discount parameter
Designing Dynamic Pricing for Bike-sharing Systems via Differentiable Agent-based Simulation
Mitomi, Tatsuya, Makinoshima, Fumiyasu, Makihara, Fumiya, Segawa, Eigo
Bike-sharing systems are emerging in various cities as a new ecofriendly transportation system. In these systems, spatiotemporally varying user demands lead to imbalanced inventory at bicycle stations, resulting in additional relocation costs. Therefore, it is essential to manage user demand through optimal dynamic pricing for the system. However, optimal pricing design for such a system is challenging because the system involves users with diverse backgrounds and their probabilistic choices. To address this problem, we develop a differentiable agent-based simulation to rapidly design dynamic pricing in bike-sharing systems, achieving balanced bicycle inventory despite spatiotemporally heterogeneous trips and probabilistic user decisions. We first validate our approach against conventional methods through numerical experiments involving 25 bicycle stations and five time slots, yielding 100 parameters. Compared to the conventional methods, our approach obtains a more accurate solution with a 73% to 78% reduction in loss while achieving more than a 100-fold increase in convergence speed. We further validate our approach on a large-scale urban bike-sharing system scenario involving 289 bicycle stations, resulting in a total of 1156 parameters. Through simulations using the obtained pricing policies, we confirm that these policies can naturally induce balanced inventory without any manual relocation. Additionally, we find that the cost of discounts to induce the balanced inventory can be minimized by setting appropriate initial conditions.
DRE-Bot: A Hierarchical First Person Shooter Bot Using Multiple Sarsa({\lambda}) Reinforcement Learners
Glavin, Frank G., Madden, Michael G.
This paper describes an architecture for controlling non-player characters (NPC) in the First Person Shooter (FPS) game Unreal Tournament 2004. Specifically, the DRE-Bot architecture is made up of three reinforcement learners, Danger, Replenish and Explore, which use the tabular Sarsa({\lambda}) algorithm. This algorithm enables the NPC to learn through trial and error building up experience over time in an approach inspired by human learning. Experimentation is carried to measure the performance of DRE-Bot when competing against fixed strategy bots that ship with the game. The discount parameter, {\gamma}, and the trace parameter, {\lambda}, are also varied to see if their values have an effect on the performance.