Most combinatorial optimization problems can be formulated as mixed integer linear programming (MILP), in which branch-and-bound (B\&B) is a general and widely used method. Recently, learning to branch has become a hot research topic in the intersection of machine learning and combinatorial optimization. In this paper, we propose a novel reinforcement learning-based B\&B algorithm. Similar to offline reinforcement learning, we initially train on the demonstration data to accelerate learning massively. With the improvement of the training effect, the agent starts to interact with the environment with its learned policy gradually. It is critical to improve the performance of the algorithm by determining the mixing ratio between demonstration and self-generated data. Thus, we propose a prioritized storage mechanism to control this ratio automatically. In order to improve the robustness of the training process, a superior network is additionally introduced based on Double DQN, which always serves as a Q-network with competitive performance. We evaluate the performance of the proposed algorithm over three public research benchmarks and compare it against strong baselines, including three classical heuristics and one state-of-the-art imitation learning-based branching algorithm. The results show that the proposed algorithm achieves the best performance among compared algorithms and possesses the potential to improve B\&B algorithm performance continuously.
Huawei Technologies Zurich Research Center(华为技术苏黎世研究中心);University of Edinburgh(爱丁堡大学)
Recent years have seen stagnating improvements to branch predictor (BP) efficacy and a dearth of fresh ideas in branch predictor design, calling for fresh thinking in this area. This paper argues that looking at BP from the viewpoint of Reinforcement Learning (RL) facilitates systematic reasoning about, and exploration of, BP designs. We describe how to apply the RL formulation to branch predictors, show that existing predictors can be succinctly expressed in this formulation, and study two RL-based variants of conventional BPs.
In this paper, we propose a novel Branching Reinforcement Learning (Branching RL) model, and investigate both Regret Minimization (RM) and Reward-Free Exploration (RFE) metrics for this model. Unlike standard RL where the trajectory of each episode is a single $H$-step path, branching RL allows an agent to take multiple base actions in a state such that transitions branch out to multiple successor states correspondingly, and thus it generates a tree-structured trajectory. This model finds important applications in hierarchical recommendation systems and online advertising. For branching RL, we…
University of Alberta(阿尔伯塔大学);Huawei Technologies Canada Co., Ltd.(华为技术加拿大有限公司)
Branch-and-bound is a systematic enumerative method for combinatorial optimization, where the performance highly relies on the variable selection strategy. State-of-the-art handcrafted heuristic strategies suffer from relatively slow inference time for each selection, while the current machine learning methods require a significant amount of labeled data. We propose a new approach for solving the data labeling and inference latency issues in combinatorial optimization based on the use of the reinforcement learning (RL) paradigm. We use imitation learning to bootstrap an RL agent and then use P…
Discrete-action algorithms have been central to numerous recent successes of deep reinforcement learning. However, applying these algorithms to high-dimensional action tasks requires tackling the combinatorial increase of the number of possible actions with the number of action dimensions. This problem is further exacerbated for continuous-action tasks that require fine control of actions via discretization. In this paper, we propose a novel neural architecture featuring a shared decision module followed by several network branches, one for each action dimension. This approach achieves a linea…
EDF R&D(法国电力研发中心);CNAM Paris(巴黎国立工艺美术学院);ENSTA Paris(巴黎高等先进技术学院);Institut Polytechnique de Paris(巴黎理工学院)
Mixed integer linear programs are commonly solved by Branch and Bound algorithms. A key factor of the efficiency of the most successful commercial solvers is their fine-tuned heuristics. In this paper, we leverage patterns in real-world instances to learn from scratch a new branching strategy optimised for a given problem and compare it with a commercial solver. We propose FMSTS, a novel Reinforcement Learning approach specifically designed for this task. The strength of our method lies in the consistency between a local value function and a global metric of interest. In addition, we provide i…
