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 as these learned heuristics can find near-optimal solutions efficiently. However, most of the existing methods for learning heuristics focus on static graph problems. The dynamic nature makes NP-hard graph problems much more challenging to learn, and the existing methods fail to find reasonable solutions.
In this paper, we propose a novel architecture named Graph Temporal Attention with Reinforcement Learning (GTA-RL) to learn heuristic solutions for graph-based dynamic combinatorial optimization problems. The GTA-RL architecture consists of an encoder capable of embedding temporal features of a combinatorial problem instance and a decoder capable of dynamically focusing on the embedded features to find a solution to a given combinatorial problem instance. We then extend our architecture to learn heuristics for the real-time version of combinatorial optimization problems where all input features of a problem are not known a prior, but rather learned in real-time. Our experimental results against several state-of-the-art learning-based algorithms and optimal solvers demonstrate that our approach outperforms the state-of-the-art learning-based approaches in terms of effectiveness and optimal solvers in terms of efficiency on dynamic and real-time graph combinatorial optimization.
Despite significant progress in general AI planning, certain domains remain out of reach of current AI planning systems. Sokoban is a PSPACE-complete planning task and represents one of the hardest domains for current AI planners. Even domain-specific specialized search methods fail quickly due to the exponential search complexity on hard instances. Our approach based on deep reinforcement learning augmented with a curriculum-driven method is the first one to solve hard instances within one day of training while other modern solvers cannot solve these instances within any reasonable time limit…
University College Dublin(都柏林大学学院);Resero Ltd(Resero有限公司);Universidad de León(莱昂大学)
Reinforcement learning has shown great promise in robotics thanks to its ability to develop efficient robotic control procedures through self-training. In particular, reinforcement learning has been successfully applied to solving the reaching task with robotic arms. In this paper, we define a robust, reproducible and systematic experimental procedure to compare the performance of various model-free algorithms at solving this task. The policies are trained in simulation and are then transferred to a physical robotic manipulator. It is shown that augmenting the reward signal with the Hindsight …
The formal semantics of an interpreted first-order logic (FOL) statement can be given in Tarskian Semantics or a basically equivalent Game Semantics. The latter maps the statement and the interpretation into a two-player semantic game. Many combinatorial problems can be described using interpreted FOL statements and can be mapped into a semantic game. Therefore, learning to play a semantic game perfectly leads to the solution of a specific instance of a combinatorial problem. We adapt the AlphaZero algorithm so that it becomes better at learning to play semantic games that have different chara…
Deep Reinforcement Learning for Solving Management Problems: Towards A Large Management Mode
Random Seed Inc.(随机种子公司);Wuhan Institute for Artificial Intelligence(武汉人工智能研究院);Guanghua School of Management, Peking University(北京大学光华管理学院);Xiangjiang Laboratory(湘江实验室);H. Milton Stewart School of Industrial and Systems Engineering, Georgia Institute of Technology(佐治亚理工学院H·米尔顿·斯图尔特工业与系统工程学院);Institute for Artificial Intelligence, Peking University(北京大学人工智能研究院)
College of Computer and Information Sciences(计算机与信息科学学院);Northeastern University(东北大学)
Reinforcement Learning has recently surfaced as a very powerful tool to solve complex problems in the domain of board games, wherein an agent is generally required to learn complex strategies and moves based on its own experiences and rewards received. While RL has outperformed existing state-of-the-art methods used for playing simple video games and popular board games, it is yet to demonstrate its capability on ancient games. Here, we solve one such problem, where we train our agents using different methods namely Monte Carlo, Qlearning and Expected Sarsa to learn optimal policy to play the …
Image-based Reinforcement Learning is known to suffer from poor sample efficiency and generalisation to unseen visuals such as distractors (task-independent aspects of the observation space). Visual domain randomisation encourages transfer by training over visual factors of variation that may be encountered in the target domain. This increases learning complexity, can negatively impact learning rate and performance, and requires knowledge of potential variations during deployment. In this paper, we introduce Attention-Privileged Reinforcement Learning (APRiL) which uses a self-supervised atten…
