Many resource management problems require sequential decision-making under uncertainty, where the only uncertainty affecting the decision outcomes are exogenous variables outside the control of the decision-maker. We model these problems as Exo-MDPs (Markov Decision Processes with Exogenous Inputs) and design a class of data-efficient algorithms for them termed Hindsight Learning (HL). Our HL algorithms achieve data efficiency by leveraging a key insight: having samples of the exogenous variables, past decisions can be revisited in hindsight to infer counterfactual consequences that can accelerate policy improvements. We compare HL against classic baselines in the multi-secretary and airline revenue management problems. We also scale our algorithms to a business-critical cloud resource management problem -- allocating Virtual Machines (VMs) to physical machines, and simulate their performance with real datasets from a large public cloud provider. We find that HL algorithms outperform domain-specific heuristics, as well as state-of-the-art reinforcement learning methods.
Event-based sensors, with their high temporal resolution (1us) and dynamical range (120dB), have the potential to be deployed in high-speed platforms such as vehicles and drones. However, the highly sparse and fluctuating nature of events poses challenges for conventional object detection techniques based on Artificial Neural Networks (ANNs). In contrast, Spiking Neural Networks (SNNs) are well-suited for representing event-based data due to their inherent temporal dynamics. In particular, we demonstrate that the membrane potential dynamics can modulate network activity upon fluctuating events and strengthen features of sparse input. In addition, the spike-triggered adaptive threshold can stabilize training which further improves network performance. Based on this, we develop an efficient spiking feature pyramid network for event-based object detection. Our proposed SNN outperforms previous SNNs and sophisticated ANNs with attention mechanisms, achieving a mean average precision (map50) of 47.7% on the Gen1 benchmark dataset. This result significantly surpasses the previous best SNN by 9.7% and demonstrates the potential of SNNs for event-based vision. Our model has a concise architecture while maintaining high accuracy and much lower computation cost as a result of sparse computation. Our code will be publicly available.
In real-world healthcare problems, there are often multiple competing outcomes of interest, such as treatment efficacy and side effect severity. However, statistical methods for estimating dynamic treatment regimes (DTRs) usually assume a single outcome of interest, and the few methods that deal with composite outcomes suffer from important limitations. This includes restrictions to a single time point and two outcomes, the inability to incorporate self-reported patient preferences and limited theoretical guarantees. To this end, we propose a new method to address these limitations, which we dub Latent Utility Q-Learning (LUQ-Learning). LUQ-Learning uses a latent model approach to naturally extend Q-learning to the composite outcome setting and adopt the ideal trade-off between outcomes to each patient. Unlike previous approaches, our framework allows for an arbitrary number of time points and outcomes, incorporates stated preferences and achieves strong asymptotic performance with realistic assumptions on the data. We conduct simulation experiments based on an ongoing trial for low back pain as well as a well-known completed trial for schizophrenia. In all experiments, our method achieves highly competitive empirical performance compared to several alternative baselines.
We study mechanism design when agents may have hidden secondary goals which will manifest as non-trivial preferences among outcomes for which their primary utility is the same. We show that in such cases, a mechanism is robust against strategic manipulation if and only if it is not only incentive-compatible, but also nonbossy -- a well-studied property in the context of matching and allocation mechanisms. We give complete characterizations of incentive-compatible and nonbossy mechanisms in various settings, including auctions with single-parameter agents and public decision settings where all agents share a common outcome. In particular, we show that in the single-item setting, a mechanism is incentive-compatible, individually rational, and nonbossy if and only if it is a sequential posted-price mechanism. In contrast, we show that in more general single-parameter environments, there exist mechanisms satisfying our characterization that significantly outperform sequential posted-price mechanisms in terms of revenue or efficiency (sometimes by an exponential factor).
In this paper, we present \textsc{JoinGym}, an efficient and lightweight query optimization environment for reinforcement learning (RL). Join order selection (JOS) is a classic NP-hard combinatorial optimization problem from database query optimization and can serve as a practical testbed for the generalization capabilities of RL algorithms. We describe how to formulate each of the left-deep and bushy variants of the JOS problem as a Markov Decision Process (MDP), and we provide an implementation adhering to the standard Gymnasium API. We highlight that our implementation \textsc{JoinGym} is completely based on offline traces of all possible joins, which enables RL practitioners to easily and quickly test their methods on a realistic data management problem without needing to setup any systems. Moreover, we also provide all possible join traces on $3300$ novel SQL queries generated from the IMDB dataset. Upon benchmarking popular RL algorithms, we find that at least one method can obtain near-optimal performance on train-set queries but their performance degrades by several orders of magnitude on test-set queries. This gap motivates further research for RL algorithms that generalize well in multi-task combinatorial optimization problems.
