There has been an increased interest in discovering heuristics for combinatorial problems on graphs through machine learning. While existing techniques have primarily focused on obtaining high-quality solutions, scalability to billion-sized graphs has not been adequately addressed. In addition, the impact of budget-constraint, which is necessary for many practical scenarios, remains to be studied. In this paper, we propose a framework called GCOMB to bridge these gaps. GCOMB trains a Graph Convolutional Network (GCN) using a novel probabilistic greedy mechanism to predict the quality of a node. To further facilitate the combinatorial nature of the problem, GCOMB utilizes a Q-learning framework, which is made efficient through importance sampling. We perform extensive experiments on real graphs to benchmark the efficiency and efficacy of GCOMB. Our results establish that GCOMB is 100 times faster and marginally better in quality than state-of-the-art algorithms for learning combinatorial algorithms. Additionally, a case-study on the practical combinatorial problem of Influence Maximization (IM) shows GCOMB is 150 times faster than the specialized IM algorithm IMM with similar quality.
Recent works using deep learning to solve the Traveling Salesman Problem (TSP) have focused on learning construction heuristics. Such approaches find TSP solutions of good quality but require additional procedures such as beam search and sampling to improve solutions and achieve state-of-the-art performance. However, few studies have focused on improvement heuristics, where a given solution is improved until reaching a near-optimal one. In this work, we propose to learn a local search heuristic based on 2-opt operators via deep reinforcement learning. We propose a policy gradient algorithm to …
University of California at Berkeley(加州大学伯克利分校);Google Research(谷歌研究院)
We demonstrate how to learn efficient heuristics for automated reasoning algorithms for quantified Boolean formulas through deep reinforcement learning. We focus on a backtracking search algorithm, which can already solve formulas of impressive size - up to hundreds of thousands of variables. The main challenge is to find a representation of these formulas that lends itself to making predictions in a scalable way. For a family of challenging problems, we learned a heuristic that solves significantly more formulas compared to the existing handwritten heuristics.
A* is a popular path-finding algorithm, but it can only be applied to those domains where a good heuristic function is known. Inspired by recent methods combining Deep Neural Networks (DNNs) and trees, this study demonstrates how to train a heuristic represented by a DNN and combine it with A*. This new algorithm which we call aleph-star can be used efficiently in domains where the input to the heuristic could be processed by a neural network. We compare aleph-star to N-Step Deep Q-Learning (DQN Mnih et al. 2013) in a driving simulation with pixel-based input, and demonstrate significantly bet…
We provide a framework for accelerating reinforcement learning (RL) algorithms by heuristics constructed from domain knowledge or offline data. Tabula rasa RL algorithms require environment interactions or computation that scales with the horizon of the sequential decision-making task. Using our framework, we show how heuristic-guided RL induces a much shorter-horizon subproblem that provably solves the original task. Our framework can be viewed as a horizon-based regularization for controlling bias and variance in RL under a finite interaction budget. On the theoretical side, we characterize …
Heuristic algorithms such as simulated annealing, Concorde, and METIS are effective and widely used approaches to find solutions to combinatorial optimization problems. However, they are limited by the high sample complexity required to reach a reasonable solution from a cold-start. In this paper, we introduce a novel framework to generate better initial solutions for heuristic algorithms using reinforcement learning (RL), named RLHO. We augment the ability of heuristic algorithms to greedily improve upon an existing initial solution generated by RL, and demonstrate novel results where RL is a…
GPU compilers are complex software programs with many optimizations specific to target hardware. These optimizations are often controlled by heuristics hand-designed by compiler experts using time- and resource-intensive processes. In this paper, we developed a GPU compiler autotuning framework that uses off-policy deep reinforcement learning to generate heuristics that improve the frame rates of graphics applications. Furthermore, we demonstrate the resilience of these learned heuristics to frequent compiler updates by analyzing their stability across a year of code check-ins without retraini…
We present the Battlesnake Challenge, a framework for multi-agent reinforcement learning with Human-In-the-Loop Learning (HILL). It is developed upon Battlesnake, a multiplayer extension of the traditional Snake game in which 2 or more snakes compete for the final survival. The Battlesnake Challenge consists of an offline module for model training and an online module for live competitions. We develop a simulated game environment for the offline multi-agent model training and identify a set of baseline heuristics that can be instilled to improve learning. Our framework is agent-agnostic and he…
