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In this paper, we investigate the problem of a last-mile delivery service that selects up to $N$ available vehicles to deliver $M$ packages from a centralized depot to $M$ delivery locations. The objective of the last-mile delivery service is to jointly maximize customer satisfaction (minimize delivery time) and minimize operating cost (minimize total travel time) by selecting the optimal number of vehicles to perform the deliveries. We model this as an assignment (vehicles to packages) and path planning (determining the delivery order and route) problem, which is equivalent to the NP-hard multiple traveling salesperson problem. We propose a scalable heuristic algorithm, which sacrifices some optimality to achieve a reasonable computational cost for a high number of packages. The algorithm combines hierarchical clustering with a greedy search. To validate our approach, we compare the results of our simulation to experiments in a $1$:$25$ scale robotic testbed for future mobility systems.

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We study a common delivery problem encountered in nowadays online food-ordering platforms: Customers order dishes online, and the restaurant delivers the food after receiving the order. Specifically, we study a problem where $k$ vehicles of capacity $c$ are serving a set of requests ordering food from one restaurant. After a request arrives, it can be served by a vehicle moving from the restaurant to its delivery location. We are interested in serving all requests while minimizing the maximum flow-time, i.e., the maximum time length a customer waits to receive his/her food after submitting the order. We show that the problem is hard in both offline and online settings: There is a hardness of approximation of $\Omega(n)$ for the offline problem, and a lower bound of $\Omega(n)$ on the competitive ratio of any online algorithm, where $n$ is number of points in the metric. Our main result is an $O(1)$-competitive online algorithm for the uncapaciated (i.e, $c = \infty$) food delivery problem on tree metrics. Then we consider the speed-augmentation model. We develop an exponential time $(1+\epsilon)$-speeding $O(1/\epsilon)$-competitive algorithm for any $\epsilon > 0$. A polynomial time algorithm can be obtained with a speeding factor of $\alpha_{TSP}+ \epsilon$ or $\alpha_{CVRP}+ \epsilon$, depending on whether the problem is uncapacitated. Here $\alpha_{TSP}$ and $\alpha_{CVRP}$ are the best approximation factors for the traveling salesman (TSP) and capacitated vehicle routing (CVRP) problems respectively. We complement the results with some negative ones.

We consider a special case of bandit problems, namely batched bandits. Motivated by natural restrictions of recommender systems and e-commerce platforms, we assume that a learning agent observes responses batched in groups over a certain time period. Unlike previous work, we consider a more practically relevant batch-centric scenario of batch learning. We provide a policy-agnostic regret analysis and demonstrate upper and lower bounds for the regret of a candidate policy. Our main theoretical results show that the impact of batch learning can be measured in terms of online behavior. Finally, we demonstrate the consistency of theoretical results by conducting empirical experiments and reflect on the optimal batch size choice.

We study multi-agent reinforcement learning (MARL) in a stochastic network of agents. The objective is to find localized policies that maximize the (discounted) global reward. In general, scalability is a challenge in this setting because the size of the global state/action space can be exponential in the number of agents. Scalable algorithms are only known in cases where dependencies are static, fixed and local, e.g., between neighbors in a fixed, time-invariant underlying graph. In this work, we propose a Scalable Actor Critic framework that applies in settings where the dependencies can be non-local and stochastic, and provide a finite-time error bound that shows how the convergence rate depends on the speed of information spread in the network. Additionally, as a byproduct of our analysis, we obtain novel finite-time convergence results for a general stochastic approximation scheme and for temporal difference learning with state aggregation, which apply beyond the setting of MARL in networked systems.

We study reinforcement learning (RL) in a setting with a network of agents whose states and actions interact in a local manner where the objective is to find localized policies such that the (discounted) global reward is maximized. A fundamental challenge in this setting is that the state-action space size scales exponentially in the number of agents, rendering the problem intractable for large networks. In this paper, we propose a Scalable Actor Critic (SAC) framework that exploits the network structure and finds a localized policy that is an $O(\rho^{\kappa})$-approximation of a stationary point of the objective for some $\rho\in(0,1)$, with complexity that scales with the local state-action space size of the largest $\kappa$-hop neighborhood of the network. We illustrate our model and approach using examples from wireless communication, epidemics and traffic.

Federated learning (FL), an emerging distributed machine learning paradigm, in conflux with edge computing is a promising area with novel applications over mobile edge devices. In FL, since mobile devices collaborate to train a model based on their own data under the coordination of a central server by sharing just the model updates, training data is maintained private. However, without the central availability of data, computing nodes need to communicate the model updates often to attain convergence. Hence, the local computation time to create local model updates along with the time taken for transmitting them to and from the server result in a delay in the overall time. Furthermore, unreliable network connections may obstruct an efficient communication of these updates. To address these, in this paper, we propose a delay-efficient FL mechanism that reduces the overall time (consisting of both the computation and communication latencies) and communication rounds required for the model to converge. Exploring the impact of various parameters contributing to delay, we seek to balance the trade-off between wireless communication (to talk) and local computation (to work). We formulate a relation with overall time as an optimization problem and demonstrate the efficacy of our approach through extensive simulations.

We consider a stochastic multi-armed bandit (MAB) problem with delayed impact of actions. In our setting, actions taken in the past impact the arm rewards in the subsequent future. This delayed impact of actions is prevalent in the real world. For example, the capability to pay back a loan for people in a certain social group might depend on historically how frequently that group has been approved loan applications. If banks keep rejecting loan applications to people in a disadvantaged group, it could create a feedback loop and further damage the chance of getting loans for people in that group. In this paper, we formulate this delayed and long-term impact of actions within the context of multi-armed bandits. We generalize the bandit setting to encode the dependency of this "bias" due to the action history during learning. The goal is to maximize the collected utilities over time while taking into account the dynamics created by the delayed impacts of historical actions. We propose an algorithm that achieves a regret of $\tilde{\mathcal{O}}(KT^{2/3})$ and show a matching regret lower bound of $\Omega(KT^{2/3})$, where $K$ is the number of arms and $T$ is the learning horizon. Our results complement the bandit literature by adding techniques to deal with actions with long-term impacts and have implications in designing fair algorithms.