University of Twente(特文特大学);University of Colorado Boulder(科罗拉多大学博尔德分校);University of Liverpool(利物浦大学)
We study reinforcement learning for the optimal control of Branching Markov Decision Processes (BMDPs), a natural extension of (multitype) Branching Markov Chains (BMCs). The state of a (discrete-time) BMCs is a collection of entities of various types that, while spawning other entities, generate a payoff. In comparison with BMCs, where the evolution of a each entity of the same type follows the same probabilistic pattern, BMDPs allow an external controller to pick from a range of options. This permits us to study the best/worst behaviour of the system. We generalise model-free reinforcement l…
Combinatorial optimisation problems framed as mixed integer linear programmes (MILPs) are ubiquitous across a range of real-world applications. The canonical branch-and-bound algorithm seeks to exactly solve MILPs by constructing a search tree of increasingly constrained sub-problems. In practice, its solving time performance is dependent on heuristics, such as the choice of the next variable to constrain ('branching'). Recently, machine learning (ML) has emerged as a promising paradigm for branching. However, prior works have struggled to apply reinforcement learning (RL), citing sparse rewar…
Multi-Agent Goal Recognition with Team- and Goal-Conditioned Reinforcement Learning and Factorized Branch-and-Bound
Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)(里约格兰德杜斯阿伦斯天主教大学);Universidade do Vale do Rio dos Sinos (Unisinos)(里约斯inos大学);University of Aberdeen(阿伯丁大学)
We present DrQ-v2, a model-free reinforcement learning (RL) algorithm for visual continuous control. DrQ-v2 builds on DrQ, an off-policy actor-critic approach that uses data augmentation to learn directly from pixels. We introduce several improvements that yield state-of-the-art results on the DeepMind Control Suite. Notably, DrQ-v2 is able to solve complex humanoid locomotion tasks directly from pixel observations, previously unattained by model-free RL. DrQ-v2 is conceptually simple, easy to implement, and provides significantly better computational footprint compared to prior work, with the…
Structure-Conditioned Actor-Critic Branches for Quality-Diversity Reinforcement Learning
School of Artificial Intelligence, Nanjing University of Information Science and Technology(南京信息工程大学人工智能学院);Guangdong Provincial Key Laboratory of Novel Security Intelligence Technologies, Institute of Cyberspace Security, School of Computer Science and Technology, Harbin Institute of Technology(哈尔滨工业大学计算机科学与技术学院网络空间安全研究院广东省新型安全智能技术重点实验室)
Northwestern University(西北大学);Princeton University(普林斯顿大学);University of Wisconsin-Madison(威斯康星大学麦迪逊分校)
We study risk-sensitive reinforcement learning (RL) based on the entropic risk measure. Although existing works have established non-asymptotic regret guarantees for this problem, they leave open an exponential gap between the upper and lower bounds. We identify the deficiencies in existing algorithms and their analysis that result in such a gap. To remedy these deficiencies, we investigate a simple transformation of the risk-sensitive Bellman equations, which we call the exponential Bellman equation. The exponential Bellman equation inspires us to develop a novel analysis of Bellman backup pr…
Paul G. Allen School of Computer Science & Engineering, University of Washington(华盛顿大学保罗·G·艾伦计算机科学与工程学院)
We study episodic reinforcement learning under unknown adversarial corruptions in both the rewards and the transition probabilities of the underlying system. We propose new algorithms which, compared to the existing results in (Lykouris et al., 2020), achieve strictly better regret bounds in terms of total corruptions for the tabular setting. To be specific, firstly, our regret bounds depend on more precise numerical values of total rewards corruptions and transition corruptions, instead of only on the total number of corrupted episodes. Secondly, our regret bounds are the first of their kind …
Google Research(谷歌研究院);Johns Hopkins University(约翰斯·霍普金斯大学);Courant Institute(库朗研究所)
We provide improved gap-dependent regret bounds for reinforcement learning in finite episodic Markov decision processes. Compared to prior work, our bounds depend on alternative definitions of gaps. These definitions are based on the insight that, in order to achieve a favorable regret, an algorithm does not need to learn how to behave optimally in states that are not reached by an optimal policy. We prove tighter upper regret bounds for optimistic algorithms and accompany them with new information-theoretic lower bounds for a large class of MDPs. Our results show that optimistic algorithms ca…
