SearcharxivSearch

arXiv subjects

Dimitri Bertsekas

Publications and source records attributed to Dimitri Bertsekas.

At least 19 recordsLinked to original sources

Compressed Traffic Assignment with the Augmented Lagrangian Method

We consider large-scale traffic assignment problems and develop a path-based compression framework. In particular, we partition paths into major and minor paths according to a set of nominal flows and a prescribed threshold, and retain the major paths explicitly. For the minor paths, we introduce a low-dimensional representation based on a truncated singular value decomposition of the minor path-link incidence matrix. We also provide a feasibility safeguard that ensures the compressed problem remains feasible. To solve the resulting formulation, we use an augmented Lagrangian method with separate penalty parameters for the different constraints and adaptive penalty parameter updates. We report computational studies using the Chicago Sketch, Chicago Regional, and Philadelphia networks. The results show a compression-accuracy trade-off: moderate thresholds can achieve substantial dimension reduction while maintaining high link-flow fidelity, whereas more aggressive compression tends to increase iteration counts and objective gaps. In our rank-sensitivity experiments, increasing the compression rank beyond moderate values produces little improvement in solution quality while increasing computational cost substantially. Overall, the proposed framework offers a practical way to reduce the dimensionality of large path-based traffic assignment problems while preserving feasibility and good solution quality.

math.OC

On-Line Policy Iteration with Trajectory-Driven Policy Generation

We consider deterministic finite-horizon optimal control problems with a fixed initial state. We introduce an on-line policy iteration method, which, starting from a given policy, however obtained, generates a sequence of cost-improving policies and corresponding trajectories. Each policy produces a trajectory, which is used in turn to generate data for training the next policy. The method is motivated by problems that are repeatedly solved starting from the same initial state, including discrete optimization and path planning for repetitive tasks. For such problems, the method is fast enough to be used on-line. Under a natural consistency condition, we show that the sequence of costs of the generated policies is monotonically improving for the given initial state (but not necessarily for other states). We illustrate our results with computational studies from combinatorial optimization and 3-dimensional path planning for drones {and a robot arm} in the presence of obstacles. We also discuss briefly a stochastic counterpart of our algorithm. Our proposed framework combines elements of rollout and policy iteration with flexible trajectory-based policy representations, and applies to problems involving a single as well as multiple decision makers. It also provides a principled way to train neural network-based policies using trajectory data, while preserving monotonic cost improvement.

eess.SY

Adaptive Network Security Policies via Belief Aggregation and Rollout

Evolving security vulnerabilities and shifting operational conditions require frequent updates to network security policies. These updates include adjustments to incident response procedures and modifications to access controls, among others. Reinforcement learning methods have been proposed for automating such policy adaptations, but most methods in the research literature lack performance guarantees and adapt slowly to changes. In this paper, we address these limitations and present a method for computing security policies that is scalable, offers theoretical guarantees, and adapts quickly to changes. The method uses a model or simulator of the system, which is updated when changes occur, and combines three components: belief estimation through particle filtering, offline policy computation through feature-based aggregation, and online policy adaptation through rollout. In particular, feature-based aggregation enables scalable offline optimization of a policy, while rollout adapts the policy online to changes in the system model without repeating the offline optimization. We analyze the approximation error of the aggregation and show that the rollout efficiently adapts policies to changes under certain conditions. Simulations and testbed results demonstrate that our method outperforms state-of-the-art methods on several benchmarks, including CAGE-2.

eess.SY

Feature-Based Belief Aggregation for Partially Observable Markov Decision Problems

We consider a finite-state partially observable Markov decision problem (POMDP) with an infinite horizon and a discounted cost, and we propose a new method for computing a cost function approximation that is based on features and aggregation. In particular, using the classical belief-space formulation, we construct a related Markov decision problem (MDP) by first aggregating the unobservable states into feature states, and then introducing representative beliefs over these feature states. This two-stage aggregation approach facilitates the use of dynamic programming methods for solving the aggregate problem and provides additional design flexibility. The optimal cost function of the aggregate problem can in turn be used within an on-line approximation in value space scheme for the original POMDP. We derive a new bound on the approximation error of our scheme. In addition, we establish conditions under which the cost function approximation provides a lower bound for the optimal cost. Finally, we present a biased aggregation approach, which leverages an optimal cost function estimate to improve the quality of the approximation error of the aggregate problem.

