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Variational Quantum Rainbow Deep Q-Network for Optimizing Resource Allocation Problem

arXiv.org Artificial Intelligence

Resource allocation remains NP-hard due to combinatorial complexity. While deep reinforcement learning (DRL) methods, such as the Rainbow Deep Q-Network (DQN), improve scalability through prioritized replay and distributional heads, classical function approximators limit their representational power. We introduce Variational Quantum Rainbow DQN (VQR-DQN), which integrates ring-topology variational quantum circuits with Rainbow DQN to leverage quantum superposition and entanglement. We frame the human resource allocation problem (HRAP) as a Markov decision process (MDP) with combinatorial action spaces based on officer capabilities, event schedules, and transition times. On four HRAP benchmarks, VQR-DQN achieves 26.8% normalized makespan reduction versus random baselines and outperforms Double DQN and classical Rainbow DQN by 4.9-13.4%. These gains align with theoretical connections between circuit expressibility, entanglement, and policy quality, demonstrating the potential of quantum-enhanced DRL for large-scale resource allocation. Our implementation is available at: https://github.com/Analytics-Everywhere-Lab/qtrl/.




Beyond The Rainbow: High Performance Deep Reinforcement Learning On A Desktop PC

arXiv.org Artificial Intelligence

Rainbow Deep Q-Network (DQN) demonstrated combining multiple independent enhancements could significantly boost a reinforcement learning (RL) agent's performance. In this paper, we present "Beyond The Rainbow" (BTR), a novel algorithm that integrates six improvements from across the RL literature to Rainbow DQN, establishing a new state-of-the-art for RL using a desktop PC, with a human-normalized interquartile mean (IQM) of 7.4 on atari-60. Beyond Atari, we demonstrate BTR's capability to handle complex 3D games, successfully training agents to play Super Mario Galaxy, Mario Kart, and Mortal Kombat with minimal algorithmic changes. Designing BTR with computational efficiency in mind, agents can be trained using a desktop PC on 200 million Atari frames within 12 hours. Additionally, we conduct detailed ablation studies of each component, analzying the performance and impact using numerous measures.


A New Approach for Tactical Decision Making in Lane Changing: Sample Efficient Deep Q Learning with a Safety Feedback Reward

arXiv.org Artificial Intelligence

The efficient design and implementation of DRL agents There has been a growing interest in self-driving cars involves many steps which are starting with state-action by the industry since Darpa Urban Challenge [1]. Despite representations, balancing multi-objective reward function, the great achievements in this competition, the deployment tuning the hyper-parameters of the optimization algorithm, of self-driving cars into production is a quite complicated deciding the network architecture, generating rich data out problem due to reasons such as long tail of edge cases, of realistic scenarios and finally broad evaluation against a safety verification and the need of intelligent algorithms that proper baseline methods with different seeds. Considering are capable of negotiating with human drivers. There are the aforementioned steps, [7] lacks the comparison with a already level-2 capable cars in production that autonomously fair baseline and uses a very naive simulation environment control the vehicle at both the longitudinal and lateral levels.


When to use parametric models in reinforcement learning?

arXiv.org Artificial Intelligence

We examine the question of when and how parametric models are most useful in reinforcement learning. In particular, we look at commonalities and differences between parametric models and experience replay. Replay-based learning algorithms share important traits with model-based approaches, including the ability to plan: to use more computation without additional data to improve predictions and behaviour. We discuss when to expect benefits from either approach, and interpret prior work in this context. We hypothesise that, under suitable conditions, replay-based algorithms should be competitive to or better than model-based algorithms if the model is used only to generate fictional transitions from observed states for an update rule that is otherwise model-free. We validated this hypothesis on Atari 2600 video games. The replay-based algorithm attained state-of-the-art data efficiency, improving over prior results with parametric models.


Generative Adversarial Imagination for Sample Efficient Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement learning has seen great advancements in the past five years. The successful introduction of deep learning in place of more traditional methods allowed reinforcement learning to scale to very complex domains achieving super-human performance in environments like the game of Go or numerous video games. Despite great successes in multiple domains, these new methods suffer from their own issues that make them often inapplicable to the real world problems. Extreme lack of data efficiency, together with huge variance and difficulty in enforcing safety constraints, is one of the three most prominent issues in the field. Usually, millions of data points sampled from the environment are necessary for these algorithms to converge to acceptable policies. This thesis proposes novel Generative Adversarial Imaginative Reinforcement Learning algorithm. It takes advantage of the recent introduction of highly effective generative adversarial models, and Markov property that underpins reinforcement learning setting, to model dynamics of the real environment within the internal imagination module. Rollouts from the imagination are then used to artificially simulate the real environment in a standard reinforcement learning process to avoid, often expensive and dangerous, trial and error in the real environment. Experimental results show that the proposed algorithm more economically utilises experience from the real environment than the current state-of-the-art Rainbow DQN algorithm, and thus makes an important step towards sample efficient deep reinforcement learning.