Texas Tech University(德克萨斯理工大学);George Washington University(乔治华盛顿大学)
A crucial and time-sensitive task when any disaster occurs is to rescue victims and distribute resources to the right groups and locations. This task is challenging in populated urban areas, due to the huge burst of help requests generated in a very short period. To improve the efficiency of the emergency response in the immediate aftermath of a disaster, we propose a heuristic multi-agent reinforcement learning scheduling algorithm, named as ResQ, which can effectively schedule the rapid deployment of volunteers to rescue victims in dynamic settings. The core concept is to quickly identify vi…
Australian National University(澳大利亚国立大学);Data61, CSIRO(联邦科学与工业研究组织数据61所);Chiba University(千叶大学);University of Tsukuba(筑波大学);RIKEN AIP(理化学研究所人工智能项目中心);National Institute of Informatics(国立信息学研究所);Kyoto University(京都大学)
Loop-invariant synthesis is the basis of program verification. Due to the undecidability of the problem in general, a tool for invariant synthesis necessarily uses heuristics. Despite the common belief that the design of heuristics is vital for the performance of a synthesizer, heuristics are often engineered by their developers based on experience and intuition, sometimes in an \emph{ad-hoc} manner. In this work, we propose an approach to systematically learning heuristics for template-based CounterExample-Guided Inductive Synthesis (CEGIS) with reinforcement learning. As a concrete example, …
University of Deusto(德乌斯托大学);Ikerbasque, Basque Foundation for Science(伊克巴斯克,巴斯克科学基金会);Universidad de Guadalajara(瓜达拉哈拉大学)
Electric vehicles (EVs) have been adopted in urban areas to reduce environmental pollution and global warming as a result of the increasing number of freight vehicles. However, there are still deficiencies in routing the trajectories of last-mile logistics that continue to impact social and economic sustainability. For that reason, in this paper, a hyper-heuristic (HH) approach called Hyper-heuristic Adaptive Simulated Annealing with Reinforcement Learning (HHASA$_{RL}$) is proposed. It is composed of a multi-armed bandit method and the self-adaptive Simulated Annealing (SA) metaheuristic algo…
Skolkovo Institute of Science and Technology(斯科尔科沃科学技术研究院)
We propose a Reinforcement Learning based approach to approximately solve the Tree Decomposition (TD) problem. TD is a combinatorial problem, which is central to the analysis of graph minor structure and computational complexity, as well as in the algorithms of probabilistic inference, register allocation, and other practical tasks. Recently, it has been shown that combinatorial problems can be successively solved by learned heuristics. However, the majority of existing works do not address the question of the generalization of learning-based solutions. Our model is based on the graph convolut…
The game of Chinese Checkers is a challenging traditional board game of perfect information that differs from other traditional games in two main aspects: first, unlike Chess, all checkers remain indefinitely in the game and hence the branching factor of the search tree does not decrease as the game progresses; second, unlike Go, there are also no upper bounds on the depth of the search tree since repetitions and backward movements are allowed. Therefore, even in a restricted game instance, the state-space of the game can still be unbounded, making it challenging for a computer program to exce…
Deep Reinforcement Learning Guided Improvement Heuristic for Job Shop Scheduling
Nanyang Technological University(南洋理工大学);Singapore Management University(新加坡管理大学);Institute of Marine Science and Technology, Shandong University(山东大学海洋科学与技术研究院);Eindhoven University of Technology(埃因霍温理工大学)
MIT(麻省理工学院);MIT-IBM Watson AI Lab(麻省理工学院-IBM沃森人工智能实验室);IBM Research(IBM研究院)
Recent advances in reinforcement learning (RL) have led to a growing interest in applying RL to classical planning domains or applying classical planning methods to some complex RL domains. However, the long-horizon goal-based problems found in classical planning lead to sparse rewards for RL, making direct application inefficient. In this paper, we propose to leverage domain-independent heuristic functions commonly used in the classical planning literature to improve the sample efficiency of RL. These classical heuristics act as dense reward generators to alleviate the sparse-rewards issue an…
Montreal Institute for Learning Algorithms(蒙特利尔学习算法研究所);University of Montreal(蒙特利尔大学);Future of Humanity Institute(人类未来研究所);University of Oxford(牛津大学);AI Impacts
Active reinforcement learning (ARL) is a variant on reinforcement learning where the agent does not observe the reward unless it chooses to pay a query cost c > 0. The central question of ARL is how to quantify the long-term value of reward information. Even in multi-armed bandits, computing the value of this information is intractable and we have to rely on heuristics. We propose and evaluate several heuristic approaches for ARL in multi-armed bandits and (tabular) Markov decision processes, and discuss and illustrate some challenging aspects of the ARL problem.