Reinforcement learning (RL) has shown promising results for real-time control systems, including the domain of plasma magnetic control. However, there are still significant drawbacks compared to traditional feedback control approaches for magnetic confinement. In this work, we address key drawbacks of the RL method; achieving higher control accuracy for desired plasma properties, reducing the steady-state error, and decreasing the required time to learn new tasks. We build on top of \cite{degrave2022magnetic}, and present algorithmic improvements to the agent architecture and training procedure. We present simulation results that show up to 65\% improvement in shape accuracy, achieve substantial reduction in the long-term bias of the plasma current, and additionally reduce the training time required to learn new tasks by a factor of 3 or more. We present new experiments using the upgraded RL-based controllers on the TCV tokamak, which validate the simulation results achieved, and point the way towards routinely achieving accurate discharges using the RL approach.
Most solutions to the inventory management problem assume a centralization of information that is incompatible with organisational constraints in real supply chain networks. The inventory management problem is a well-known planning problem in operations research, concerned with finding the optimal re-order policy for nodes in a supply chain. While many centralized solutions to the problem exist, they are not applicable to real-world supply chains made up of independent entities. The problem can however be naturally decomposed into sub-problems, each associated with an independent entity, turning it into a multi-agent system. Therefore, a decentralized data-driven solution to inventory management problems using multi-agent reinforcement learning is proposed where each entity is controlled by an agent. Three multi-agent variations of the proximal policy optimization algorithm are investigated through simulations of different supply chain networks and levels of uncertainty. The centralized training decentralized execution framework is deployed, which relies on offline centralization during simulation-based policy identification, but enables decentralization when the policies are deployed online to the real system. Results show that using multi-agent proximal policy optimization with a centralized critic leads to performance very close to that of a centralized data-driven solution and outperforms a distributed model-based solution in most cases while respecting the information constraints of the system.
Randomized algorithms, such as randomized sketching or projections, are a promising approach to ease the computational burden in analyzing large datasets. However, randomized algorithms also produce non-deterministic outputs, leading to the problem of evaluating their accuracy. In this paper, we develop a statistical inference framework for quantifying the uncertainty of the outputs of randomized algorithms. We develop appropriate statistical methods -- sub-randomization, multi-run plug-in and multi-run aggregation inference -- by using multiple runs of the same randomized algorithm, or by estimating the unknown parameters of the limiting distribution. As an example, we develop methods for statistical inference for least squares parameters via random sketching using matrices with i.i.d.entries, or uniform partial orthogonal matrices. For this, we characterize the limiting distribution of estimators obtained via sketch-and-solve as well as partial sketching methods. The analysis of i.i.d. sketches uses a trigonometric interpolation argument to establish a differential equation for the limiting expected characteristic function and find the dependence on the kurtosis of the entries of the sketching matrix. The results are supported via a broad range of simulations.
Distributional assumptions have been shown to be necessary for the robust learnability of concept classes when considering the exact-in-the-ball robust risk and access to random examples by Gourdeau et al. (2019). In this paper, we study learning models where the learner is given more power through the use of local queries, and give the first distribution-free algorithms that perform robust empirical risk minimization (ERM) for this notion of robustness. The first learning model we consider uses local membership queries (LMQ), where the learner can query the label of points near the training sample. We show that, under the uniform distribution, LMQs do not increase the robustness threshold of conjunctions and any superclass, e.g., decision lists and halfspaces. Faced with this negative result, we introduce the local equivalence query ($\mathsf{LEQ}$) oracle, which returns whether the hypothesis and target concept agree in the perturbation region around a point in the training sample, as well as a counterexample if it exists. We show a separation result: on the one hand, if the query radius $\lambda$ is strictly smaller than the adversary's perturbation budget $\rho$, then distribution-free robust learning is impossible for a wide variety of concept classes; on the other hand, the setting $\lambda=\rho$ allows us to develop robust ERM algorithms. We then bound the query complexity of these algorithms based on online learning guarantees and further improve these bounds for the special case of conjunctions. We finish by giving robust learning algorithms for halfspaces on $\{0,1\}^n$ and then obtaining robustness guarantees for halfspaces in $\mathbb{R}^n$ against precision-bounded adversaries.
Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.
Recent years have witnessed significant advances in technologies and services in modern network applications, including smart grid management, wireless communication, cybersecurity as well as multi-agent autonomous systems. Considering the heterogeneous nature of networked entities, emerging network applications call for game-theoretic models and learning-based approaches in order to create distributed network intelligence that responds to uncertainties and disruptions in a dynamic or an adversarial environment. This paper articulates the confluence of networks, games and learning, which establishes a theoretical underpinning for understanding multi-agent decision-making over networks. We provide an selective overview of game-theoretic learning algorithms within the framework of stochastic approximation theory, and associated applications in some representative contexts of modern network systems, such as the next generation wireless communication networks, the smart grid and distributed machine learning. In addition to existing research works on game-theoretic learning over networks, we highlight several new angles and research endeavors on learning in games that are related to recent developments in artificial intelligence. Some of the new angles extrapolate from our own research interests. The overall objective of the paper is to provide the reader a clear picture of the strengths and challenges of adopting game-theoretic learning methods within the context of network systems, and further to identify fruitful future research directions on both theoretical and applied studies.