Eindhoven University of Technology(埃因霍温理工大学);Vanderlande Industries B.V.(范德兰德工业有限公司)
In e-commerce markets, on time delivery is of great importance to customer satisfaction. In this paper, we present a Deep Reinforcement Learning (DRL) approach for deciding how and when orders should be batched and picked in a warehouse to minimize the number of tardy orders. In particular, the technique facilitates making decisions on whether an order should be picked individually (pick-by-order) or picked in a batch with other orders (pick-by-batch), and if so with which other orders. We approach the problem by formulating it as a semi-Markov decision process and develop a vector-based state…
McGill University(麦吉尔大学);Mila(米拉研究所);Polytechnic University of Bucharest(布加勒斯特理工大学);Google Deepmind(谷歌DeepMind)
Decision-making AI agents are often faced with two important challenges: the depth of the planning horizon, and the branching factor due to having many choices. Hierarchical reinforcement learning methods aim to solve the first problem, by providing shortcuts that skip over multiple time steps. To cope with the breadth, it is desirable to restrict the agent's attention at each step to a reasonable number of possible choices. The concept of affordances (Gibson, 1977) suggests that only certain actions are feasible in certain states. In this work, we model "affordances" through an attention mech…
This paper proposes a Deep Reinforcement Learning (DRL) approach for solving knapsack problem. The proposed method consists of a state aggregation step based on tabular reinforcement learning to extract features and construct states. The state aggregation policy is applied to each problem instance of the knapsack problem, which is used with Advantage Actor Critic (A2C) algorithm to train a policy through which the items are sequentially selected at each time step. The method is a constructive solution approach and the process of selecting items is repeated until the final solution is obtained.…
Universität Hamburg(汉堡大学);University of Tübingen(蒂宾根大学);Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所)
According to cognitive psychology and related disciplines, the development of complex problem-solving behaviour in biological agents depends on hierarchical cognitive mechanisms. Hierarchical reinforcement learning is a promising computational approach that may eventually yield comparable problem-solving behaviour in artificial agents and robots. However, to date the problem-solving abilities of many human and non-human animals are clearly superior to those of artificial systems. Here, we propose steps to integrate biologically inspired hierarchical mechanisms to enable advanced problem-solvin…
Reinforcement learning is an appropriate and successful method to robustly perform low-level robot control under noisy conditions. Symbolic action planning is useful to resolve causal dependencies and to break a causally complex problem down into a sequence of simpler high-level actions. A problem with the integration of both approaches is that action planning is based on discrete high-level action- and state spaces, whereas reinforcement learning is usually driven by a continuous reward function. However, recent advances in reinforcement learning, specifically, universal value function approx…
Despite seminal advances in reinforcement learning in recent years, many domains where the rewards are sparse, e.g. given only at task completion, remain quite challenging. In such cases, it can be beneficial to tackle the task both from its beginning and end, and make the two ends meet. Existing approaches that do so, however, are not effective in the common scenario where the strategy needed near the end goal is very different from the one that is effective earlier on. In this work we propose a novel RL approach for such settings. In short, we first train a backward-looking agent with a simp…
An integral function of fully autonomous robots and humans is the ability to focus attention on a few relevant percepts to reach a certain goal while disregarding irrelevant percepts. Humans and animals rely on the interactions between the Pre-Frontal Cortex (PFC) and the Basal Ganglia (BG) to achieve this focus called Working Memory (WM). The Working Memory Toolkit (WMtk) was developed based on a computational neuroscience model of this phenomenon with Temporal Difference (TD) Learning for autonomous systems. Recent adaptations of the toolkit either utilize Abstract Task Representations (ATRs…
University of Technology Sydney(悉尼科技大学);Tencent Robotics X(腾讯Robotics X);University College London(伦敦大学学院);IHPC A*STAR(新加坡科技研究局高性能计算研究所)