To improve efficiency and reduce failures in autonomous vehicles, research has focused on developing robust and safe learning methods that take into account disturbances in the environment. Existing literature in robust reinforcement learning poses the learning problem as a two player game between the autonomous system and disturbances. This paper examines two different algorithms to solve the game, Robust Adversarial Reinforcement Learning and Neural Fictitious Self Play, and compares performance on an autonomous driving scenario. We extend the game formulation to a semi-competitive setting a…
Online solvers for partially observable Markov decision processes have difficulty scaling to problems with large action spaces. This paper proposes a method called PA-POMCPOW to sample a subset of the action space that provides varying mixtures of exploitation and exploration for inclusion in a search tree. The proposed method first evaluates the action space according to a score function that is a linear combination of expected reward and expected information gain. The actions with the highest score are then added to the search tree during tree expansion. Experiments show that PA-POMCPOW is a…
Bridging Evolutionary Algorithms and Reinforcement Learning: A Comprehensive Survey on Hybrid Algorithms
College of Intelligence and Computing, Tianjin University(天津大学智能与计算学院);Montreal Institute of Learning Algorithms (MILA)(蒙特利尔学习算法研究所);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)
University of Oulu(奥卢大学);University of the Basque Country UPV/EHU(巴斯克大学);Virginia Tech(弗吉尼亚理工大学)
Cooperative perception plays a vital role in extending a vehicle's sensing range beyond its line-of-sight. However, exchanging raw sensory data under limited communication resources is infeasible. Towards enabling an efficient cooperative perception, vehicles need to address the following fundamental question: What sensory data needs to be shared?, at which resolution?, and with which vehicles? To answer this question, in this paper, a novel framework is proposed to allow reinforcement learning (RL)-based vehicular association, resource block (RB) allocation, and content selection of cooperati…
University of Maryland(马里兰大学);National Institute for Standards and Technology(美国国家标准与技术研究院)
We present Multiple Scenario Verifiable Reinforcement Learning via Policy Extraction (MSVIPER), a new method for policy distillation to decision trees for improved robot navigation. MSVIPER learns an "expert" policy using any Reinforcement Learning (RL) technique involving learning a state-action mapping and then uses imitation learning to learn a decision-tree policy from it. We demonstrate that MSVIPER results in efficient decision trees and can accurately mimic the behavior of the expert policy. Moreover, we present efficient policy distillation and tree-modification techniques that take ad…
Texas A&M University(得克萨斯农工大学);US Army Research Laboratory(美国陆军研究实验室);Columbia University(哥伦比亚大学)
This paper investigates how to efficiently transition and update policies, trained initially with demonstrations, using off-policy actor-critic reinforcement learning. It is well-known that techniques based on Learning from Demonstrations, for example behavior cloning, can lead to proficient policies given limited data. However, it is currently unclear how to efficiently update that policy using reinforcement learning as these approaches are inherently optimizing different objective functions. Previous works have used loss functions, which combine behavior cloning losses with reinforcement lea…
Deep reinforcement learning (DRL) has great potential for acquiring the optimal action in complex environments such as games and robot control. However, it is difficult to analyze the decision-making of the agent, i.e., the reasons it selects the action acquired by learning. In this work, we propose Mask-Attention A3C (Mask A3C), which introduces an attention mechanism into Asynchronous Advantage Actor-Critic (A3C), which is an actor-critic-based DRL method, and can analyze the decision-making of an agent in DRL. A3C consists of a feature extractor that extracts features from an image, a polic…
