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 Reinforcement Learning


A Deep Reinforcement Learning Framework For Column Generation

arXiv.org Artificial Intelligence

Column Generation (CG) is an iterative algorithm for solving linear programs (LPs) with an extremely large number of variables (columns). CG is the workhorse for tackling large-scale \textit{integer} linear programs, which rely on CG to solve LP relaxations within a branch and price algorithm. Two canonical applications are the Cutting Stock Problem (CSP) and Vehicle Routing Problem with Time Windows (VRPTW). In VRPTW, for example, each binary variable represents the decision to include or exclude a \textit{route}, of which there are exponentially many; CG incrementally grows the subset of columns being used, ultimately converging to an optimal solution. We propose RLCG, the first Reinforcement Learning (RL) approach for CG. Unlike typical column selection rules which myopically select a column based on local information at each iteration, we treat CG as a sequential decision-making problem: the column selected in a given iteration affects subsequent column selections. This perspective lends itself to a Deep Reinforcement Learning approach that uses Graph Neural Networks (GNNs) to represent the variable-constraint structure in the LP of interest. We perform an extensive set of experiments using the publicly available BPPLIB benchmark for CSP and Solomon benchmark for VRPTW. RLCG converges faster and reduces the number of CG iterations by 22.4\% for CSP and 40.9\% for VRPTW on average compared to a commonly used greedy policy. Our code is available at https://github.com/chichengmessi/reinforcement-learning-for-column-generation.git.


Learning to Perceive in Deep Model-Free Reinforcement Learning

arXiv.org Artificial Intelligence

This work proposes a novel model-free Reinforcement Learning (RL) agent that is able to learn how to complete an unknown task having access to only a part of the input observation. We take inspiration from the concepts of visual attention and active perception that are characteristic of humans and tried to apply them to our agent, creating a hard attention mechanism. In this mechanism, the model decides first which region of the input image it should look at, and only after that it has access to the pixels of that region. Current RL agents do not follow this principle and we have not seen these mechanisms applied to the same purpose as this work. In our architecture, we adapt an existing model called recurrent attention model (RAM) and combine it with the proximal policy optimization (PPO) algorithm. We investigate whether a model with these characteristics is capable of achieving similar performance to state-of-the-art model-free RL agents that access the full input observation. This analysis is made in two Atari games, Pong and SpaceInvaders, which have a discrete action space, and in CarRacing, which has a continuous action space. Besides assessing its performance, we also analyze the movement of the attention of our model and compare it with what would be an example of the human behavior. Even with such visual limitation, we show that our model matches the performance of PPO+LSTM in two of the three games tested.


A Generic Graph Sparsification Framework using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

The interconnectedness and interdependence of modern graphs are growing ever more complex, causing enormous resources for processing, storage, communication, and decision-making of these graphs. In this work, we focus on the task graph sparsification: an edge-reduced graph of a similar structure to the original graph is produced while various user-defined graph metrics are largely preserved. Existing graph sparsification methods are mostly sampling-based, which introduce high computation complexity in general and lack of flexibility for a different reduction objective. We present SparRL, the first generic and effective graph sparsification framework enabled by deep reinforcement learning. SparRL can easily adapt to different reduction goals and promise graph-size-independent complexity. Extensive experiments show that SparRL outperforms all prevailing sparsification methods in producing high-quality sparsified graphs concerning a variety of objectives.


How Active Learning works part4(Machine Learning)

#artificialintelligence

Abstract: Sepsis is a deadly condition affecting many patients in the hospital. Recent studies have shown that patients diagnosed with sepsis have significant mortality and morbidity, resulting from the body's dysfunctional host response to infection. Clinicians often rely on the use of Sequential Organ Failure Assessment (SOFA), Systemic Inflammatory Response Syndrome (SIRS), and the Modified Early Warning Score (MEWS) to identify early signs of clinical deterioration requiring further work-up and treatment. However, many of these tools are manually computed and were not designed for automated computation. There have been different methods used for developing sepsis onset models, but many of these models must be trained on a sufficient number of patient observations in order to form accurate sepsis predictions.


How Deep Q-Learning works part1(Machine Learning)

#artificialintelligence

Abstract: Constraint programming is known for being an efficient approach for solving combinatorial problems. Important design choices in a solver are the branching heuristics, which are designed to lead the search to the best solutions in a minimum amount of time. However, developing these heuristics is a time-consuming process that requires problem-specific expertise. This observation has motivated many efforts to use machine learning to automatically learn efficient heuristics without expert intervention. To the best of our knowledge, it is still an open research question.


