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 Reinforcement Learning


Graph Neural Networks for Job Shop Scheduling Problems: A Survey

arXiv.org Artificial Intelligence

Job shop scheduling problems (JSSPs) represent a critical and challenging class of combinatorial optimization problems. Recent years have witnessed a rapid increase in the application of graph neural networks (GNNs) to solve JSSPs, albeit lacking a systematic survey of the relevant literature. This paper aims to thoroughly review prevailing GNN methods for different types of JSSPs and the closely related flow-shop scheduling problems (FSPs), especially those leveraging deep reinforcement learning (DRL). We begin by presenting the graph representations of various JSSPs, followed by an introduction to the most commonly used GNN architectures. We then review current GNN-based methods for each problem type, highlighting key technical elements such as graph representations, GNN architectures, GNN tasks, and training algorithms. Finally, we summarize and analyze the advantages and limitations of GNNs in solving JSSPs and provide potential future research opportunities. We hope this survey can motivate and inspire innovative approaches for more powerful GNN-based approaches in tackling JSSPs and other scheduling problems.


Towards Global Optimality for Practical Average Reward Reinforcement Learning without Mixing Time Oracles

arXiv.org Artificial Intelligence

In the context of average-reward reinforcement learning, the requirement for oracle knowledge of the mixing time, a measure of the duration a Markov chain under a fixed policy needs to achieve its stationary distribution, poses a significant challenge for the global convergence of policy gradient methods. This requirement is particularly problematic due to the difficulty and expense of estimating mixing time in environments with large state spaces, leading to the necessity of impractically long trajectories for effective gradient estimation in practical applications. To address this limitation, we consider the Multi-level Actor-Critic (MAC) framework, which incorporates a Multi-level Monte-Carlo (MLMC) gradient estimator. With our approach, we effectively alleviate the dependency on mixing time knowledge, a first for average-reward MDPs global convergence. Furthermore, our approach exhibits the tightest available dependence of $\mathcal{O}\left( \sqrt{\tau_{mix}} \right)$known from prior work. With a 2D grid world goal-reaching navigation experiment, we demonstrate that MAC outperforms the existing state-of-the-art policy gradient-based method for average reward settings.


EduQate: Generating Adaptive Curricula through RMABs in Education Settings

arXiv.org Artificial Intelligence

There has been significant interest in the development of personalized and adaptive educational tools that cater to a student's individual learning progress. A crucial aspect in developing such tools is in exploring how mastery can be achieved across a diverse yet related range of content in an efficient manner. While Reinforcement Learning and Multi-armed Bandits have shown promise in educational settings, existing works often assume the independence of learning content, neglecting the prevalent interdependencies between such content. In response, we introduce Education Network Restless Multi-armed Bandits (EdNetRMABs), utilizing a network to represent the relationships between interdependent arms. Subsequently, we propose EduQate, a method employing interdependency-aware Q-learning to make informed decisions on arm selection at each time step. We establish the optimality guarantee of EduQate and demonstrate its efficacy compared to baseline policies, using students modeled from both synthetic and real-world data.


Advantage Alignment Algorithms

arXiv.org Artificial Intelligence

The growing presence of artificially intelligent agents in everyday decision-making, from LLM assistants to autonomous vehicles, hints at a future in which conflicts may arise from each agent optimizing individual interests. In general-sum games these conflicts are apparent, where naive Reinforcement Learning agents get stuck in Pareto-suboptimal Nash equilibria. Consequently, opponent shaping has been introduced as a method with success at finding socially beneficial equilibria in social dilemmas. In this work, we introduce Advantage Alignment, a family of algorithms derived from first principles that perform opponent shaping efficiently and intuitively. This is achieved by aligning the advantages of conflicting agents in a given game by increasing the probability of mutually-benefiting actions. We prove that existing opponent shaping methods, including LOLA and LOQA, implicitly perform Advantage Alignment. Compared to these works, Advantage Alignment mathematically simplifies the formulation of opponent shaping and seamlessly works for continuous action domains. We also demonstrate the effectiveness of our algorithm in a wide range of social dilemmas, achieving state of the art results in each case, including a social dilemma version of the Negotiation Game.


