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 Reinforcement Learning


Multi-Agent Q-Learning for Real-Time Load Balancing User Association and Handover in Mobile Networks

arXiv.org Artificial Intelligence

As next generation cellular networks become denser, associating users with the optimal base stations at each time while ensuring no base station is overloaded becomes critical for achieving stable and high network performance. We propose multi-agent online Q-learning (QL) algorithms for performing real-time load balancing user association and handover in dense cellular networks. The load balancing constraints at all base stations couple the actions of user agents, and we propose two multi-agent action selection policies, one centralized and one distributed, to satisfy load balancing at every learning step. In the centralized policy, the actions of UEs are determined by a central load balancer (CLB) running an algorithm based on swapping the worst connection to maximize the total learning reward. In the distributed policy, each UE takes an action based on its local information by participating in a distributed matching game with the BSs to maximize the local reward. We then integrate these action selection policies into an online QL algorithm that adapts in real-time to network dynamics including channel variations and user mobility, using a reward function that considers a handover cost to reduce handover frequency. The proposed multi-agent QL algorithm features low-complexity and fast convergence, outperforming 3GPP max-SINR association. Both policies adapt well to network dynamics at various UE speed profiles from walking, running, to biking and suburban driving, illustrating their robustness and real-time adaptability.


GAS: Generative Auto-bidding with Post-training Search

arXiv.org Artificial Intelligence

Auto-bidding is essential in facilitating online advertising by automatically placing bids on behalf of advertisers. Generative auto-bidding, which generates bids based on an adjustable condition using models like transformers and diffusers, has recently emerged as a new trend due to its potential to learn optimal strategies directly from data and adjust flexibly to preferences. However, generative models suffer from low-quality data leading to a mismatch between condition, return to go, and true action value, especially in long sequential decision-making. Besides, the majority preference in the dataset may hinder models' generalization ability on minority advertisers' preferences. While it is possible to collect high-quality data and retrain multiple models for different preferences, the high cost makes it unaffordable, hindering the advancement of auto-bidding into the era of large foundation models. To address this, we propose a flexible and practical Generative Auto-bidding scheme using post-training Search, termed GAS, to refine a base policy model's output and adapt to various preferences. We use weak-to-strong search alignment by training small critics for different preferences and an MCTS-inspired search to refine the model's output. Specifically, a novel voting mechanism with transformer-based critics trained with policy indications could enhance search alignment performance. Additionally, utilizing the search, we provide a fine-tuning method for high-frequency preference scenarios considering computational efficiency. Extensive experiments conducted on the real-world dataset and online A/B test on the Kuaishou advertising platform demonstrate the effectiveness of GAS, achieving significant improvements, e.g., 1.554% increment of target cost.


Burning RED: Unlocking Subtask-Driven Reinforcement Learning and Risk-Awareness in Average-Reward Markov Decision Processes

arXiv.org Artificial Intelligence

Average-reward Markov decision processes (MDPs) provide a foundational framework for sequential decision-making under uncertainty. However, average-reward MDPs have remained largely unexplored in reinforcement learning (RL) settings, with the majority of RL-based efforts having been allocated to episodic and discounted MDPs. In this work, we study a unique structural property of average-reward MDPs and utilize it to introduce Reward-Extended Differential (or RED) reinforcement learning: a novel RL framework that can be used to effectively and efficiently solve various learning objectives, or subtasks, simultaneously in the average-reward setting. We introduce a family of RED learning algorithms for prediction and control, including proven-convergent algorithms for the tabular case. We then showcase the power of these algorithms by demonstrating how they can be used to learn a policy that optimizes, for the first time, the well-known conditional value-at-risk (CVaR) risk measure in a fully-online manner, without the use of an explicit bi-level optimization scheme or an augmented state-space.