Evolution Strategies for Reinforcement Learning

#artificialintelligence

In the last article, the goal that we set to ourselves was to optimize the Deep Q-Learning with prioritized experience replay, in other words, provide the algorithm with a bit of help judging what is important and should be remembered and what is not. Most globally, under current technological achievements, algorithms tend to perform better when helped by human intervention. Take the example of image recognition, and let's say you want to classify apples and bananas. Your algorithm would definitely be more accurate with the prior knowledge that bananas are yellow than if it has to learn by itself. This could also be translated by over engineering a set of hyper-parameters which would only optimize a very specific task.


MotorFactory: A Blender Add-on for Large Dataset Generation of Small Electric Motors

arXiv.org Artificial Intelligence

To enable automatic disassembly of different product types with uncertain conditions and degrees of wear in remanufacturing, agile production systems that can adapt dynamically to changing requirements are needed. Machine learning algorithms can be employed due to their generalization capabilities of learning from various types and variants of products. However, in reality, datasets with a diversity of samples that can be used to train models are difficult to obtain in the initial period. This may cause bad performances when the system tries to adapt to new unseen input data in the future. In order to generate large datasets for different learning purposes, in our project, we present a Blender add-on named MotorFactory to generate customized mesh models of various motor instances. MotorFactory allows to create mesh models which, complemented with additional add-ons, can be further used to create synthetic RGB images, depth images, normal images, segmentation ground truth masks, and 3D point cloud datasets with point-wise semantic labels. The created synthetic datasets may be used for various tasks including motor type classification, object detection for decentralized material transfer tasks, part segmentation for disassembly and handling tasks, or even reinforcement learning-based robotics control or view-planning.


On the Complexity of Computing Markov Perfect Equilibrium in General-Sum Stochastic Games

arXiv.org Artificial Intelligence

Similar to the role of Markov decision processes in reinforcement learning, Stochastic Games (SGs) lay the foundation for the study of multi-agent reinforcement learning (MARL) and sequential agent interactions. In this paper, we derive that computing an approximate Markov Perfect Equilibrium (MPE) in a finite-state discounted Stochastic Game within the exponential precision is \textbf{PPAD}-complete. We adopt a function with a polynomially bounded description in the strategy space to convert the MPE computation to a fixed-point problem, even though the stochastic game may demand an exponential number of pure strategies, in the number of states, for each agent. The completeness result follows the reduction of the fixed-point problem to {\sc End of the Line}. Our results indicate that finding an MPE in SGs is highly unlikely to be \textbf{NP}-hard unless \textbf{NP}=\textbf{co-NP}. Our work offers confidence for MARL research to study MPE computation on general-sum SGs and to develop fruitful algorithms as currently on zero-sum SGs.


Efficient Preference-Based Reinforcement Learning Using Learned Dynamics Models

arXiv.org Artificial Intelligence

Preference-based reinforcement learning (PbRL) can enable robots to learn to perform tasks based on an individual's preferences without requiring a hand-crafted reward function. However, existing approaches either assume access to a high-fidelity simulator or analytic model or take a model-free approach that requires extensive, possibly unsafe online environment interactions. In this paper, we study the benefits and challenges of using a learned dynamics model when performing PbRL. In particular, we provide evidence that a learned dynamics model offers the following benefits when performing PbRL: (1) preference elicitation and policy optimization require significantly fewer environment interactions than model-free PbRL, (2) diverse preference queries can be synthesized safely and efficiently as a byproduct of standard model-based RL, and (3) reward pre-training based on suboptimal demonstrations can be performed without any environmental interaction. Our paper provides empirical evidence that learned dynamics models enable robots to learn customized policies based on user preferences in ways that are safer and more sample efficient than prior preference learning approaches.


Self-Enhancing Multi-filter Sequence-to-Sequence Model

arXiv.org Artificial Intelligence

Representation learning is important for solving sequence-to-sequence problems in natural language processing. Representation learning transforms raw data into vector-form representations while preserving their features. However, data with significantly different features leads to heterogeneity in their representations, which may increase the difficulty of convergence. We design a multi-filter encoder-decoder model to resolve the heterogeneity problem in sequence-to-sequence tasks. The multi-filter model divides the latent space into subspaces using a clustering algorithm and trains a set of decoders (filters) in which each decoder only concentrates on the features from its corresponding subspace. As for the main contribution, we design a self-enhancing mechanism that uses a reinforcement learning algorithm to optimize the clustering algorithm without additional training data. We run semantic parsing and machine translation experiments to indicate that the proposed model can outperform most benchmarks by at least 5\%. We also empirically show the self-enhancing mechanism can improve performance by over 10\% and provide evidence to demonstrate the positive correlation between the model's performance and the latent space clustering.