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An Analysis of Action-Value Temporal-Difference Methods That Learn State Values

arXiv.org Artificial Intelligence

The hallmark feature of temporal-difference (TD) learning is bootstrapping: using value predictions to generate new value predictions. The vast majority of TD methods for control learn a policy by bootstrapping from a single action-value function (e.g., Q-learning and Sarsa). Significantly less attention has been given to methods that bootstrap from two asymmetric value functions: i.e., methods that learn state values as an intermediate step in learning action values. Existing algorithms in this vein can be categorized as either QV -learning or A V -learning. Though these algorithms have been investigated to some degree in prior work, it remains unclear if and when it is advantageous to learn two value functions instead of just one--and whether such approaches are theoretically sound in general. In this paper, we analyze these algorithmic families in terms of convergence and sample efficiency. We find that while both families are more efficient than Expected Sarsa in the prediction setting, only A V -learning methods offer any major benefit over Q-learning in the control setting. Finally, we introduce a new A V -learning algorithm called Regularized Dueling Q-learning (RDQ), which significantly outperforms Dueling DQN in the MinAtar benchmark.


Breaking the Cold-Start Barrier: Reinforcement Learning with Double and Dueling DQNs

arXiv.org Artificial Intelligence

Recommender systems struggle to provide accurate suggestions to new users with limited interaction history, a challenge known as the cold-user problem. This paper proposes a reinforcement learning approach using Double and Dueling Deep Q-Networks (DQN) to dynamically learn user preferences from sparse feedback, enhancing recommendation accuracy without relying on sensitive demographic data. By integrating these advanced DQN variants with a matrix factorization model, we achieve superior performance on a large e-commerce dataset compared to traditional methods like popularity-based and active learning strategies. Experimental results show that our method, particularly Dueling DQN, reduces Root Mean Square Error (RMSE) for cold users, offering an effective solution for privacy-constrained environments.


eba237eccc24353ccaa4d62013556ac6-AuthorFeedback.pdf

Neural Information Processing Systems

We thank all reviewers for their time and appreciate the thoughtful feedback. Below, we address the main comments. "In the example given by the author, the agent is allowed to run until it reaches a terminal state during We understand why this would be a concern, but it is actually not what we do. On the topic of terminal states, note that we have not explicitly defined any terminal states for the tasks from Figure 1. We will clarify this point further in the paper. "Their approach was marginally better than DQN on most Atari games [...] it would be nice to see some We hope that our clarification of the Figure 1 plots has increased your appreciation of low discount factors.


Bandwidth Reservation for Time-Critical Vehicular Applications: A Multi-Operator Environment

arXiv.org Artificial Intelligence

Onsite bandwidth reservation requests often face challenges such as price fluctuations and fairness issues due to unpredictable bandwidth availability and stringent latency requirements. Requesting bandwidth in advance can mitigate the impact of these fluctuations and ensure timely access to critical resources. In a multi-Mobile Network Operator (MNO) environment, vehicles need to select cost-effective and reliable resources for their safety-critical applications. This research aims to minimize resource costs by finding the best price among multiple MNOs. It formulates multi-operator scenarios as a Markov Decision Process (MDP), utilizing a Deep Reinforcement Learning (DRL) algorithm, specifically Dueling Deep Q-Learning. For efficient and stable learning, we propose a novel area-wise approach and an adaptive MDP synthetic close to the real environment. The Temporal Fusion Transformer (TFT) is used to handle time-dependent data and model training. Furthermore, the research leverages Amazon spot price data and adopts a multi-phase training approach, involving initial training on synthetic data, followed by real-world data. These phases enable the DRL agent to make informed decisions using insights from historical data and real-time observations. The results show that our model leads to significant cost reductions, up to 40%, compared to scenarios without a policy model in such a complex environment.


Correctness Learning: Deductive Verification Guided Learning for Human-AI Collaboration

arXiv.org Artificial Intelligence

Despite significant progress in AI and decision-making technologies in safety-critical fields, challenges remain in verifying the correctness of decision output schemes and verification-result driven design. We propose correctness learning (CL) to enhance human-AI collaboration integrating deductive verification methods and insights from historical high-quality schemes. The typical pattern hidden in historical high-quality schemes, such as change of task priorities in shared resources, provides critical guidance for intelligent agents in learning and decision-making. By utilizing deductive verification methods, we proposed patten-driven correctness learning (PDCL), formally modeling and reasoning the adaptive behaviors-or 'correctness pattern'-of system agents based on historical high-quality schemes, capturing the logical relationships embedded within these schemes. Using this logical information as guidance, we establish a correctness judgment and feedback mechanism to steer the intelligent decision model toward the 'correctness pattern' reflected in historical high-quality schemes. Extensive experiments across multiple working conditions and core parameters validate the framework's components and demonstrate its effectiveness in improving decision-making and resource optimization.


Session-Level Dynamic Ad Load Optimization using Offline Robust Reinforcement Learning

arXiv.org Artificial Intelligence

Session-level dynamic ad load optimization aims to personalize the density and types of delivered advertisements in real time during a user's online session by dynamically balancing user experience quality and ad monetization. Traditional causal learning-based approaches struggle with key technical challenges, especially in handling confounding bias and distribution shifts. In this paper, we develop an offline deep Q-network (DQN)-based framework that effectively mitigates confounding bias in dynamic systems and demonstrates more than 80% offline gains compared to the best causal learning-based production baseline. Moreover, to improve the framework's robustness against unanticipated distribution shifts, we further enhance our framework with a novel offline robust dueling DQN approach. This approach achieves more stable rewards on multiple OpenAI-Gym datasets as perturbations increase, and provides an additional 5% offline gains on real-world ad delivery data. Deployed across multiple production systems, our approach has achieved outsized topline gains. Post-launch online A/B tests have shown double-digit improvements in the engagement-ad score trade-off efficiency, significantly enhancing our platform's capability to serve both consumers and advertisers.