A General Control-Theoretic Approach for Reinforcement Learning: Theory and Algorithms

arXiv.org Artificial Intelligence

For many years now, reinforcement learning (RL) has succeeded in solving a wide variety of decision-making problems and control for robotics [1, 2, 3, 4, 5]. Generally speaking, modelfree methods [6, 7] often suffer from high sample complexity that can require an inordinate amount of samples, making them unsuitable for robotic applications where collecting large amounts of data is time-consuming, costly and potentially dangerous for the system and its surroundings [8, 9, 10, 11, 12]. On the other hand, model-based RL methods have been successful in demonstrating significantly reduced sample complexity and in outperforming model-free approaches for various decision making under uncertainty problems (see, e.g., [13, 14]). However, such modelbased approaches can suffer from the difficulty of learning an appropriate model and from worse asymptotic performance than model-free approaches due to model bias from inherently assuming the learned system dynamics model accurately represents the true system environment (see, e.g., [15, 16, 17]). In this paper we propose a novel form of RL that seeks to directly learn an optimal control policy for a general underlying (unknown) dynamical system and to directly apply the corresponding learned optimal control policy within the dynamical system. This general approach is in strong contrast to many traditional model-based RL methods that, after learning the system dynamics model which is often of high complexity and dimensionality, then use this system dynamics model to compute an approximate solution of a corresponding (stochastic) dynamic programming problem, often applying model predictive control (see, e.g., [18]). Our control-based RL (CBRL) approach instead directly learns the unknown parameters that derive, through control-theoretic means, an optimal control policy function from a family of control policy functions, often of much lower complexity and dimensionality, from which the optimal control policy is directly obtained. The theoretical foundation and analysis of our CRBL approach is presented within the context of a general Markov decision process (MDP) framework that extends the family of policies associated with the classical Bellman operator to a family of control-policy functions mapping a vector of (unknown) parameters from a corresponding parameter set to a control policy which is optimal under those parameters, and that extends the domain of these control policies from a single state to span across all (or a large subset of) states, with the (unknown) parameter vector encoding global and local information that needs to be learned. Within the context of this MDP framework and our general CBRL approach, we establish theoretical results on convergence and optimality with respect to (w.r.t.) a CBRL contraction operator, analogous to the Bellman operator.


Verification-Guided Shielding for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

In recent years, Deep Reinforcement Learning (DRL) has emerged as an effective approach to solving real-world tasks. However, despite their successes, DRL-based policies suffer from poor reliability, which limits their deployment in safety-critical domains. Various methods have been put forth to address this issue by providing formal safety guarantees. Two main approaches include shielding and verification. While shielding ensures the safe behavior of the policy by employing an external online component (i.e., a ``shield'') that overrides potentially dangerous actions, this approach has a significant computational cost as the shield must be invoked at runtime to validate every decision. On the other hand, verification is an offline process that can identify policies that are unsafe, prior to their deployment, yet, without providing alternative actions when such a policy is deemed unsafe. In this work, we present verification-guided shielding -- a novel approach that bridges the DRL reliability gap by integrating these two methods. Our approach combines both formal and probabilistic verification tools to partition the input domain into safe and unsafe regions. In addition, we employ clustering and symbolic representation procedures that compress the unsafe regions into a compact representation. This, in turn, allows to temporarily activate the shield solely in (potentially) unsafe regions, in an efficient manner. Our novel approach allows to significantly reduce runtime overhead while still preserving formal safety guarantees. We extensively evaluate our approach on two benchmarks from the robotic navigation domain, as well as provide an in-depth analysis of its scalability and completeness.