A Coalition Game for On-demand Multi-modal 3D Automated Delivery System

arXiv.org Artificial Intelligence

We introduce a multi-modal autonomous delivery optimization framework as a coalition game for a fleet of UAVs and ADRs operating in two overlaying networks to address last-mile delivery in urban environments, including high-density areas, road-based routing, and real-world operational challenges. The problem is defined as multiple depot pickup and delivery with time windows constrained over operational restrictions, such as vehicle battery limitation, precedence time window, and building obstruction. Subsequently, the coalition game theory is applied to investigate cooperation structures among the modes to capture how strategic collaboration among vehicles can improve overall routing efficiency. To do so, a generalized reinforcement learning model is designed to evaluate the cost-sharing and allocation to different coalitions for which sub-additive property and non-empty core exist. Our methodology leverages an end-to-end deep multi-agent policy gradient method augmented by a novel spatio-temporal adjacency neighbourhood graph attention network and transformer architecture using a heterogeneous edge-enhanced attention model. Conducting several numerical experiments on last-mile delivery applications, the result from the case study in the city of Mississauga shows that despite the incorporation of an extensive network in the graph for two modes and a complex training structure, the model addresses realistic operational constraints and achieves high-quality solutions compared with the existing transformer-based and heuristics methods and can perform well on non-homogeneous data distribution, generalizes well on the different scale and configuration, and demonstrate a robust performance under stochastic scenarios subject to wind speed and direction.


In-Dataset Trajectory Return Regularization for Offline Preference-based Reinforcement Learning

arXiv.org Artificial Intelligence

Offline preference-based reinforcement learning (PbRL) typically operates in two phases: first, use human preferences to learn a reward model and annotate rewards for a reward-free offline dataset; second, learn a policy by optimizing the learned reward via offline RL. However, accurately modeling step-wise rewards from trajectory-level preference feedback presents inherent challenges. The reward bias introduced, particularly the overestimation of predicted rewards, leads to optimistic trajectory stitching, which undermines the pessimism mechanism critical to the offline RL phase. To address this challenge, we propose In-Dataset Trajectory Return Regularization (DTR) for offline PbRL, which leverages conditional sequence modeling to mitigate the risk of learning inaccurate trajectory stitching under reward bias. Specifically, DTR employs Decision Transformer and TD-Learning to strike a balance between maintaining fidelity to the behavior policy with high in-dataset trajectory returns and selecting optimal actions based on high reward labels. Additionally, we introduce an ensemble normalization technique that effectively integrates multiple reward models, balancing the tradeoff between reward differentiation and accuracy. Empirical evaluations on various benchmarks demonstrate the superiority of DTR over other state-of-the-art baselines.


On Enhancing Network Throughput using Reinforcement Learning in Sliced Testbeds

arXiv.org Artificial Intelligence

Novel applications demand high throughput, low latency, and high reliability connectivity and still pose significant challenges to slicing orchestration architectures. The literature explores network slicing techniques that employ canonical methods, artificial intelligence, and combinatorial optimization to address errors and ensure throughput for network slice data plane. This paper introduces the Enhanced Mobile Broadband (eMBB)-Agent as a new approach that uses Reinforcement Learning (RL) in a vertical application to enhance network slicing throughput to fit Service-Level Agreements (SLAs). The eMBB-Agent analyzes application transmission variables and proposes actions within a discrete space to adjust the reception window using a Deep Q-Network (DQN). This paper also presents experimental results that examine the impact of factors such as the channel error rate, DQN model layers, and learning rate on model convergence and achieved throughput, providing insights on embedding intelligence in network slicing.


Choice Between Partial Trajectories: Disentangling Goals from Beliefs

arXiv.org Artificial Intelligence

As AI agents generate increasingly sophisticated behaviors, manually encoding human preferences to guide these agents becomes more challenging. To address this, it has been suggested that agents instead learn preferences from human choice data. This approach requires a model of choice behavior that the agent can use to interpret the data. For choices between partial trajectories of states and actions, previous models assume choice probabilities are determined by the partial return or the cumulative advantage. We consider an alternative model based instead on the bootstrapped return, which adds to the partial return an estimate of the future return. Benefits of the bootstrapped return model stem from its treatment of human beliefs. Unlike partial return, choices based on bootstrapped return reflect human beliefs about the environment. Further, while recovering the reward function from choices based on cumulative advantage requires that those beliefs are correct, doing so from choices based on bootstrapped return does not. To motivate the bootstrapped return model, we formulate axioms and prove an Alignment Theorem. This result formalizes how, for a general class of preferences, such models are able to disentangle goals from beliefs. This ensures recovery of an aligned reward function when learning from choices based on bootstrapped return. The bootstrapped return model also affords greater robustness to choice behavior. Even when choices are based on partial return, learning via a bootstrapped return model recovers an aligned reward function. The same holds with choices based on the cumulative advantage if the human and the agent both adhere to correct and consistent beliefs about the environment. On the other hand, if choices are based on bootstrapped return, learning via partial return or cumulative advantage models does not generally produce an aligned reward function.