Reinforcing Competitive Multi-Agents for Playing So Long Sucker

arXiv.org Artificial Intelligence

This paper examines the use of classical deep reinforcement learning (DRL) algorithms, DQN, DDQN, and Dueling DQN, in the strategy game So Long Sucker (SLS), a diplomacy-driven game defined by coalition-building and strategic betrayal. SLS poses unique challenges due to its blend of cooperative and adversarial dynamics, making it an ideal platform for studying multi-agent learning and game theory. The study's primary goal is to teach autonomous agents the game's rules and strategies using classical DRL methods. To support this effort, the authors developed a novel, publicly available implementation of SLS, featuring a graphical user interface (GUI) and benchmarking tools for DRL algorithms. Experimental results reveal that while considered basic by modern DRL standards, DQN, DDQN, and Dueling DQN agents achieved roughly 50% of the maximum possible game reward. This suggests a baseline understanding of the game's mechanics, with agents favoring legal moves over illegal ones. However, a significant limitation was the extensive training required, around 2000 games, for agents to reach peak performance, compared to human players who grasp the game within a few rounds. Even after prolonged training, agents occasionally made illegal moves, highlighting both the potential and limitations of these classical DRL methods in semi-complex, socially driven games. The findings establish a foundational benchmark for training agents in SLS and similar negotiation-based environments while underscoring the need for advanced or hybrid DRL approaches to improve learning efficiency and adaptability. Future research could incorporate game-theoretic strategies to enhance agent decision-making in dynamic multi-agent contexts.


Leveraging Knowledge Distillation for Efficient Deep Reinforcement Learning in Resource-Constrained Environments

arXiv.org Artificial Intelligence

This paper aims to explore the potential of combining Deep Reinforcement Learning (DRL) with Knowledge Distillation (KD) by distilling various DRL algorithms and studying their distillation effects. By doing so, the computational burden of deep models could be reduced while maintaining the performance. The primary objective is to provide a benchmark for evaluating the performance of different DRL algorithms that have been refined using KD techniques. By distilling these algorithms, the goal is to develop efficient and fast DRL models. This research is expected to provide valuable insights that can facilitate further advancements in this promising direction. By exploring the combination of DRL and KD, this work aims to promote the development of models that require fewer GPU resources, learn more quickly, and make faster decisions in complex environments. The results of this research have the capacity to significantly advance the field of DRL and pave the way for the future deployment of resource-efficient, decision-making intelligent systems.


Distributed-Training-and-Execution Multi-Agent Reinforcement Learning for Power Control in HetNet

arXiv.org Artificial Intelligence

In heterogeneous networks (HetNets), the overlap of small cells and the macro cell causes severe cross-tier interference. Although there exist some approaches to address this problem, they usually require global channel state information, which is hard to obtain in practice, and get the sub-optimal power allocation policy with high computational complexity. To overcome these limitations, we propose a multi-agent deep reinforcement learning (MADRL) based power control scheme for the HetNet, where each access point makes power control decisions independently based on local information. To promote cooperation among agents, we develop a penalty-based Q learning (PQL) algorithm for MADRL systems. By introducing regularization terms in the loss function, each agent tends to choose an experienced action with high reward when revisiting a state, and thus the policy updating speed slows down. In this way, an agent's policy can be learned by other agents more easily, resulting in a more efficient collaboration process. Simulation results show that our proposed PQL can learn the desired power control policy from a dynamic environment where the locations of users change episodically and outperform existing DTE MADRL algorithms. The authors are with the Department of Electrical and Electronic Engineering, Imperial College London, London SW7 2AZ, U.K. (e-mail: k.xu21@imperial.ac.uk; huynh.nguyen@imperial.ac.uk; geoffrey.li@imperial.ac.uk) In conventional cellular networks, a macro base station (BS) needs to provide access to the core network for all user devices (UDs) in the cell.


Reinforcement Learning Algorithms: An Overview and Classification

arXiv.org Artificial Intelligence

The desire to make applications and machines more intelligent and the aspiration to enable their operation without human interaction have been driving innovations in neural networks, deep learning, and other machine learning techniques. Although reinforcement learning has been primarily used in video games, recent advancements and the development of diverse and powerful reinforcement algorithms have enabled the reinforcement learning community to move from playing video games to solving complex real-life problems in autonomous systems such as self-driving cars, delivery drones, and automated robotics. Understanding the environment of an application and the algorithms' limitations plays a vital role in selecting the appropriate reinforcement learning algorithm that successfully solves the problem on hand in an efficient manner. Consequently, in this study, we identify three main environment types and classify reinforcement learning algorithms according to those environment types. Moreover, within each category, we identify relationships between algorithms. The overview of each algorithm provides insight into the algorithms' foundations and reviews similarities and differences among algorithms. This study provides a perspective on the field and helps practitioners and researchers to select the appropriate algorithm for their use case.