Massive practical works addressed by Deep Q-network (DQN) algorithm have indicated that stochastic policy, despite its simplicity, is the most frequently used exploration approach. However, most existing stochastic exploration approaches either explore new actions heuristically regardless of Q-values or inevitably introduce bias into the learning process to couple the sampling with Q-values. In this paper, we propose a novel preference-guided $ε$-greedy exploration algorithm that can efficiently learn the action distribution in line with the landscape of Q-values for DQN without introducing ad…
QTRAN is a multi-agent reinforcement learning (MARL) algorithm capable of learning the largest class of joint-action value functions up to date. However, despite its strong theoretical guarantee, it has shown poor empirical performance in complex environments, such as Starcraft Multi-Agent Challenge (SMAC). In this paper, we identify the performance bottleneck of QTRAN and propose a substantially improved version, coined QTRAN++. Our gains come from (i) stabilizing the training objective of QTRAN, (ii) removing the strict role separation between the action-value estimators of QTRAN, and (iii) …
Johns Hopkins University Applied Physics Lab(约翰斯·霍普金斯大学应用物理实验室)
Transfer learning is an increasingly common approach for developing performant RL agents. However, it is not well understood how to define the relationship between the source and target tasks, and how this relationship contributes to successful transfer. We present an algorithm called Structural Similarity for Two MDPS, or SS2, that calculates a state similarity measure for states in two finite MDPs based on previously developed bisimulation metrics, and show that the measure satisfies properties of a distance metric. Then, through empirical results with GridWorld navigation tasks, we provide …
Human-Centric Traffic Signal Control for Equity: A Multi-Agent Action Branching Deep Reinforcement Learning Approach
Department of Infrastructure Engineering, Faculty of Engineering and Information Technology, The University of Melbourne, VIC 3010, Australia(工程与信息技术学院基础设施工程系,墨尔本大学)
Instability and variability of Deep Reinforcement Learning (DRL) algorithms tend to adversely affect their performance. Averaged-DQN is a simple extension to the DQN algorithm, based on averaging previously learned Q-values estimates, which leads to a more stable training procedure and improved performance by reducing approximation error variance in the target values. To understand the effect of the algorithm, we examine the source of value function estimation errors and provide an analytical comparison within a simplified model. We further present experiments on the Arcade Learning Environmen…
Network-on-chip (NoC) architectures rely on buffers to store flits to cope with contention for router resources during packet switching. Recently, reversible multi-function channel (RMC) buffers have been proposed to simultaneously reduce power and enable adaptive NoC buffering between adjacent routers. While adaptive buffering can improve NoC performance by maximizing buffer utilization, controlling the RMC buffer allocations requires a congestion-aware, scalable, and proactive policy. In this work, we present RACE, a novel reinforcement learning (RL) framework that utilizes better awareness …
In this paper, we tackle the problem of Unmanned Aerial (UA V) path planning in complex and uncertain environments by designing a Model Predictive Control (MPC), based on a Long-Short-Term Memory (LSTM) network integrated into the Deep Deterministic Policy Gradient algorithm. In the proposed solution, LSTM-MPC operates as a deterministic policy within the DDPG network, and it leverages a predicting pool to store predicted future states and actions for improved robustness and efficiency. The use of the predicting pool also enables the initialization of the critic network, leading to improved co…
Korea Advanced Institute of Science and Technology(韩国科学技术院)
We present a training pipeline for the autonomous driving task given the current camera image and vehicle speed as the input to produce the throttle, brake, and steering control output. The simulator Airsim's convenient weather and lighting API provides a sufficient diversity during training which can be very helpful to increase the trained policy's robustness. In order to not limit the possible policy's performance, we use a continuous and deterministic control policy setting. We utilize ResNet-34 as our actor and critic networks with some slight changes in the fully connected layers. Conside…
Tel Aviv University(特拉维夫大学);Google Research(谷歌研究院)
