMA (see our results Section ).
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Reinforcement learning, one of the most active research areas in artificial intelligence, is a computational approach to learning whereby an agent tries to maximize the total amount of reward it receives when interacting with a complex, uncertain environment. In Reinforcement Learning, Richard Sutton and Andrew Barto provide a clear and simple account of the key ideas and algorithms of reinforcement learning. Their discussion ranges from the history of the field's intellectual foundations to the most recent developments and applications. The only necessary mathematical background is familiarity with elementary concepts of probability. The book is divided into three parts. Part I defines the reinforcement learning problem in terms of Markov decision processes. Part II provides basic solution methods: dynamic programming, Monte Carlo methods, and temporal-difference learning. Part III presents a unified view of the solution methods and incorporates artificial neural networks, eligibility traces, and planning; the two final chapters present case studies and consider the future of reinforcement learning. 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.