Multi-objective optimizations are frequently encountered in engineering practices. The solution techniques and parametric selections however are usually problem-specific. In this study we formulate a reinforcement learning hyper-heuristic scheme, and propose four low-level heuristics which can work coherently with the single point search algorithm MOSA/R (Multi-Objective Simulated Annealing Algorithm based on Re-seed) towards multi-objective optimization problems of general applications. Making use of the domination amount, crowding distance and hypervolume calculations, the proposed hyper-heu…
In Meta-Reinforcement Learning (meta-RL) an agent is trained on a set of tasks to prepare for and learn faster in new, unseen, but related tasks. The training tasks are usually hand-crafted to be representative of the expected distribution of test tasks and hence all used in training. We show that given a set of training tasks, learning can be both faster and more effective (leading to better performance in the test tasks), if the training tasks are appropriately selected. We propose a task selection algorithm, Information-Theoretic Task Selection (ITTS), based on information theory, which opt…
Technische Hochschule Rosenheim(罗森海姆应用技术大学);Technische Universität München(慕尼黑工业大学);Institut für nachhaltige Energieversorgung(可持续能源供应研究所);Technische Hochschule Ingolstadt(因戈尔施塔特应用技术大学)
Cutting and Packing problems are occurring in different industries with a direct impact on the revenue of businesses. Generally, the goal in Cutting and Packing is to assign a set of smaller objects to a set of larger objects. To solve Cutting and Packing problems, practitioners can resort to heuristic and exact methodologies. Lately, machine learning is increasingly used for solving such problems. This paper considers a 2D packing problem from the furniture industry, where a set of wooden workpieces must be assigned to different modules of a trolley in the most space-saving way. We present an…
Radboud University(拉德堡德大学);Nijmegen Institute for Computing and Information Sciences(奈梅亨计算与信息科学研究所)
We study Markov decision processes (MDPs), where agents have direct control over when and how they gather information, as formalized by action-contingent noiselessly observable MDPs (ACNO-MPDs). In these models, actions consist of two components: a control action that affects the environment, and a measurement action that affects what the agent can observe. To solve ACNO-MDPs, we introduce the act-then-measure (ATM) heuristic, which assumes that we can ignore future state uncertainty when choosing control actions. We show how following this heuristic may lead to shorter policy computation time…
We present a hybrid ML-heuristic approach that we name "Heuristically Assisted Deep Reinforcement Learning (HA-DRL)" to solve the problem of Network Slice Placement Optimization. The proposed approach leverages recent works on Deep Reinforcement Learning (DRL) for slice placement and Virtual Network Embedding (VNE) and uses a heuristic function to optimize the exploration of the action space by giving priority to reliable actions indicated by an efficient heuristic algorithm. The evaluation results show that the proposed HA-DRL algorithm can accelerate the learning of an efficient slice placem…
This paper investigates the problem of assigning shipping requests to ad hoc couriers in the context of crowdsourced urban delivery. The shipping requests are spatially distributed each with a limited time window between the earliest time for pickup and latest time for delivery. The ad hoc couriers, termed crowdsourcees, also have limited time availability and carrying capacity. We propose a new deep reinforcement learning (DRL)-based approach to tackling this assignment problem. A deep Q network (DQN) algorithm is trained which entails two salient features of experience replay and target netw…
Network Slice placement with the problem of allocation of resources from a virtualized substrate network is an optimization problem which can be formulated as a multiobjective Integer Linear Programming (ILP) problem. However, to cope with the complexity of such a continuous task and seeking for optimality and automation, the use of Machine Learning (ML) techniques appear as a promising approach. We introduce a hybrid placement solution based on Deep Reinforcement Learning (DRL) and a dedicated optimization heuristic based on the Power of Two Choices principle. The DRL algorithm uses the so-ca…
Active learning aims to select a small subset of data for annotation such that a classifier learned on the data is highly accurate. This is usually done using heuristic selection methods, however the effectiveness of such methods is limited and moreover, the performance of heuristics varies between datasets. To address these shortcomings, we introduce a novel formulation by reframing the active learning as a reinforcement learning problem and explicitly learning a data selection policy, where the policy takes the role of the active learning heuristic. Importantly, our method allows the selecti…
Visual-inertial systems rely on precise calibrations of both camera intrinsics and inter-sensor extrinsics, which typically require manually performing complex motions in front of a calibration target. In this work we present a novel approach to obtain favorable trajectories for visual-inertial system calibration, using model-based deep reinforcement learning. Our key contribution is to model the calibration process as a Markov decision process and then use model-based deep reinforcement learning with particle swarm optimization to establish a sequence of calibration trajectories to be perform…