eess.SY

An Error Bound for Aggregation in Approximate Dynamic Programming

We consider a general aggregation framework for discounted finite-state infinite horizon dynamic programming (DP) problems. It defines an aggregate problem whose optimal cost function can be obtained off-line by exact DP and then used as a terminal cost approximation for an on-line reinforcement learning (RL) scheme. We derive a bound on the error between the optimal cost functions of the aggregate problem and the original problem. This bound was first derived by Tsitsiklis and van Roy [TvR96] for the special case of hard aggregation. Our bound is similar but applies far more broadly, including to soft aggregation and feature-based aggregation schemes.

math.OC

Semilinear Dynamic Programming: Analysis, Algorithms, and Certainty Equivalence Properties

We consider a broad class of dynamic programming (DP) problems that involve a partially linear structure and some positivity properties in their system equation and cost function. We address deterministic and stochastic problems, possibly with Markov jump parameters. We focus primarily on infinite horizon problems and prove that under our assumptions, the optimal cost function is linear, and that an optimal policy can be computed efficiently with standard DP algorithms. Moreover, we show that forms of certainty equivalence hold for our stochastic problems, in analogy with the classical linear quadratic optimal control problems.

math.OC

Superior Computer Chess with Model Predictive Control, Reinforcement Learning, and Rollout

In this paper we apply model predictive control (MPC), rollout, and reinforcement learning (RL) methodologies to computer chess. We introduce a new architecture for move selection, within which available chess engines are used as components. One engine is used to provide position evaluations in an approximation in value space MPC/RL scheme, while a second engine is used as nominal opponent, to emulate or approximate the moves of the true opponent player. We show that our architecture improves substantially the performance of the position evaluation engine. In other words our architecture provides an additional layer of intelligence, on top of the intelligence of the engines on which it is based. This is true for any engine, regardless of its strength: top engines such as Stockfish and Komodo Dragon (of varying strengths), as well as weaker engines. Structurally, our basic architecture selects moves by a one-move lookahead search, with an intermediate move generated by a nominal opponent engine, and followed by a position evaluation by another chess engine. Simpler schemes that forego the use of the nominal opponent, also perform better than the position evaluator, but not quite by as much. More complex schemes, involving multistep lookahead, may also be used and generally tend to perform better as the length of the lookahead increases. Theoretically, our methodology relies on generic cost improvement properties and the superlinear convergence framework of Newton's method, which fundamentally underlies approximation in value space, and related MPC/RL and rollout/policy iteration schemes. A critical requirement of this framework is that the first lookahead step should be executed exactly. This fact has guided our architectural choices, and is apparently an important factor in improving the performance of even the best available chess engines.

cs.AI

An Approximate Dynamic Programming Framework for Occlusion-Robust Multi-Object Tracking

In this work, we consider data association problems involving multi-object tracking (MOT). In particular, we address the challenges arising from object occlusions. We propose a framework called approximate dynamic programming track (ADPTrack), which applies dynamic programming principles to improve an existing method called the base heuristic. Given a set of tracks and the next target frame, the base heuristic extends the tracks by matching them to the objects of this target frame directly. In contrast, ADPTrack first processes a few subsequent frames and applies the base heuristic starting from the next target frame to obtain tentative tracks. It then leverages the tentative tracks to match the objects of the target frame. This tends to reduce the occlusion-based errors and leads to an improvement over the base heuristic. When tested on the MOT17 video dataset, the proposed method demonstrates a 0.7% improvement in the association accuracy (IDF1 metric) over a state-of-the-art method that is used as the base heuristic. It also obtains improvements with respect to all the other standard metrics. Empirically, we found that the improvements are particularly pronounced in scenarios where the video data is obtained by fixed-position cameras.

cs.CV

Most Likely Sequence Generation for $n$-Grams, Transformers, HMMs, and Markov Chains, by Using Rollout Algorithms

In this paper we consider a transformer with an $n$-gram structure, such as the one underlying ChatGPT. The transformer provides next word probabilities, which can be used to generate word sequences. We consider methods for computing word sequences that are highly likely, based on these probabilities. Computing the optimal (i.e., most likely) word sequence starting with a given initial state is an intractable problem, so we propose methods to compute highly likely sequences of $N$ words in time that is a low order polynomial in $N$ and in the vocabulary size of the $n$-gram. These methods are based on the rollout approach from approximate dynamic programming, a form of single policy iteration, which can improve the performance of any given heuristic policy. In our case we use a greedy heuristic that generates as next word one that has the highest probability. We show with analysis, examples, and computational experimentation that our methods are capable of generating highly likely sequences with a modest increase in computation over the greedy heuristic. While our analysis and experiments are focused on Markov chains of the type arising in transformer and ChatGPT-like models, our methods apply to general finite-state Markov chains, and related inference applications of Hidden Markov Models (HMM), where Viterbi decoding is used extensively.

cs.LG

Approximate Multiagent Reinforcement Learning for On-Demand Urban Mobility Problem on a Large Map (extended version)