Time-evolving large graph has received attention due to their participation in real-world applications such as social networks and PageRank calculation. It is necessary to partition a large-scale dynamic graph in a streaming manner to overcome the memory bottleneck while partitioning the computational load. Reducing network communication and balancing the load between the partitions are the criteria to achieve effective run-time performance in graph partitioning. Moreover, an optimal resource allocation is needed to utilise the resources while catering the graph streams into the partitions. A number of existing partitioning algorithms (ADP, LogGP and LEOPARD) have been proposed to address the above problem. However, these partitioning methods are incapable of scaling the resources and handling the stream of data in real-time. In this study, we propose a dynamic graph partitioning method called Scalable Dynamic Graph Partitioner (SDP) using the streaming partitioning technique. The SDP contributes a novel vertex assigning method, communication-aware balancing method, and a scaling technique to produce an efficient dynamic graph partitioner. Experiment results show that the proposed method achieves up to 90% reduction of communication cost and 60%-70% balancing the load dynamically, compared with previous algorithms. Moreover, the proposed algorithm significantly reduces the execution time during partitioning.

Federated learning (FL) is an emerging, privacy-preserving machine learning paradigm, drawing tremendous attention in both academia and industry. A unique characteristic of FL is heterogeneity, which resides in the various hardware specifications and dynamic states across the participating devices. Theoretically, heterogeneity can exert a huge influence on the FL training process, e.g., causing a device unavailable for training or unable to upload its model updates. Unfortunately, these impacts have never been systematically studied and quantified in existing FL literature. In this paper, we carry out the first empirical study to characterize the impacts of heterogeneity in FL. We collect large-scale data from 136k smartphones that can faithfully reflect heterogeneity in real-world settings. We also build a heterogeneity-aware FL platform that complies with the standard FL protocol but with heterogeneity in consideration. Based on the data and the platform, we conduct extensive experiments to compare the performance of state-of-the-art FL algorithms under heterogeneity-aware and heterogeneity-unaware settings. Results show that heterogeneity causes non-trivial performance degradation in FL, including up to 9.2% accuracy drop, 2.32x lengthened training time, and undermined fairness. Furthermore, we analyze potential impact factors and find that device failure and participant bias are two potential factors for performance degradation. Our study provides insightful implications for FL practitioners. On the one hand, our findings suggest that FL algorithm designers consider necessary heterogeneity during the evaluation. On the other hand, our findings urge system providers to design specific mechanisms to mitigate the impacts of heterogeneity.

Mobile network that millions of people use every day is one of the most complex systems in real world. Optimization of mobile network to meet exploding customer demand and reduce CAPEX/OPEX poses greater challenges than in prior works. Actually, learning to solve complex problems in real world to benefit everyone and make the world better has long been ultimate goal of AI. However, application of deep reinforcement learning (DRL) to complex problems in real world still remains unsolved, due to imperfect information, data scarcity and complex rules in real world, potential negative impact to real world, etc. To bridge this reality gap, we propose a sim-to-real framework to direct transfer learning from simulation to real world without any training in real world. First, we distill temporal-spatial relationships between cells and mobile users to scalable 3D image-like tensor to best characterize partially observed mobile network. Second, inspired by AlphaGo, we introduce a novel self-play mechanism to empower DRL agents to gradually improve intelligence by competing for best record on multiple tasks, just like athletes compete for world record in decathlon. Third, a decentralized DRL method is proposed to coordinate multi-agents to compete and cooperate as a team to maximize global reward and minimize potential negative impact. Using 7693 unseen test tasks over 160 unseen mobile networks in another simulator as well as 6 field trials on 4 commercial mobile networks in real world, we demonstrate the capability of this sim-to-real framework to direct transfer the learning not only from one simulator to another simulator, but also from simulation to real world. This is the first time that a DRL agent successfully transfers its learning directly from simulation to very complex real world problems with imperfect information, complex rules, huge state/action space, and multi-agent interactions.

An interactive image retrieval system learns which images in the database belong to a user's query concept, by analyzing the example images and feedback provided by the user. The challenge is to retrieve the relevant images with minimal user interaction. In this work, we propose to solve this problem by posing it as a binary classification task of classifying all images in the database as being relevant or irrelevant to the user's query concept. Our method combines active learning with graph-based semi-supervised learning (GSSL) to tackle this problem. Active learning reduces the number of user interactions by querying the labels of the most informative points and GSSL allows to use abundant unlabeled data along with the limited labeled data provided by the user. To efficiently find the most informative point, we use an uncertainty sampling based method that queries the label of the point nearest to the decision boundary of the classifier. We estimate this decision boundary using our heuristic of adaptive threshold. To utilize huge volumes of unlabeled data we use an efficient approximation based method that reduces the complexity of GSSL from $O(n^3)$ to $O(n)$, making GSSL scalable. We make the classifier robust to the diversity and noisy labels associated with images in large databases by incorporating information from multiple modalities such as visual information extracted from deep learning based models and semantic information extracted from the WordNet. High F1 scores within few relevance feedback rounds in our experiments with concepts defined on AnimalWithAttributes and Imagenet (1.2 million images) datasets indicate the effectiveness and scalability of our approach.

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