As online shopping prevails and e-commerce platforms emerge, there is a tremendous number of parcels being transported every day. Thus, it is crucial for the logistics industry on how to assign a candidate logistics route for each shipping parcel properly as it leaves a significant impact on the total logistics cost optimization and business constraints satisfaction such as transit hub capacity and delivery proportion of delivery providers. This online route-assignment problem can be viewed as a constrained online decision-making problem. Notably, the large amount (beyond ${10^5}$) of daily parcels, the variability and non-Markovian characteristics of parcel information impose difficulties on attaining (near-) optimal solution without violating constraints excessively. In this paper, we develop a model-free DRL approach named PPO-RA, in which Proximal Policy Optimization (PPO) is improved with dedicated techniques to address the challenges for route assignment (RA). The actor and critic networks use attention mechanism and parameter sharing to accommodate each incoming parcel with varying numbers and identities of candidate routes, without modeling non-Markovian parcel arriving dynamics since we make assumption of i.i.d. parcel arrival. We use recorded delivery parcel data to evaluate the performance of PPO-RA by comparing it with widely-used baselines via simulation. The results show the capability of the proposed approach to achieve considerable cost savings while satisfying most constraints.
Recent work in multi-agent reinforcement learning has investigated inter agent communication which is learned simultaneously with the action policy in order to improve the team reward. In this paper, we investigate independent Q-learning (IQL) without communication and differentiable inter-agent learning (DIAL) with learned communication on an adaptive traffic control system (ATCS). In real world ATCS, it is impossible to present the full state of the environment to every agent so in our simulation, the individual agents will only have a limited observation of the full state of the environment. The ATCS will be simulated using the Simulation of Urban MObility (SUMO) traffic simulator in which two connected intersections are simulated. Every intersection is controlled by an agent which has the ability to change the direction of the traffic flow. Our results show that a DIAL agent outperforms an independent Q-learner on both training time and on maximum achieved reward as it is able to share relevant information with the other agents.
Mobile parcel lockers (MPLs) have been recently introduced by urban logistics operators as a means to reduce traffic congestion and operational cost. Their capability to relocate their position during the day has the potential to improve customer accessibility and convenience (if deployed and planned accordingly), allowing customers to collect parcels at their preferred time among one of the multiple locations. This paper proposes an integer programming model to solve the Location Routing Problem for MPLs to determine the optimal configuration and locker routes. In solving this model, a Hybrid Q-Learning algorithm-based Method (HQM) integrated with global and local search mechanisms is developed, the performance of which is examined for different problem sizes and benchmarked with genetic algorithms. Furthermore, we introduced two route adjustment strategies to resolve stochastic events that may cause delays. The results show that HQM achieves 443.41% improvement on average in solution improvement, compared with the 94.91% improvement of heuristic counterparts, suggesting HQM enables a more efficient search for better solutions. Finally, we identify critical factors that contribute to service delays and investigate their effects.
We consider the problem of generating rankings that are fair towards both users and item producers in recommender systems. We address both usual recommendation (e.g., of music or movies) and reciprocal recommendation (e.g., dating). Following concepts of distributive justice in welfare economics, our notion of fairness aims at increasing the utility of the worse-off individuals, which we formalize using the criterion of Lorenz efficiency. It guarantees that rankings are Pareto efficient, and that they maximally redistribute utility from better-off to worse-off, at a given level of overall utility. We propose to generate rankings by maximizing concave welfare functions, and develop an efficient inference procedure based on the Frank-Wolfe algorithm. We prove that unlike existing approaches based on fairness constraints, our approach always produces fair rankings. Our experiments also show that it increases the utility of the worse-off at lower costs in terms of overall utility.
In this paper we consider multi-objective reinforcement learning where the objectives are balanced using preferences. In practice, the preferences are often given in an adversarial manner, e.g., customers can be picky in many applications. We formalize this problem as an episodic learning problem on a Markov decision process, where transitions are unknown and a reward function is the inner product of a preference vector with pre-specified multi-objective reward functions. We consider two settings. In the online setting, the agent receives a (adversarial) preference every episode and proposes policies to interact with the environment. We provide a model-based algorithm that achieves a nearly minimax optimal regret bound $\widetilde{\mathcal{O}}\bigl(\sqrt{\min\{d,S\}\cdot H^2 SAK}\bigr)$, where $d$ is the number of objectives, $S$ is the number of states, $A$ is the number of actions, $H$ is the length of the horizon, and $K$ is the number of episodes. Furthermore, we consider preference-free exploration, i.e., the agent first interacts with the environment without specifying any preference and then is able to accommodate arbitrary preference vector up to $\epsilon$ error. Our proposed algorithm is provably efficient with a nearly optimal trajectory complexity $\widetilde{\mathcal{O}}\bigl({\min\{d,S\}\cdot H^3 SA}/{\epsilon^2}\bigr)$. This result partly resolves an open problem raised by \citet{jin2020reward}.
