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Bruno Gaujal

Publications and source records attributed to Bruno Gaujal.

At least 19 recordsLinked to original sources

Scheduling jobs with unknown size distribution in a M/G/1 queue: the shifted empirical Gittins

In this paper we consider a M/G/1 queue for which we want to minimize the expected response time. We show how to compute indices from $n$ samples of the job size distribution such that the corresponding index policy is asymptotically optimal as $n$ grows. This construction is based on a discretization of the bounded support of the job size distribution and a shift of the samples to their nearest discrete point to the right. We show that the Gittins index of the empirical distribution of these shifted samples is close to the Gittins index of the original distribution. This translates to the asymptotic optimality of the corresponding index policy for minimizing the expected response time. Numerical comparison with other approaches further confirm the efficiency of our approach.

math.PR

Can a Weaker Player Win? Adaptive Play in Repeated Games

Consider a two-player game repeated N times. Player 1 can choose between two styles (for interpretability, offensive and defensive), whereas Player 2 uses a single fixed style. Let X N\,:= \#wins -\#losses for Player 1 after N games, and define the match gain as E[sign(X N )], with sign(0) = 0. We assume Player 1 is weaker in the sense that each pure style is losing in expectation. Our objective is to identify under which parameter regimes Player 1 can nevertheless achieve a positive gain under an optimal adaptive policy. Using dynamic programming, we solve the finite-horizon control problem and numerically identify parameter regimes in which the optimal gain is strictly positive at some horizon N $\star$ . We also derive structural conditions guaranteeing that g $\star$ N is always negative, and regimes (notably with fair (D)) where g $\star$ N is nonnegative for all N and can be strictly positive for every N $\ge$ 2. We then characterize the asymptotic behavior as N $\rightarrow$ $\infty$ for a weak player. In the safe case, where the defensive style induces a sure draw, the limiting gain varies continuously with the parameters and may take any value in [0, 1]. In the non-safe case, the limiting gain converges to -1 when both styles are strictly losing, and to 0 when (D) is fair (and non-safe).

cs.GT

Model-Based Learning of Whittle indices

We present BLINQ, a new model-based algorithm that learns the Whittle indices of an indexable, communicating and unichain Markov Decision Process (MDP). Our approach relies on building an empirical estimate of the MDP and then computing its Whittle indices using an extended version of a state-of-the-art existing algorithm. We provide a proof of convergence to the Whittle indices we want to learn as well as a bound on the time needed to learn them with arbitrary precision. Moreover, we investigate its computational complexity. Our numerical experiments suggest that BLINQ significantly outperforms existing Q-learning approaches in terms of the number of samples needed to get an accurate approximation. In addition, it has a total computational cost even lower than Q-learning for any reasonably high number of samples. These observations persist even when the Q-learning algorithms are speeded up using neural networks to predict Q-values.

cs.LG

Integrating Aggregated Electric Vehicle Flexibilities in Unit Commitment Models using Submodular Optimization

The Unit Commitment (UC) problem consists in controlling a large fleet of heterogeneous electricity production units in order to minimize the total production cost while satisfying consumer demand. Electric Vehicles (EVs) are used as a source of flexibility and are often aggregated for problem tractability. We develop a new approach to integrate EV flexibilities in the UC problem and exploit the generalized polymatroid structure of aggregated flexibilities of a large population of users to develop an exact optimization algorithm, combining a cutting-plane approach and submodular optimization. We show in particular that the UC can be solved exactly in a time which scales linearly, up to a logarithmic factor, in the number of EV users when each production unit is subject to convex constraints. We illustrate our approach by solving a real instance of a long-term UC problem, combining open-source data of the European grid (European Resource Adequacy Assessment project) and data originating from a survey of user behavior of the French EV fleet.

math.OC

Logarithmic Regret of Exploration in Average Reward Markov Decision Processes

In average reward Markov decision processes, state-of-the-art algorithms for regret minimization follow a well-established framework: They are model-based, optimistic and episodic. First, they maintain a confidence region from which optimistic policies are computed using a well-known subroutine called Extended Value Iteration (EVI). Second, these policies are used over time windows called episodes, each ended by the Doubling Trick (DT) rule or a variant thereof. In this work, without modifying EVI, we show that there is a significant advantage in replacing (DT) by another simple rule, that we call the Vanishing Multiplicative (VM) rule. When managing episodes with (VM), the algorithm's regret is, both in theory and in practice, as good if not better than with (DT), while the one-shot behavior is greatly improved. More specifically, the management of bad episodes (when sub-optimal policies are being used) is much better under (VM) than (DT) by making the regret of exploration logarithmic rather than linear. These results are made possible by a new in-depth understanding of the contrasting behaviors of confidence regions during good and bad episodes.

