Electroencephalography (EEG) is an objective tool for emotion recognition with promising applications. However, the scarcity of labeled data remains a major challenge in this field, limiting the widespread use of EEG-based emotion recognition. In this paper, a semi-supervised Dual-stream Self-Attentive Adversarial Graph Contrastive learning framework (termed as DS-AGC) is proposed to tackle the challenge of limited labeled data in cross-subject EEG-based emotion recognition. The DS-AGC framework includes two parallel streams for extracting non-structural and structural EEG features. The non-structural stream incorporates a semi-supervised multi-domain adaptation method to alleviate distribution discrepancy among labeled source domain, unlabeled source domain, and unknown target domain. The structural stream develops a graph contrastive learning method to extract effective graph-based feature representation from multiple EEG channels in a semi-supervised manner. Further, a self-attentive fusion module is developed for feature fusion, sample selection, and emotion recognition, which highlights EEG features more relevant to emotions and data samples in the labeled source domain that are closer to the target domain. Extensive experiments conducted on two benchmark databases (SEED and SEED-IV) using a semi-supervised cross-subject leave-one-subject-out cross-validation evaluation scheme show that the proposed model outperforms existing methods under different incomplete label conditions (with an average improvement of 5.83% on SEED and 6.99% on SEED-IV), demonstrating its effectiveness in addressing the label scarcity problem in cross-subject EEG-based emotion recognition.
Centralised training (CT) is the basis for many popular multi-agent reinforcement learning (MARL) methods because it allows agents to quickly learn high-performing policies. However, CT relies on agents learning from one-off observations of other agents' actions at a given state. Because MARL agents explore and update their policies during training, these observations often provide poor predictions about other agents' behaviour and the expected return for a given action. CT methods therefore suffer from high variance and error-prone estimates, harming learning. CT methods also suffer from explosive growth in complexity due to the reliance on global observations, unless strong factorisation restrictions are imposed (e.g., monotonic reward functions for QMIX). We address these challenges with a new semi-centralised MARL framework that performs policy-embedded training and decentralised execution. Our method, policy embedded reinforcement learning algorithm (PERLA), is an enhancement tool for Actor-Critic MARL algorithms that leverages a novel parameter sharing protocol and policy embedding method to maintain estimates that account for other agents' behaviour. Our theory proves PERLA dramatically reduces the variance in value estimates. Unlike various CT methods, PERLA, which seamlessly adopts MARL algorithms, scales easily with the number of agents without the need for restrictive factorisation assumptions. We demonstrate PERLA's superior empirical performance and efficient scaling in benchmark environments including StarCraft Micromanagement II and Multi-agent Mujoco
Reinforcement learning (RL) is recognized as lacking generalization and robustness under environmental perturbations, which excessively restricts its application for real-world robotics. Prior work claimed that adding regularization to the value function is equivalent to learning a robust policy with uncertain transitions. Although the regularization-robustness transformation is appealing for its simplicity and efficiency, it is still lacking in continuous control tasks. In this paper, we propose a new regularizer named $\textbf{U}$ncertainty $\textbf{S}$et $\textbf{R}$egularizer (USR), by formulating the uncertainty set on the parameter space of the transition function. In particular, USR is flexible enough to be plugged into any existing RL framework. To deal with unknown uncertainty sets, we further propose a novel adversarial approach to generate them based on the value function. We evaluate USR on the Real-world Reinforcement Learning (RWRL) benchmark, demonstrating improvements in the robust performance for perturbed testing environments.
Extracting information on fluid motion directly from images is challenging. Fluid flow represents a complex dynamic system governed by the Navier-Stokes equations. General optical flow methods are typically designed for rigid body motion, and thus struggle if applied to fluid motion estimation directly. Further, optical flow methods only focus on two consecutive frames without utilising historical temporal information, while the fluid motion (velocity field) can be considered a continuous trajectory constrained by time-dependent partial differential equations (PDEs). This discrepancy has the potential to induce physically inconsistent estimations. Here we propose an unsupervised learning based prediction-correction scheme for fluid flow estimation. An estimate is first given by a PDE-constrained optical flow predictor, which is then refined by a physical based corrector. The proposed approach outperforms optical flow methods and shows competitive results compared to existing supervised learning based methods on a benchmark dataset. Furthermore, the proposed approach can generalize to complex real-world fluid scenarios where ground truth information is effectively unknowable. Finally, experiments demonstrate that the physical corrector can refine flow estimates by mimicking the operator splitting method commonly utilised in fluid dynamical simulation.