Online allocation problems with resource constraints have a rich history in operations research. In this paper, we introduce the \emph{regularized online allocation problem}, a variant that includes a non-linear regularizer acting on the total resource consumption. In this problem, requests repeatedly arrive over time and, for each request, a decision maker needs to take an action that generates a reward and consumes resources. The objective is to simultaneously maximize additively separable rewards and the value of a non-separable regularizer subject to the resource constraints. Our primary motivation is allowing decision makers to trade off separable objectives such as the economic efficiency of an allocation with ancillary, non-separable objectives such as the fairness or equity of an allocation. We design an algorithm that is simple, fast, and attains good performance with both stochastic i.i.d.~and adversarial inputs. In particular, our algorithm is asymptotically optimal under stochastic i.i.d. input models and attains a fixed competitive ratio that depends on the regularizer when the input is adversarial. Furthermore, the algorithm and analysis do not require convexity or concavity of the reward function and the consumption function, which allows more model flexibility. Numerical experiments confirm the effectiveness of the proposed algorithm and of regularization in an internet advertising application.
Rankings, especially those in search and recommendation systems, often determine how people access information and how information is exposed to people. Therefore, how to balance the relevance and fairness of information exposure is considered as one of the key problems for modern IR systems. As conventional ranking frameworks that myopically sorts documents with their relevance will inevitably introduce unfair result exposure, recent studies on ranking fairness mostly focus on dynamic ranking paradigms where result rankings can be adapted in real-time to support fairness in groups (i.e., races, genders, etc.). Existing studies on fairness in dynamic learning to rank, however, often achieve the overall fairness of document exposure in ranked lists by significantly sacrificing the performance of result relevance and fairness on the top results. To address this problem, we propose a fair and unbiased ranking method named Maximal Marginal Fairness (MMF). The algorithm integrates unbiased estimators for both relevance and merit-based fairness while providing an explicit controller that balances the selection of documents to maximize the marginal relevance and fairness in top-k results. Theoretical and empirical analysis shows that, with small compromises on long list fairness, our method achieves superior efficiency and effectiveness comparing to the state-of-the-art algorithms in both relevance and fairness for top-k rankings.
In the last few years, deep multi-agent reinforcement learning (RL) has become a highly active area of research. A particularly challenging class of problems in this area is partially observable, cooperative, multi-agent learning, in which teams of agents must learn to coordinate their behaviour while conditioning only on their private observations. This is an attractive research area since such problems are relevant to a large number of real-world systems and are also more amenable to evaluation than general-sum problems. Standardised environments such as the ALE and MuJoCo have allowed single-agent RL to move beyond toy domains, such as grid worlds. However, there is no comparable benchmark for cooperative multi-agent RL. As a result, most papers in this field use one-off toy problems, making it difficult to measure real progress. In this paper, we propose the StarCraft Multi-Agent Challenge (SMAC) as a benchmark problem to fill this gap. SMAC is based on the popular real-time strategy game StarCraft II and focuses on micromanagement challenges where each unit is controlled by an independent agent that must act based on local observations. We offer a diverse set of challenge maps and recommendations for best practices in benchmarking and evaluations. We also open-source a deep multi-agent RL learning framework including state-of-the-art algorithms. We believe that SMAC can provide a standard benchmark environment for years to come. Videos of our best agents for several SMAC scenarios are available at: //youtu.be/VZ7zmQ_obZ0.
Existing multi-agent reinforcement learning methods are limited typically to a small number of agents. When the agent number increases largely, the learning becomes intractable due to the curse of the dimensionality and the exponential growth of agent interactions. In this paper, we present Mean Field Reinforcement Learning where the interactions within the population of agents are approximated by those between a single agent and the average effect from the overall population or neighboring agents; the interplay between the two entities is mutually reinforced: the learning of the individual agent's optimal policy depends on the dynamics of the population, while the dynamics of the population change according to the collective patterns of the individual policies. We develop practical mean field Q-learning and mean field Actor-Critic algorithms and analyze the convergence of the solution to Nash equilibrium. Experiments on Gaussian squeeze, Ising model, and battle games justify the learning effectiveness of our mean field approaches. In addition, we report the first result to solve the Ising model via model-free reinforcement learning methods.
This paper proposes a Reinforcement Learning (RL) algorithm to synthesize policies for a Markov Decision Process (MDP), such that a linear time property is satisfied. We convert the property into a Limit Deterministic Buchi Automaton (LDBA), then construct a product MDP between the automaton and the original MDP. A reward function is then assigned to the states of the product automaton, according to accepting conditions of the LDBA. With this reward function, our algorithm synthesizes a policy that satisfies the linear time property: as such, the policy synthesis procedure is "constrained" by the given specification. Additionally, we show that the RL procedure sets up an online value iteration method to calculate the maximum probability of satisfying the given property, at any given state of the MDP - a convergence proof for the procedure is provided. Finally, the performance of the algorithm is evaluated via a set of numerical examples. We observe an improvement of one order of magnitude in the number of iterations required for the synthesis compared to existing approaches.
This paper presents a safety-aware learning framework that employs an adaptive model learning method together with barrier certificates for systems with possibly nonstationary agent dynamics. To extract the dynamic structure of the model, we use a sparse optimization technique, and the resulting model will be used in combination with control barrier certificates which constrain feedback controllers only when safety is about to be violated. Under some mild assumptions, solutions to the constrained feedback-controller optimization are guaranteed to be globally optimal, and the monotonic improvement of a feedback controller is thus ensured. In addition, we reformulate the (action-)value function approximation to make any kernel-based nonlinear function estimation method applicable. We then employ a state-of-the-art kernel adaptive filtering technique for the (action-)value function approximation. The resulting framework is verified experimentally on a brushbot, whose dynamics is unknown and highly complex.