Beyond Optimism: Exploration With Partially Observable Rewards

arXiv.org Artificial Intelligence

Exploration in reinforcement learning (RL) remains an open challenge. RL algorithms rely on observing rewards to train the agent, and if informative rewards are sparse the agent learns slowly or may not learn at all. To improve exploration and reward discovery, popular algorithms rely on optimism. But what if sometimes rewards are unobservable, e.g., situations of partial monitoring in bandits and the recent formalism of monitored Markov decision process? In this case, optimism can lead to suboptimal behavior that does not explore further to collapse uncertainty. With this paper, we present a novel exploration strategy that overcomes the limitations of existing methods and guarantees convergence to an optimal policy even when rewards are not always observable. We further propose a collection of tabular environments for benchmarking exploration in RL (with and without unobservable rewards) and show that our method outperforms existing ones.


Soft-QMIX: Integrating Maximum Entropy For Monotonic Value Function Factorization

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) tasks often utilize a centralized training with decentralized execution (CTDE) framework. QMIX is a successful CTDE method that learns a credit assignment function to derive local value functions from a global value function, defining a deterministic local policy. However, QMIX is hindered by its poor exploration strategy. While maximum entropy reinforcement learning (RL) promotes better exploration through stochastic policies, QMIX's process of credit assignment conflicts with the maximum entropy objective and the decentralized execution requirement, making it unsuitable for maximum entropy RL. In this paper, we propose an enhancement to QMIX by incorporating an additional local Q-value learning method within the maximum entropy RL framework. Our approach constrains the local Q-value estimates to maintain the correct ordering of all actions. Due to the monotonicity of the QMIX value function, these updates ensure that locally optimal actions align with globally optimal actions. We theoretically prove the monotonic improvement and convergence of our method to an optimal solution. Experimentally, we validate our algorithm in matrix games, Multi-Agent Particle Environment and demonstrate state-of-the-art performance in SMAC-v2.


Efficient Offline Reinforcement Learning: The Critic is Critical

arXiv.org Artificial Intelligence

Recent work has demonstrated both benefits and limitations from using supervised approaches (without temporal-difference learning) for offline reinforcement learning. While off-policy reinforcement learning provides a promising approach for improving performance beyond supervised approaches, we observe that training is often inefficient and unstable due to temporal difference bootstrapping. In this paper we propose a best-of-both approach by first learning the behavior policy and critic with supervised learning, before improving with off-policy reinforcement learning. Specifically, we demonstrate improved efficiency by pre-training with a supervised Monte-Carlo value-error, making use of commonly neglected downstream information from the provided offline trajectories. We find that we are able to more than halve the training time of the considered offline algorithms on standard benchmarks, and surprisingly also achieve greater stability. We further build on the importance of having consistent policy and value functions to propose novel hybrid algorithms, TD3+BC+CQL and EDAC+BC, that regularize both the actor and the critic towards the behavior policy. This helps to more reliably improve on the behavior policy when learning from limited human demonstrations.


Learned Graph Rewriting with Equality Saturation: A New Paradigm in Relational Query Rewrite and Beyond

arXiv.org Artificial Intelligence

Query rewrite systems perform graph substitutions using rewrite rules to generate optimal SQL query plans. Rewriting logical and physical relational query plans is proven to be an NP-hard sequential decision-making problem with a search space exponential in the number of rewrite rules. In this paper, we address the query rewrite problem by interleaving Equality Saturation and Graph Reinforcement Learning (RL). The proposed system, Aurora, rewrites relational queries by guiding Equality Saturation, a method from compiler literature to perform non-destructive graph rewriting, with a novel RL agent that embeds both the spatial structure of the query graph as well as the temporal dimension associated with the sequential construction of query plans. Our results show Graph Reinforcement Learning for non-destructive graph rewriting yields SQL plans orders of magnitude faster than existing equality saturation solvers, while also achieving competitive results against mainstream query optimisers.