We study reinforcement learning (RL) for text-based games, which are interactive simulations in the context of natural language. While different methods have been developed to represent the environment information and language actions, existing RL agents are not empowered with any reasoning capabilities to deal with textual games. In this work, we aim to conduct explicit reasoning with knowledge graphs for decision making, so that the actions of an agent are generated and supported by an interpretable inference procedure. We propose a stacked hierarchical attention mechanism to construct an ex…
Tsinghua University(清华大学);The University of Texas at Austin(德克萨斯大学奥斯汀分校)
Visual attention serves as a means of feature selection mechanism in the perceptual system. Motivated by Broadbent's leaky filter model of selective attention, we evaluate how such mechanism could be implemented and affect the learning process of deep reinforcement learning. We visualize and analyze the feature maps of DQN on a toy problem Catch, and propose an approach to combine visual selective attention with deep reinforcement learning. We experiment with optical flow-based attention and A2C on Atari games. Experiment results show that visual selective attention could lead to improvements …
Dorabot Inc(多拉机器人公司);Australian National University(澳大利亚国立大学)
This paper seeks to tackle the bin packing problem (BPP) through a learning perspective. Building on self-attention-based encoding and deep reinforcement learning algorithms, we propose a new end-to-end learning model for this task of interest. By decomposing the combinatorial action space, as well as utilizing a new training technique denoted as prioritized oversampling, which is a general scheme to speed up on-policy learning, we achieve state-of-the-art performance in a range of experimental settings. Moreover, although the proposed approach attend2pack targets offline-BPP, we strip our met…
An End-to-End Deep Reinforcement Learning Approach for Solving the Traveling Salesman Problem with Drones
School of Management Science and Real Estate, Chongqing University(重庆大学管理科学与房地产学院);School of Management, Guizhou University(贵州大学管理学院);Chongqing Changan Minsheng APLL Logistics Co., Ltd.(重庆长安民生APLL物流有限公司);State Grid Chongqing Electric Power Company Material Branch(国网重庆市电力公司物资分公司)
System Engineering Institute(系统工程研究所);Xi’an Jiaotong University(西安交通大学)
Driver distraction a significant risk to driving safety. Apart from spatial domain, research on temporal inattention is also necessary. This paper aims to figure out the pattern of drivers' temporal attention allocation. In this paper, we propose an actor-critic method - Attention-based Twin Delayed Deep Deterministic policy gradient (ATD3) algorithm to approximate a driver' s action according to observations and measure the driver' s attention allocation for consecutive time steps in car-following model. Considering reaction time, we construct the attention mechanism in the actor network to c…
University Pompeu Fabra(庞培法布拉大学);Universitat Pompeu Fabra(庞培法布拉大学)
When playing video-games we immediately detect which entity we control and we center the attention towards it to focus the learning and reduce its dimensionality. Reinforcement Learning (RL) has been able to deal with big state spaces, including states derived from pixel images in Atari games, but the learning is slow, depends on the brute force mapping from the global state to the action values (Q-function), thus its performance is severely affected by the dimensionality of the state and cannot be transferred to other games or other parts of the same game. We propose different transformations…
We present an end-to-end framework for solving the Vehicle Routing Problem (VRP) using reinforcement learning. In this approach, we train a single model that finds near-optimal solutions for problem instances sampled from a given distribution, only by observing the reward signals and following feasibility rules. Our model represents a parameterized stochastic policy, and by applying a policy gradient algorithm to optimize its parameters, the trained model produces the solution as a sequence of consecutive actions in real time, without the need to re-train for every new problem instance. On cap…
We propose AttendLight, an end-to-end Reinforcement Learning (RL) algorithm for the problem of traffic signal control. Previous approaches for this problem have the shortcoming that they require training for each new intersection with a different structure or traffic flow distribution. AttendLight solves this issue by training a single, universal model for intersections with any number of roads, lanes, phases (possible signals), and traffic flow. To this end, we propose a deep RL model which incorporates two attention models. The first attention model is introduced to handle different numbers …
Korea University(高丽大学);Deakin University(迪肯大学);University of Oulu(奥卢大学)