cs.LG

Non-Stationary Gradient Descent for Optimal Auto-Scaling in Serverless Platforms

To efficiently manage serverless computing platforms, a key aspect is the auto-scaling of services, i.e., the set of computational resources allocated to a service adapts over time as a function of the traffic demand. The objective is to find a compromise between user-perceived performance and energy consumption. In this paper, we consider the \emph{scale-per-request} auto-scaling pattern and investigate how many function instances (or servers) should be spawned each time an \emph{unfortunate} job arrives, i.e., a job that finds all servers busy upon its arrival. We address this problem by following a stochastic optimization approach: we develop a stochastic gradient descent scheme of the Kiefer--Wolfowitz type that applies \emph{over a single run of the state evolution}. At each iteration, the proposed scheme computes an estimate of the number of servers to spawn each time an unfortunate job arrives to minimize some cost function. Under natural assumptions, we show that the sequence of estimates produced by our scheme is asymptotically optimal almost surely. In addition, we prove that its convergence rate is $O(n^{-2/3})$ where $n$ is the number of iterations. From a mathematical point of view, the stochastic optimization framework induced by auto-scaling exhibits non-standard aspects that we approach from a general point of view. We consider the setting where a controller can only get samples of the \emph{transient} -- rather than stationary -- behavior of the underlying stochastic system. To handle this difficulty, we develop arguments that exploit properties of the mixing time of the underlying Markov chain. By means of numerical simulations, we validate the proposed approach and quantify its gain with respect to common existing scale-up rules.

math.OC

Reoptimization Nearly Solves Weakly Coupled Markov Decision Processes

We propose a new policy, called the LP-update policy, to solve finite horizon weakly-coupled Markov decision processes. The latter can be seen as multi-constraint multi-action bandits, and generalize the classical restless bandit problems. Our solution is based on re-solving periodically a relaxed version of the original problem, that can be cast as a linear program (LP). When the problem is made of $N$ statistically identical sub-components, we show that the LP-update policy becomes asymptotically optimal at rate $O(T^2/\sqrt{N})$. This rate can be improved to $O(T/\sqrt{N})$ if the problem satisfies some ergodicity property and to $O(1/N)$ if the problem is non-degenerate. The definition of non-degeneracy extends the same notion for restless bandits. By using this property, we also improve the computational efficiency of the LP-update policy. We illustrate the performance of our policy on randomly generated examples, as well as a generalized applicant screening problem, and show that it outperforms existing heuristics.

math.OC

LP-based policies for restless bandits: necessary and sufficient conditions for (exponentially fast) asymptotic optimality

We provide a framework to analyse control policies for the restless Markovian bandit model, under both finite and infinite time horizon. We show that when the population of arms goes to infinity, the value of the optimal control policy converges to the solution of a linear program (LP). We provide necessary and sufficient conditions for a generic control policy to be: i) asymptotically optimal; ii) asymptotically optimal with square root convergence rate; iii) asymptotically optimal with exponential rate. We then construct the LP-index policy that is asymptotically optimal with square root convergence rate on all models, and with exponential rate if the model is non-degenerate in finite horizon, and satisfies a uniform global attractor property in infinite horizon. We next define the LP-update policy, which is essentially a repeated LP-index policy that solves a new linear program at each decision epoch. We provide numerical experiments to compare the efficiency of LP-based policies. We compare the performance of the LP-index policy and the LP-update policy with other heuristics. Our result demonstrates that the LP-update policy outperforms the LP-index policy in general, and can have a significant advantage when the transition matrices are wrongly estimated.

math.OC

Learning Optimal Admission Control in Partially Observable Queueing Networks

We present an efficient reinforcement learning algorithm that learns the optimal admission control policy in a partially observable queueing network. Specifically, only the arrival and departure times from the network are observable, and optimality refers to the average holding/rejection cost in infinite horizon. While reinforcement learning in Partially Observable Markov Decision Processes (POMDP) is prohibitively expensive in general, we show that our algorithm has a regret that only depends sub-linearly on the maximal number of jobs in the network, $S$. In particular, in contrast with existing regret analyses, our regret bound does not depend on the diameter of the underlying Markov Decision Process (MDP), which in most queueing systems is at least exponential in $S$. The novelty of our approach is to leverage Norton's equivalent theorem for closed product-form queueing networks and an efficient reinforcement learning algorithm for MDPs with the structure of birth-and-death processes.