In this paper, we focus on the autonomous multiagent taxi routing problem for a large urban environment where the location and number of future ride requests are unknown a-priori, but can be estimated by an empirical distribution. Recent theory has shown that a rollout algorithm with a stable base policy produces a near-optimal stable policy. In the routing setting, a policy is stable if its execution keeps the number of outstanding requests uniformly bounded over time. Although, rollout-based approaches are well-suited for learning cooperative multiagent policies with considerations for future demand, applying such methods to a large urban environment can be computationally expensive due to the large number of taxis required for stability. In this paper, we aim to address the computational bottleneck of multiagent rollout by proposing an approximate multiagent rollout-based two phase algorithm that reduces computational costs, while still achieving a stable near-optimal policy. Our approach partitions the graph into sectors based on the predicted demand and the maximum number of taxis that can run sequentially given the user's computational resources. The algorithm then applies instantaneous assignment (IA) for re-balancing taxis across sectors and a sector-wide multiagent rollout algorithm that is executed in parallel for each sector. We provide two main theoretical results: 1) characterize the number of taxis $m$ that is sufficient for IA to be stable; 2) derive a necessary condition on $m$ to maintain stability for IA as time goes to infinity. Our numerical results show that our approach achieves stability for an $m$ that satisfies the theoretical conditions. We also empirically demonstrate that our proposed two phase algorithm has equivalent performance to the one-at-a-time rollout over the entire map, but with significantly lower runtimes.

cs.MA

New Auction Algorithms for the Assignment Problem and Extensions

We consider the classical linear assignment problem, and we introduce new auction algorithms for its optimal and suboptimal solution. The algorithms are founded on duality theory, and are related to ideas of competitive bidding by persons for objects and the attendant market equilibrium, which underlie real-life auction processes. We distinguish between two fundamentally different types of bidding mechanisms: aggressive and cooperative. Mathematically, aggressive bidding relies on a notion of approximate coordinate descent in dual space, an epsilon-complementary slackness condition to regulate the amount of descent approximation, and the idea of epsilon-scaling to resolve efficiently the price wars that occur naturally as multiple bidders compete for a smaller number of valuable objects. Cooperative bidding avoids price wars through detection and cooperative resolution of any competitive impasse that involves a group of persons. We discuss the relations between the aggressive and the cooperative bidding approaches, we derive new algorithms and variations that combine ideas from both of them, and we also make connections with other primal-dual methods, including the Hungarian method. Furthermore, our discussion points the way to algorithmic extensions that apply more broadly to network optimization, including shortest path, max-flow, transportation, and minimum cost flow problems with both linear and convex cost functions.

cs.GT

Rollout Algorithms and Approximate Dynamic Programming for Bayesian Optimization and Sequential Estimation

We provide a unifying approximate dynamic programming framework that applies to a broad variety of problems involving sequential estimation. We consider first the construction of surrogate cost functions for the purposes of optimization, and we focus on the special case of Bayesian optimization, using the rollout algorithm and some of its variations. We then discuss the more general case of sequential estimation of a random vector using optimal measurement selection, and its application to problems of stochastic and adaptive control. We distinguish between adaptive control of deterministic and stochastic systems: the former are better suited for the use of rollout, while the latter are well suited for the use of rollout with certainty equivalence approximations. As an example of the deterministic case, we discuss sequential decoding problems, and a rollout algorithm for the approximate solution of the Wordle and Mastermind puzzles, recently developed in the paper [BBB22].

cs.AI

Multiagent Reinforcement Learning for Autonomous Routing and Pickup Problem with Adaptation to Variable Demand

We derive a learning framework to generate routing/pickup policies for a fleet of autonomous vehicles tasked with servicing stochastically appearing requests on a city map. We focus on policies that 1) give rise to coordination amongst the vehicles, thereby reducing wait times for servicing requests, 2) are non-myopic, and consider a-priori potential future requests, 3) can adapt to changes in the underlying demand distribution. Specifically, we are interested in policies that are adaptive to fluctuations of actual demand conditions in urban environments, such as on-peak vs. off-peak hours. We achieve this through a combination of (i) an online play algorithm that improves the performance of an offline-trained policy, and (ii) an offline approximation scheme that allows for adapting to changes in the underlying demand model. In particular, we achieve adaptivity of our learned policy to different demand distributions by quantifying a region of validity using the q-valid radius of a Wasserstein Ambiguity Set. We propose a mechanism for switching the originally trained offline approximation when the current demand is outside the original validity region. In this case, we propose to use an offline architecture, trained on a historical demand model that is closer to the current demand in terms of Wasserstein distance. We learn routing and pickup policies over real taxicab requests in San Francisco with high variability between on-peak and off-peak hours, demonstrating the ability of our method to adapt to real fluctuation in demand distributions. Our numerical results demonstrate that our method outperforms alternative rollout-based reinforcement learning schemes, as well as other classical methods from operations research.