In this article, we study the problem of air-to-ground ultra-reliable and low-latency communication (URLLC) for a moving ground user. This is done by controlling multiple unmanned aerial vehicles (UAVs) in real time while avoiding inter-UAV collisions. To this end, we propose a novel multi-agent deep reinforcement learning (MADRL) framework, coined a graph attention exchange network (GAXNet). In GAXNet, each UAV constructs an attention graph locally measuring the level of attention to its neighboring UAVs, while exchanging the attention weights with other UAVs so as to reduce the attention mis…
College of Systems Engineering, University of Defense Technology(国防科技大学系统工程学院);Institute for Advanced Study, University of Amsterdam(阿姆斯特丹大学高等研究院)
Recent breakthroughs in Go play and strategic games have witnessed the great potential of reinforcement learning in intelligently scheduling in uncertain environment, but some bottlenecks are also encountered when we generalize this paradigm to universal complex tasks. Among them, the low efficiency of data utilization in model-free reinforcement algorithms is of great concern. In contrast, the model-based reinforcement learning algorithms can reveal underlying dynamics in learning environments and seldom suffer the data utilization problem. To address the problem, a model-based reinforcement …
Institute for Interdisciplinary Information Sciences, Tsinghua University(清华大学交叉信息研究院);Shanghai Qi Zhi Institute(上海期智研究院);UC Berkeley(加州大学伯克利分校);UCSD(加州大学圣迭戈分校)
We propose a novel learning paradigm, Self-Imitation via Reduction (SIR), for solving compositional reinforcement learning problems. SIR is based on two core ideas: task reduction and self-imitation. Task reduction tackles a hard-to-solve task by actively reducing it to an easier task whose solution is known by the RL agent. Once the original hard task is successfully solved by task reduction, the agent naturally obtains a self-generated solution trajectory to imitate. By continuously collecting and imitating such demonstrations, the agent is able to progressively expand the solved subspace in…
The recent mean field game (MFG) formalism facilitates otherwise intractable computation of approximate Nash equilibria in many-agent settings. In this paper, we consider discrete-time finite MFGs subject to finite-horizon objectives. We show that all discrete-time finite MFGs with non-constant fixed point operators fail to be contractive as typically assumed in existing MFG literature, barring convergence via fixed point iteration. Instead, we incorporate entropy-regularization and Boltzmann policies into the fixed point iteration. As a result, we obtain provable convergence to approximate fi…
In reinforcement learning algorithms, it is a common practice to account for only a single view of the environment to make the desired decisions; however, utilizing multiple views of the environment can help to promote the learning of complicated policies. Since the views may frequently suffer from partial observability, their provided observation can have different levels of importance. In this paper, we present a novel attention-based deep reinforcement learning method in a multi-view environment in which each view can provide various representative information about the environment. Specifi…
Attention models have had a significant positive impact on deep learning across a range of tasks. However previous attempts at integrating attention with reinforcement learning have failed to produce significant improvements. We propose the first combination of self attention and reinforcement learning that is capable of producing significant improvements, including new state of the art results in the Arcade Learning Environment. Unlike the selective attention models used in previous attempts, which constrain the attention via preconceived notions of importance, our implementation utilises the…
Reinforcement Learning (RL) is an area of machine learning concerned with enabling an agent to navigate an environment with uncertainty in order to maximize some notion of cumulative long-term reward. In this paper, we implement and analyze two different RL techniques, Sarsa and Deep QLearning, on OpenAI Gym's LunarLander-v2 environment. We then introduce additional uncertainty to the original problem to test the robustness of the mentioned techniques. With our best models, we are able to achieve average rewards of 170+ with the Sarsa agent and 200+ with the Deep Q-Learning agent on the origin…
National University of Singapore(新加坡国立大学);Nanyang Technological University(南洋理工大学);Shandong University(山东大学)
Recently, there is an emerging trend to apply deep reinforcement learning to solve the vehicle routing problem (VRP), where a learnt policy governs the selection of next node for visiting. However, existing methods could not handle well the pairing and precedence relationships in the pickup and delivery problem (PDP), which is a representative variant of VRP. To address this challenging issue, we leverage a novel neural network integrated with a heterogeneous attention mechanism to empower the policy in deep reinforcement learning to automatically select the nodes. In particular, the heterogen…