This paper presents a problem in power networks that creates an exciting and yet challenging real-world scenario for application of multi-agent reinforcement learning (MARL). The emerging trend of decarbonisation is placing excessive stress on power distribution networks. Active voltage control is seen as a promising solution to relieve power congestion and improve voltage quality without extra hardware investment, taking advantage of the controllable apparatuses in the network, such as roof-top photovoltaics (PVs) and static var compensators (SVCs). These controllable apparatuses appear in a vast number and are distributed in a wide geographic area, making MARL a natural candidate. This paper formulates the active voltage control problem in the framework of Dec-POMDP and establishes an open-source environment. It aims to bridge the gap between the power community and the MARL community and be a drive force towards real-world applications of MARL algorithms. Finally, we analyse the special characteristics of the active voltage control problems that cause challenges for state-of-the-art MARL approaches, and summarise the potential directions.
Value factorisation proves to be a very useful technique in multi-agent reinforcement learning (MARL), but the underlying mechanism is not yet fully understood. This paper explores a theoretic basis for value factorisation. We generalise the Shapley value in the coalitional game theory to a Markov convex game (MCG) and use it to guide value factorisation in MARL. We show that the generalised Shapley value possesses several features such as (1) accurate estimation of the maximum global value, (2) fairness in the factorisation of the global value, and (3) being sensitive to dummy agents. The proposed theory yields a new learning algorithm called Sharpley Q-learning (SHAQ), which inherits the important merits of ordinary Q-learning but extends it to MARL. In comparison with prior-arts, SHAQ has a much weaker assumption (MCG) that is more compatible with real-world problems, but has superior explainability and performance in many cases. We demonstrated SHAQ and verified the theoretic claims on Predator-Prey and StarCraft Multi-Agent Challenge (SMAC).
Reward shaping (RS) is a powerful method in reinforcement learning (RL) for overcoming the problem of sparse and uninformative rewards. However, RS relies on manually engineered shaping-reward functions whose construction is typically time-consuming and error-prone. It also requires domain knowledge which runs contrary to the goal of autonomous learning. In this paper, we introduce an automated RS framework in which the shaping-reward function is constructed in a novel stochastic game between two agents. One agent learns both which states to add shaping rewards and their optimal magnitudes and the other agent learns the optimal policy for the task using the shaped rewards. We prove theoretically that our framework, which easily adopts existing RL algorithms, learns to construct a shaping-reward function that is tailored to the task and ensures convergence to higher performing policies for the given task. We demonstrate the superior performance of our method against state-of-the-art RS algorithms in Cartpole and the challenging console games Gravitar, Solaris and Super Mario.
Designing task-oriented dialogue systems is a challenging research topic, since it needs not only to generate utterances fulfilling user requests but also to guarantee the comprehensibility. Many previous works trained end-to-end (E2E) models with supervised learning (SL), however, the bias in annotated system utterances remains as a bottleneck. Reinforcement learning (RL) deals with the problem through using non-differentiable evaluation metrics (e.g., the success rate) as rewards. Nonetheless, existing works with RL showed that the comprehensibility of generated system utterances could be corrupted when improving the performance on fulfilling user requests. In our work, we (1) propose modelling the hierarchical structure between dialogue policy and natural language generator (NLG) with the option framework, called HDNO; (2) train HDNO with hierarchical reinforcement learning (HRL), as well as suggest alternating updates between dialogue policy and NLG during HRL inspired by fictitious play, to preserve the comprehensibility of generated system utterances while improving fulfilling user requests; and (3) propose using a discriminator modelled with language models as an additional reward to further improve the comprehensibility. We test HDNO on MultiWoz 2.0 and MultiWoz 2.1, the datasets on multi-domain dialogues, in comparison with word-level E2E model trained with RL, LaRL and HDSA, showing a significant improvement on the total performance evaluated with automatic metrics.
Cooperative game is a critical research area in multi-agent reinforcement learning (MARL). Global reward game is a subclass of cooperative games, where all agents aim to maximize cumulative global rewards. Credit assignment is an important problem studied in the global reward game. Most works stand by the view of non-cooperative-game theoretical framework with the shared reward approach, i.e., each agent is assigned a shared global reward directly. This, however, may give each agent an inaccurate feedback on his contribution to the group. In this paper, we introduce a cooperative-game theoretical framework and extend it to the finite-horizon case. We show that our proposed framework is a superset of the global reward game. Based on this framework, we propose an algorithm called Shapley Q-value policy gradient (SQPG) to learn a local reward approach that can distribute the cumulative global reward fairly, reflecting each agent's own contribution in contrast to the shared reward approach. We evaluate our method on the Cooperative Navigation, Prey-and-Predator and Traffic Junction, compared with MADDPG, COMA, Independent actor-critic and Independent DDPG. In the experiments, our algorithm shows better convergence than the baselines.