cs.MA

Reinforcement Learning Methods for Wordle: A POMDP/Adaptive Control Approach

In this paper we address the solution of the popular Wordle puzzle, using new reinforcement learning methods, which apply more generally to adaptive control of dynamic systems and to classes of Partially Observable Markov Decision Process (POMDP) problems. These methods are based on approximation in value space and the rollout approach, admit a straightforward implementation, and provide improved performance over various heuristic approaches. For the Wordle puzzle, they yield on-line solution strategies that are very close to optimal at relatively modest computational cost. Our methods are viable for more complex versions of Wordle and related search problems, for which an optimal strategy would be impossible to compute. They are also applicable to a wide range of adaptive sequential decision problems that involve an unknown or frequently changing environment whose parameters are estimated on-line.

cs.AI

New Auction Algorithms for Path Planning, Network Transport, and Reinforcement Learning

We consider some classical optimization problems in path planning and network transport, and we introduce new auction-based algorithms for their optimal and suboptimal solution. The algorithms are based on mathematical ideas that are related to competitive bidding by persons for objects and the attendant market equilibrium, which underlie auction processes. However, the starting point of our algorithms is different, namely weighted and unweighted path construction in directed graphs, rather than assignment of persons to objects. The new algorithms have several potential advantages over existing methods: they are empirically faster in some important contexts, such as max-flow, they are well-suited for on-line replanning, and they can be adapted to distributed asynchronous operation. Moreover, they allow arbitrary initial prices, without complementary slackness restrictions, and thus are better-suited to take advantage of reinforcement learning methods that use off-line training with data, as well as on-line training during real-time operation. The new algorithms may also find use in reinforcement learning contexts involving approximation, such as multistep lookahead and tree search schemes, and/or rollout algorithms.

math.OC

Lessons from AlphaZero for Optimal, Model Predictive, and Adaptive Control

In this paper we aim to provide analysis and insights (often based on visualization), which explain the beneficial effects of on-line decision making on top of off-line training. In particular, through a unifying abstract mathematical framework, we show that the principal AlphaZero/TD-Gammon ideas of approximation in value space and rollout apply very broadly to deterministic and stochastic optimal control problems, involving both discrete and continuous search spaces. Moreover, these ideas can be effectively integrated with other important methodologies such as model predictive control, adaptive control, decentralized control, discrete and Bayesian optimization, neural network-based value and policy approximations, and heuristic algorithms for discrete optimization.

math.OC

Distributed Asynchronous Policy Iteration for Sequential Zero-Sum Games and Minimax Control

We introduce a contractive abstract dynamic programming framework and related policy iteration algorithms, specifically designed for sequential zero-sum games and minimax problems with a general structure. Aside from greater generality, the advantage of our algorithms over alternatives is that they resolve some long-standing convergence difficulties of the "natural" policy iteration algorithm, which have been known since the Pollatschek and Avi-Itzhak method [PoA69] for finite-state Markov games. Mathematically, this "natural" algorithm is a form of Newton's method for solving Bellman's equation, but Newton's method, contrary to the case of single-player DP problems, is not globally convergent in the case of a minimax problem, because the Bellman operator may have components that are neither convex nor concave. Our algorithms address this difficulty by introducing alternating player choices, and by using a policy-dependent mapping with a uniform sup-norm contraction property, similar to earlier works by Bertsekas and Yu [BeY10], [BeY12], [YuB13]. Moreover, our algorithms allow a convergent and highly parallelizable implementation, which is based on state space partitioning, and distributed asynchronous policy evaluation and policy improvement operations within each set of the partition. Our framework is also suitable for the use of reinforcement learning methods based on aggregation, which may be useful for large-scale problem instances.

cs.GT

On-Line Policy Iteration for Infinite Horizon Dynamic Programming

In this paper we propose an on-line policy iteration (PI) algorithm for finite-state infinite horizon discounted dynamic programming, whereby the policy improvement operation is done on-line, only for the states that are encountered during operation of the system. This allows the continuous updating/improvement of the current policy, thus resulting in a form of on-line PI that incorporates the improved controls into the current policy as new states and controls are generated. The algorithm converges in a finite number of stages to a type of locally optimal policy, and suggests the possibility of variants of PI and multiagent PI where the policy improvement is simplified. Moreover, the algorithm can be used with on-line replanning, and is also well-suited for on-line PI algorithms with value and policy approximations.

math.OC