cs.LG

Testing Indexability and Computing Whittle and Gittins Index in Subcubic Time

Whittle index is a generalization of Gittins index that provides very efficient allocation rules for restless multi-armed bandits. In this work, we develop an algorithm to test the indexability and compute the Whittle indices of any finite-state restless bandit arm. This algorithm works in the discounted and non-discounted cases, and can compute Gittins index. Our algorithm builds on three tools: (1) a careful characterization of Whittle index that allows one to compute recursively the kth smallest index from the $(k - 1)$th smallest, and to test indexability, (2) the use of the Sherman-Morrison formula to make this recursive computation efficient, and (3) a sporadic use of the fastest matrix inversion and multiplication methods to obtain a subcubic complexity. We show that an efficient use of the Sherman-Morrison formula leads to an algorithm that computes Whittle index in $(2/3)n^3 + o(n^3)$ arithmetic operations, where $n$ is the number of states of the arm. The careful use of fast matrix multiplication leads to the first subcubic algorithm to compute Whittle or Gittins index: By using the current fastest matrix multiplication, the theoretical complexity of our algorithm is O(n^2.5286 ). We also develop an efficient implementation of our algorithm that can compute indices of Markov chains with several thousands of states in less than a few seconds.

cs.CC

Reinforcement Learning in a Birth and Death Process: Breaking the Dependence on the State Space

In this paper, we revisit the regret of undiscounted reinforcement learning in MDPs with a birth and death structure. Specifically, we consider a controlled queue with impatient jobs and the main objective is to optimize a trade-off between energy consumption and user-perceived performance. Within this setting, the \emph{diameter} $D$ of the MDP is $Ω(S^S)$, where $S$ is the number of states. Therefore, the existing lower and upper bounds on the regret at time$T$, of order $O(\sqrt{DSAT})$ for MDPs with $S$ states and $A$ actions, may suggest that reinforcement learning is inefficient here. In our main result however, we exploit the structure of our MDPs to show that the regret of a slightly-tweaked version of the classical learning algorithm {\sc Ucrl2} is in fact upper bounded by $\tilde{\mathcal{O}}(\sqrt{E_2AT})$ where $E_2$ is related to the weighted second moment of the stationary measure of a reference policy. Importantly, $E_2$ is bounded independently of $S$. Thus, our bound is asymptotically independent of the number of states and of the diameter. This result is based on a careful study of the number of visits performed by the learning algorithm to the states of the MDP, which is highly non-uniform.

cs.LG

Decentralized model-free reinforcement learning in stochastic games with average-reward objective

We propose the first model-free algorithm that achieves low regret performance for decentralized learning in two-player zero-sum tabular stochastic games with infinite-horizon average-reward objective. In decentralized learning, the learning agent controls only one player and tries to achieve low regret performances against an arbitrary opponent. This contrasts with centralized learning where the agent tries to approximate the Nash equilibrium by controlling both players. In our infinite-horizon undiscounted setting, additional structure assumptions is needed to provide good behaviors of learning processes : here we assume for every strategy of the opponent, the agent has a way to go from any state to any other. This assumption is the analogous to the "communicating" assumption in the MDP setting. We show that our Decentralized Optimistic Nash Q-Learning (DONQ-learning) algorithm achieves both sublinear high probability regret of order $T^{3/4}$ and sublinear expected regret of order $T^{2/3}$. Moreover, our algorithm enjoys a low computational complexity and low memory space requirement compared to the previous works of (Wei et al. 2017) and (Jafarnia-Jahromi et al. 2021) in the same setting.

cs.LG

Reinforcement Learning for Markovian Bandits: Is Posterior Sampling more Scalable than Optimism?

We study learning algorithms for the classical Markovian bandit problem with discount. We explain how to adapt PSRL [24] and UCRL2 [2] to exploit the problem structure. These variants are called MB-PSRL and MB-UCRL2. While the regret bound and runtime of vanilla implementations of PSRL and UCRL2 are exponential in the number of bandits, we show that the episodic regret of MB-PSRL and MB-UCRL2 is $\tilde{O}(S\sqrt{nK})$ where $K$ is the number of episodes, $n$ is the number of bandits and $S$ is the number of states of each bandit (the exact bound in S, n and K is given in the paper). Up to a factor $\sqrt S$, this matches the lower bound of $Ω(\sqrt{SnK})$ that we also derive in the paper. MB-PSRL is also computationally efficient: its runtime is linear in the number of bandits. We further show that this linear runtime cannot be achieved by adapting classical non-Bayesian algorithms such as UCRL2 or UCBVI to Markovian bandit problems. Finally, we perform numerical experiments that confirm that MB-PSRL outperforms other existing algorithms in practice, both in terms of regret and of computation time.