ACL-QL: Adaptive Conservative Level in Q-Learning for Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Offline Reinforcement Learning (RL), which operates solely on static datasets without further interactions with the environment, provides an appealing alternative to learning a safe and promising control policy. The prevailing methods typically learn a conservative policy to mitigate the problem of Q-value overestimation, but it is prone to overdo it, leading to an overly conservative policy. Moreover, they optimize all samples equally with fixed constraints, lacking the nuanced ability to control conservative levels in a fine-grained manner. Consequently, this limitation results in a performance decline. To address the above two challenges in a united way, we propose a framework, Adaptive Conservative Level in Q-Learning (ACL-QL), which limits the Q-values in a mild range and enables adaptive control on the conservative level over each state-action pair, i.e., lifting the Q-values more for good transitions and less for bad transitions. We theoretically analyze the conditions under which the conservative level of the learned Q-function can be limited in a mild range and how to optimize each transition adaptively. Motivated by the theoretical analysis, we propose a novel algorithm, ACL-QL, which uses two learnable adaptive weight functions to control the conservative level over each transition. Subsequently, we design a monotonicity loss and surrogate losses to train the adaptive weight functions, Q-function, and policy network alternatively. We evaluate ACL-QL on the commonly used D4RL benchmark and conduct extensive ablation studies to illustrate the effectiveness and state-of-the-art performance compared to existing offline DRL baselines.


Subgoal Discovery Using a Free Energy Paradigm and State Aggregations

arXiv.org Artificial Intelligence

Reinforcement learning (RL) plays a major role in solving complex sequential decision-making tasks. Hierarchical and goal-conditioned RL are promising methods for dealing with two major problems in RL, namely sample inefficiency and difficulties in reward shaping. These methods tackle the mentioned problems by decomposing a task into simpler subtasks and temporally abstracting a task in the action space. One of the key components for task decomposition of these methods is subgoal discovery. We can use the subgoal states to define hierarchies of actions and also use them in decomposing complex tasks. Under the assumption that subgoal states are more unpredictable, we propose a free energy paradigm to discover them. This is achieved by using free energy to select between two spaces, the main space and an aggregation space. The $model \; changes$ from neighboring states to a given state shows the unpredictability of a given state, and therefore it is used in this paper for subgoal discovery. Our empirical results on navigation tasks like grid-world environments show that our proposed method can be applied for subgoal discovery without prior knowledge of the task. Our proposed method is also robust to the stochasticity of environments.


Task-Driven Co-Design of Mobile Manipulators

arXiv.org Artificial Intelligence

Recent interest in mobile manipulation has resulted in a wide range of new robot designs. A large family of these designs focuses on modular platforms that combine existing mobile bases with static manipulator arms. They combine these modules by mounting the arm in a tabletop configuration. However, the operating workspaces and heights for common mobile manipulation tasks, such as opening articulated objects, significantly differ from tabletop manipulation tasks. As a result, these standard arm mounting configurations can result in kinematics with restricted joint ranges and motions. To address these problems, we present the first Concurrent Design approach for mobile manipulators to optimize key arm-mounting parameters. Our approach directly targets task performance across representative household tasks by training a powerful multitask-capable reinforcement learning policy in an inner loop while optimizing over a distribution of design configurations guided by Bayesian Optimization and HyperBand (BOHB) in an outer loop. This results in novel designs that significantly improve performance across both seen and unseen test tasks, and outperform designs generated by heuristic-based performance indices that are cheaper to evaluate but only weakly correlated with the motions of interest. We evaluate the physical feasibility of the resulting designs and show that they are practical and remain modular, affordable, and compatible with existing commercial components. We open-source the approach and generated designs to facilitate further improvements of these platforms.