We study reinforcement learning with linear function approximation and adversarially changing cost functions, a setup that has mostly been considered under simplifying assumptions such as full information feedback or exploratory conditions.We present a computationally efficient policy optimization algorithm for the challenging general setting of unknown dynamics and bandit feedback, featuring a combination of mirror-descent and least squares policy evaluation in an auxiliary MDP used to compute exploration bonuses.Our algorithm obtains an $\widetilde O(K^{6/7})$ regret bound, improving signifi…
LearnAlign: Data Selection for LLM Reinforcement Learning with Improved Gradient Alignment
Nanjing University(南京大学);The Hong Kong Polytechnic University(香港理工大学);The Chinese University of Hong Kong(香港中文大学);University of Science and Technology of China(中国科学技术大学);Institute of Information Engineering, Chinese Academy of Sciences(中国科学院信息工程研究所)
In this work, we study model-based reinforcement learning (RL) in unknown stabilizable linear dynamical systems. When learning a dynamical system, one needs to stabilize the unknown dynamics in order to avoid system blow-ups. We propose an algorithm that certifies fast stabilization of the underlying system by effectively exploring the environment with an improved exploration strategy. We show that the proposed algorithm attains $\tilde{\mathcal{O}}(\sqrt{T})$ regret after $T$ time steps of agent-environment interaction. We also show that the regret of the proposed algorithm has only a polynom…
University of Maryland, College Park(马里兰大学帕克分校);Northwestern Polytechnical University(西北工业大学);Lehigh University(理海大学)
Multi-agent reinforcement learning has drawn increasing attention in practice, e.g., robotics and automatic driving, as it can explore optimal policies using samples generated by interacting with the environment. However, high reward uncertainty still remains a problem when we want to train a satisfactory model, because obtaining high-quality reward feedback is usually expensive and even infeasible. To handle this issue, previous methods mainly focus on passive reward correction. At the same time, recent active reward estimation methods have proven to be a recipe for reducing the effect of rew…
K. N. Toosi University of Technology(K. N. 图西理工大学);Polytechnique Montréal(蒙特利尔理工学院);Shahid Beheshti University(沙希德·贝赫什提大学)
Nowadays, cooperative multi-agent systems are used to learn how to achieve goals in large-scale dynamic environments. However, learning in these environments is challenging: from the effect of search space size on learning time to inefficient cooperation among agents. Moreover, reinforcement learning algorithms may suffer from a long time of convergence in such environments. In this paper, a communication framework is introduced. In the proposed communication framework, agents learn to cooperate effectively and also by introduction of a new state calculation method the size of state space will…
University of Massachusetts Amherst(马萨诸塞大学阿默斯特分校);University of Memphis(孟菲斯大学)
Deep Reinforcement Learning (RL) demonstrates excellent performance on tasks that can be solved by trained policy. It plays a dominant role among cutting-edge machine learning approaches using multi-layer Neural networks (NNs). At the same time, Deep RL suffers from high sensitivity to noisy, incomplete, and misleading input data. Following biological intuition, we involve Spiking Neural Networks (SNNs) to address some deficiencies of deep RL solutions. Previous studies in image classification domain demonstrated that standard NNs (with ReLU nonlinearity) trained using supervised learning can …
This paper introduces a set of formally defined and transparent problems for reinforcement learning algorithms with the following characteristics: (1) variable degrees of observability (non-Markov observations), (2) distal and sparse rewards, (3) variable and hierarchical reward structure, (4) multiple-task generation, (5) variable problem complexity. The environment provides 1D or 2D categorical observations, and takes actions as input. The core structure of the CT-graph is a multi-branch tree graph with arbitrary branching factor, depth, and observation sets that can be varied to increase th…
Text-based games (TBGs) have become a popular proving ground for the demonstration of learning-based agents that make decisions in quasi real-world settings. The crux of the problem for a reinforcement learning agent in such TBGs is identifying the objects in the world, and those objects' relations with that world. While the recent use of text-based resources for increasing an agent's knowledge and improving its generalization have shown promise, we posit in this paper that there is much yet to be learned from visual representations of these same worlds. Specifically, we propose to retrieve im…