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Jorge E. Mendoza

Publications and source records attributed to Jorge E. Mendoza.

3 recordsLinked to original sources

OpenHail: An Event-Driven Gymnasium Environment for Electric Ride-Hailing Fleet Control

Machine-learning policies have attracted increasing interest for ride-hailing fleet control in recent years. Reinforcement learning, in particular, requires a structured simulation environment that specifies observations, actions, rewards, and decision epochs for training and evaluation. For electric fleets, this environment must also capture the interaction among stochastic demand, vehicle operations, and capacitated charging infrastructure. We present OpenHail, an open-source Gymnasium environment for joint control of electric ride-hailing fleets. Its fixed-size observation--action interface exposes request assignment, repositioning, and charging to a single policy. The event-driven simulator represents requests with pickup deadlines, vehicle job queues, battery dynamics, and finite-capacity charging facilities with first-in--first-out queues. A configurable decision-epoch mechanism separates internal simulator events from policy interactions, supporting event-driven, periodic, hybrid, and policy-requested control within the same operational model. The software provides seeded instances, feasible-action utilities, evaluation tools, operational metrics, and baseline policies. The source code is available at https://github.com/tommaso-schettini/openhail.

cs.LG↗

Press Start to Charge: Videogaming the Online Centralized Charging Scheduling Problem

We study the online centralized charging scheduling problem (OCCSP). In this problem, a central authority must decide, in real time, when to charge dynamically arriving electric vehicles (EVs), subject to capacity limits, with the objective of balancing load across a finite planning horizon. To solve the problem, we first gamify it; that is, we model it as a game where charging blocks are placed within temporal and capacity constraints on a grid. We design heuristic policies, train learning agents with expert demonstrations, and improve them using Dataset Aggregation (DAgger). From a theoretical standpoint, we show that gamification reduces model complexity and yields tighter generalization bounds than vector-based formulations. Experiments across multiple EV arrival patterns confirm that gamified learning enhances load balancing. In particular, the image-to-movement model trained with DAgger consistently outperforms heuristic baselines, vector-based approaches, and supervised learning agents, while also demonstrating robustness in sensitivity analyses. These operational gains translate into tangible economic value. In a real-world case study for the Greater Montréal Area (Québec, Canada) using utility cost data, the proposed methods lower system costs by tens of millions of dollars per year over the prevailing practice and show clear potential to delay costly grid upgrades.

cs.LG↗

Gamifying the Vehicle Routing Problem with Stochastic Requests

Do you remember your first video game console? We remember ours. Decades ago, they provided hours of entertainment. Now, we have repurposed them to solve dynamic and stochastic optimization problems. With deep reinforcement learning methods posting superhuman performance on a wide range of Atari games, we consider the task of representing a classic logistics problem as a game. Then, we train agents to play it. We consider several game designs for the vehicle routing problem with stochastic requests. We show how various design features impact agents' performance, including perspective, field of view, and minimaps. With the right game design, general purpose Atari agents outperform optimization-based benchmarks, especially as problem size grows. Our work points to the representation of dynamic and stochastic optimization problems via games as a promising research direction.

cs.LG↗