cs.LG

Exponential Convergence Rate for the Asymptotic Optimality of Whittle Index Policy

We evaluate the performance of Whittle index policy for restless Markovian bandits, when the number of bandits grows. It is proven in [30] that this performance is asymptotically optimal if the bandits are indexable and the associated deterministic system has a global attractor fixed point. In this paper we show that, under the same conditions, the convergence rate is exponential in the number of bandits, unless the fixed point is singular (to be defined later). Our proof is based on the nature of the deterministic equation governing the stochastic system: We show that it is a piecewise affine continuous dynamical system inside the simplex of the empirical measure of the bandits. Using simulations and numerical solvers, we also investigate the cases where the conditions for the exponential rate theorem are violated, notably when attracting limit cycles appear, or when the fixed point is singular. We illustrate our theorem on a Markovian fading channel model, which has been well studied in the literature. Finally, we extend our synchronous model results to the asynchronous model.

cs.PF

Discrete Mean Field Games: Existence of Equilibria and Convergence

We consider mean field games with discrete state spaces (called discrete mean field games in the following) and we analyze these games in continuous and discrete time, over finite as well as infinite time horizons. We prove the existence of a mean field equilibrium assuming continuity of the cost and of the drift. These conditions are more general than the existing papers studying finite state space mean field games. Besides, we also study the convergence of the equilibria of N -player games to mean field equilibria in our four settings. On the one hand, we define a class of strategies in which any sequence of equilibria of the finite games converges weakly to a mean field equilibrium when the number of players goes to infinity. On the other hand, we exhibit equilibria outside this class that do not converge to mean field equilibria and for which the value of the game does not converge. In discrete time this non-convergence phenomenon implies that the Folk theorem does not scale to the mean field limit.

math.OC

A stochastic approximation algorithm for stochastic semidefinite programming

Motivated by applications to multi-antenna wireless networks, we propose a distributed and asynchronous algorithm for stochastic semidefinite programming. This algorithm is a stochastic approximation of a continous- time matrix exponential scheme regularized by the addition of an entropy-like term to the problem's objective function. We show that the resulting algorithm converges almost surely to an $\varepsilon$-approximation of the optimal solution requiring only an unbiased estimate of the gradient of the problem's stochastic objective. When applied to throughput maximization in wireless multiple-input and multiple-output (MIMO) systems, the proposed algorithm retains its convergence properties under a wide array of mobility impediments such as user update asynchronicities, random delays and/or ergodically changing channels. Our theoretical analysis is complemented by extensive numerical simulations which illustrate the robustness and scalability of the proposed method in realistic network conditions.

math.OC

Control of parallel non-observable queues: asymptotic equivalence and optimality of periodic policies

We consider a queueing system composed of a dispatcher that routes deterministically jobs to a set of non-observable queues working in parallel. In this setting, the fundamental problem is which policy should the dispatcher implement to minimize the stationary mean waiting time of the incoming jobs. We present a structural property that holds in the classic scaling of the system where the network demand (arrival rate of jobs) grows proportionally with the number of queues. Assuming that each queue of type $r$ is replicated $k$ times, we consider a set of policies that are periodic with period $k \sum_r p_r$ and such that exactly $p_r$ jobs are sent in a period to each queue of type $r$. When $k\to\infty$, our main result shows that all the policies in this set are equivalent, in the sense that they yield the same mean stationary waiting time, and optimal, in the sense that no other policy having the same aggregate arrival rate to \emph{all} queues of a given type can do better in minimizing the stationary mean waiting time. This property holds in a strong probabilistic sense. Furthermore, the limiting mean waiting time achieved by our policies is a convex function of the arrival rate in each queue, which facilitates the development of a further optimization aimed at solving the fundamental problem above for large systems.

cs.PF

Penalty-regulated dynamics and robust learning procedures in games

Starting from a heuristic learning scheme for N-person games, we derive a new class of continuous-time learning dynamics consisting of a replicator-like drift adjusted by a penalty term that renders the boundary of the game's strategy space repelling. These penalty-regulated dynamics are equivalent to players keeping an exponentially discounted aggregate of their on-going payoffs and then using a smooth best response to pick an action based on these performance scores. Owing to this inherent duality, the proposed dynamics satisfy a variant of the folk theorem of evolutionary game theory and they converge to (arbitrarily precise) approximations of Nash equilibria in potential games. Motivated by applications to traffic engineering, we exploit this duality further to design a discrete-time, payoff-based learning algorithm which retains these convergence properties and only requires players to observe their in-game payoffs: moreover, the algorithm remains robust in the presence of stochastic perturbations and observation errors, and it does not require any synchronization between players.

math.OC