In reinforcement learning algorithms, leveraging multiple views of the environment can improve the learning of complicated policies. In multi-view environments, due to the fact that the views may frequently suffer from partial observability, their level of importance are often different. In this paper, we propose a deep reinforcement learning method and an attention mechanism in a multi-view environment. Each view can provide various representative information about the environment. Through our attention mechanism, our method generates a single feature representation of environment given its m…
Budapest University of Technology and Economics(布达佩斯技术与经济大学)
Reinforcement Learning enables to train an agent via interaction with the environment. However, in the majority of real-world scenarios, the extrinsic feedback is sparse or not sufficient, thus intrinsic reward formulations are needed to successfully train the agent. This work investigates and extends the paradigm of curiosity-driven exploration. First, a probabilistic approach is taken to exploit the advantages of the attention mechanism, which is successfully applied in other domains of Deep Learning. Combining them, we propose new methods, such as AttA2C, an extension of the Actor-Critic fr…
Warwick Manufacturing Group, University of Warwick(华威大学华威制造集团);University of Warwick(华威大学)
Training agents to autonomously learn how to use anthropomorphic robotic hands has the potential to lead to systems capable of performing a multitude of complex manipulation tasks in unstructured and uncertain environments. In this work, we first introduce a suite of challenging simulated manipulation tasks that current reinforcement learning and trajectory optimisation techniques find difficult. These include environments where two simulated hands have to pass or throw objects between each other, as well as an environment where the agent must learn to spin a long pen between its fingers. We t…
In this research, some of the issues that arise from the scalarization of the multi-objective optimization problem in the Advantage Actor Critic (A2C) reinforcement learning algorithm are investigated. The paper shows how a naive scalarization can lead to gradients overlapping. Furthermore, the possibility that the entropy regularization term can be a source of uncontrolled noise is discussed. With respect to the above issues, a technique to avoid gradient overlapping is proposed, while keeping the same loss formulation. Moreover, a method to avoid the uncontrolled noise, by sampling the actio…
Deep Reinforcement Learning via Object-Centric Attention
Technical University of Darmstadt(达姆施塔特工业大学);Hessian Center for Artificial Intelligence (hessian.AI)(黑森人工智能中心);Sorbonne Université(索邦大学);German Research Center for Artificial Intelligence (DFKI)(德国人工智能研究中心);Centre for Cognitive Science, Darmstadt, Germany(达姆施塔特认知科学中心)
For its advantage in GPU acceleration and less dependency on human experts, machine learning has been an emerging tool for solving the placement and routing problems, as two critical steps in modern chip design flow. Being still in its early stage, there are fundamental issues: scalability, reward design, and end-to-end learning paradigm etc. To achieve end-to-end placement learning, we first propose a joint learning method termed by DeepPlace for the placement of macros and standard cells, by the integration of reinforcement learning with a gradient based optimization scheme. To further bridg…
Large-scale screening for potential threats with limited resources and capacity for screening is a problem of interest at airports, seaports, and other ports of entry. Adversaries can observe screening procedures and arrive at a time when there will be gaps in screening due to limited resource capacities. To capture this game between ports and adversaries, this problem has been previously represented as a Stackelberg game, referred to as a Threat Screening Game (TSG). Given the significant complexity associated with solving TSGs and uncertainty in arrivals of customers, existing work has assum…
Research in analogical reasoning suggests that higher-order cognitive functions such as abstract reasoning, far transfer, and creativity are founded on recognizing structural similarities among relational systems. Here we integrate theories of analogy with the computational framework of reinforcement learning (RL). We propose a psychology theory that is a computational synergy between analogy and RL, in which analogical comparison provides the RL learning algorithm with a measure of relational similarity, and RL provides feedback signals that can drive analogical learning. Simulation results s…