Storage systems for cloud computing merge a large number of commodity computers into a single large storage pool. It provides high-performance storage over an unreliable, and dynamic network at a lower cost than purchasing and maintaining large mainframe. In this paper, we examine whether it is feasible to apply Reinforcement Learning(RL) to system domain problems. Our experiments show that the RL model is comparable, even outperform other heuristics for block management problem. However, our experiments are limited in terms of scalability and fidelity. Even though our formulation is not very …
Instituto Nacional de Matemática Pura e Aplicada(国家纯数学与应用数学研究所)
In this paper, we propose the use of traditional animations, heuristic behavior and reinforcement learning in the creation of intelligent characters for computational media. The traditional animation and heuristic gives artistic control over the behavior while the reinforcement learning adds generalization. The use case presented is a dog character with a high-level controller in a 3D environment which is built around the desired behaviors to be learned, such as fetching an item. As the development of the environment is the key for learning, further analysis is conducted of how to build those …
Beijing Institute of Technology(北京理工大学);Arizona State University(亚利桑那州立大学)
In this paper time-driven learning refers to the machine learning method that updates parameters in a prediction model continuously as new data arrives. Among existing approximate dynamic programming (ADP) and reinforcement learning (RL) algorithms, the direct heuristic dynamic programming (dHDP) has been shown an effective tool as demonstrated in solving several complex learning control problems. It continuously updates the control policy and the critic as system states continuously evolve. It is therefore desirable to prevent the time-driven dHDP from updating due to insignificant system eve…
Graph problems such as traveling salesman problem, or finding minimal Steiner trees are widely studied and used in data engineering and computer science. Typically, in real-world applications, the features of the graph tend to change over time, thus, finding a solution to the problem becomes challenging. The dynamic version of many graph problems are the key for a plethora of real-world problems in transportation, telecommunication, and social networks. In recent years, using deep learning techniques to find heuristic solutions for NP-hard graph combinatorial problems has gained much interest …
We study a Federated Reinforcement Learning (FedRL) problem in which $n$ agents collaboratively learn a single policy without sharing the trajectories they collected during agent-environment interaction. We stress the constraint of environment heterogeneity, which means $n$ environments corresponding to these $n$ agents have different state transitions. To obtain a value function or a policy function which optimizes the overall performance in all environments, we propose two federated RL algorithms, \texttt{QAvg} and \texttt{PAvg}. We theoretically prove that these algorithms converge to subop…
Skolkovo Institute of Science and Technology(斯科尔科沃科学技术研究院);Zyfra(兹夫特拉);Criteo AI Lab(Criteo人工智能实验室)
Many traditional algorithms for solving combinatorial optimization problems involve using hand-crafted heuristics that sequentially construct a solution. Such heuristics are designed by domain experts and may often be suboptimal due to the hard nature of the problems. Reinforcement learning (RL) proposes a good alternative to automate the search of these heuristics by training an agent in a supervised or self-supervised manner. In this survey, we explore the recent advancements of applying RL frameworks to hard combinatorial problems. Our survey provides the necessary background for operations…
AHD Agent: Agentic Reinforcement Learning for Automatic Heuristic Design
Guangdong Provincial Key Laboratory of Brain-Inspired Intelligent Computation(广东脑启发智能计算重点实验室);Department of Computer Science and Engineering, Southern University of Science and Technology(南方科技大学计算机科学与工程系);Zhongguancun Academy(中关村学院);The Hong Kong University of Science and Technology(香港科技大学)
Korea Advanced Institute of Science and Technology(韩国科学技术院)
How have individuals of social animals in nature evolved to learn from each other, and what would be the optimal strategy for such learning in a specific environment? Here, we address both problems by employing a deep reinforcement learning model to optimize the social learning strategies (SLSs) of agents in a cooperative game in a multi-dimensional landscape. Throughout the training for maximizing the overall payoff, we find that the agent spontaneously learns various concepts of social learning, such as copying, focusing on frequent and well-performing neighbors, self-comparison, and the imp…
Deep Reinforcement Learning for Picker Routing Problem in Warehousing
School of Information and Physical Sciences, University of Newcastle(纽卡斯尔大学信息与物理科学学院);University of South Florida(南佛罗里达大学);Carey Business School, Johns Hopkins University(约翰霍普金斯大学凯里商学院);International Computer Science Institute, University of California at Berkeley(加州大学伯克利分校国际计算机科学研究所)
Recent advances in Reinforcement Learning, grounded on combining classical theoretical results with Deep Learning paradigm, led to breakthroughs in many artificial intelligence tasks and gave birth to Deep Reinforcement Learning (DRL) as a field of research. In this work latest DRL algorithms are reviewed with a focus on their theoretical justification, practical limitations and observed empirical properties.