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Decentralized Learning in Online Queuing Systems

Neural Information Processing Systems

Inefficient decisions in repeated games can stem from both strategic and learning considerations. First, strategic agents selfishly maximize their own individual reward at others' expense.


Decentralized Learning in Online Queuing Systems

Neural Information Processing Systems

Inefficient decisions in repeated games can stem from both strategic and learning considerations. First, strategic agents selfishly maximize their own individual reward at others' expense.




Checklist 1. For all authors (a)

Neural Information Processing Systems

Do the main claims made in the abstract and introduction accurately reflect the paper's Did you discuss any potential negative societal impacts of your work? If you ran experiments... (a) Did you include the code, data, and instructions needed to reproduce the main experimental results (either in the supplemental material or as a URL)? [Y es] Available at Did you specify all the training details (e.g., data splits, hyperparameters, how they Did you report error bars (e.g., with respect to the random seed after running experiments multiple times)? Did you include the total amount of compute and the type of resources used (e.g., type of GPUs, internal cluster, or cloud provider)? Appendix 4. If you are using existing assets (e.g., code, data, models) or curating/releasing new assets... (a) If your work uses existing assets, did you cite the creators? Did you include any new assets either in the supplemental material or as a URL? [No] Did you discuss whether and how consent was obtained from people whose data you're If you used crowdsourcing or conducted research with human subjects... (a) Our method proposes to learn efficient data structure for accurate prediction in large-output space.



A General Implementation Details For our Atari games and DeepMind Control Suite experiments, we largely follow DrQ [ 33

Neural Information Processing Systems

The replay buffer size is 100K. This procedure is repeated every time an image is sampled from the replay buffer. Batch size used in both RL and representation learning is 512. The corresponding hyperparameters used in Atari experiments are shown in Table 7 and Table 8. The action repeat hyperparameters are show in Table 6.