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Vaneet Aggarwal

Publications and source records attributed to Vaneet Aggarwal.

At least 163 records · Page 9Linked to original sources

On the Near-Optimality of Local Policies in Large Cooperative Multi-Agent Reinforcement Learning

We show that in a cooperative $N$-agent network, one can design locally executable policies for the agents such that the resulting discounted sum of average rewards (value) well approximates the optimal value computed over all (including non-local) policies. Specifically, we prove that, if $|\mathcal{X}|, |\mathcal{U}|$ denote the size of state, and action spaces of individual agents, then for sufficiently small discount factor, the approximation error is given by $\mathcal{O}(e)$ where $e\triangleq \frac{1}{\sqrt{N}}\left[\sqrt{|\mathcal{X}|}+\sqrt{|\mathcal{U}|}\right]$. Moreover, in a special case where the reward and state transition functions are independent of the action distribution of the population, the error improves to $\mathcal{O}(e)$ where $e\triangleq \frac{1}{\sqrt{N}}\sqrt{|\mathcal{X}|}$. Finally, we also devise an algorithm to explicitly construct a local policy. With the help of our approximation results, we further establish that the constructed local policy is within $\mathcal{O}(\max\{e,ε\})$ distance of the optimal policy, and the sample complexity to achieve such a local policy is $\mathcal{O}(ε^{-3})$, for any $ε>0$.

cs.LG↗

Deep Learning based Coverage and Rate Manifold Estimation in Cellular Networks

This article proposes Convolutional Neural Network-based Auto Encoder (CNN-AE) to predict location-dependent rate and coverage probability of a network from its topology. We train the CNN utilising BS location data of India, Brazil, Germany, and the USA and compare its performance with stochastic geometry (SG) based analytical models. In comparison to the best-fitted SG-based model, CNN-AE improves the coverage and rate prediction errors by a margin of as large as $40\%$ and $25\%$ respectively. As an application, we propose a low complexity, provably convergent algorithm that, using trained CNN-AE, can compute locations of new BSs that need to be deployed in a network in order to satisfy pre-defined spatially heterogeneous performance goals.

cs.NI↗

Achieving Zero Constraint Violation for Constrained Reinforcement Learning via Primal-Dual Approach

Reinforcement learning is widely used in applications where one needs to perform sequential decisions while interacting with the environment. The problem becomes more challenging when the decision requirement includes satisfying some safety constraints. The problem is mathematically formulated as constrained Markov decision process (CMDP). In the literature, various algorithms are available to solve CMDP problems in a model-free manner to achieve $ε$-optimal cumulative reward with $ε$ feasible policies. An $ε$-feasible policy implies that it suffers from constraint violation. An important question here is whether we can achieve $ε$-optimal cumulative reward with zero constraint violations or not. To achieve that, we advocate the use of randomized primal-dual approach to solve the CMDP problems and propose a conservative stochastic primal-dual algorithm (CSPDA) which is shown to exhibit $\tilde{\mathcal{O}}\left(1/ε^2\right)$ sample complexity to achieve $ε$-optimal cumulative reward with zero constraint violations. In the prior works, the best available sample complexity for the $ε$-optimal policy with zero constraint violation is $\tilde{\mathcal{O}}\left(1/ε^5\right)$. Hence, the proposed algorithm provides a significant improvement as compared to the state of the art.

cs.LG↗

Markov Decision Processes with Long-Term Average Constraints

We consider the problem of constrained Markov Decision Process (CMDP) where an agent interacts with a unichain Markov Decision Process. At every interaction, the agent obtains a reward. Further, there are $K$ cost functions. The agent aims to maximize the long-term average reward while simultaneously keeping the $K$ long-term average costs lower than a certain threshold. In this paper, we propose CMDP-PSRL, a posterior sampling based algorithm using which the agent can learn optimal policies to interact with the CMDP. Further, for MDP with $S$ states, $A$ actions, and diameter $D$, we prove that following CMDP-PSRL algorithm, the agent can bound the regret of not accumulating rewards from optimal policy by $\Tilde{O}(poly(DSA)\sqrt{T})$. Further, we show that the violations for any of the $K$ constraints is also bounded by $\Tilde{O}(poly(DSA)\sqrt{T})$. To the best of our knowledge, this is the first work which obtains a $\Tilde{O}(\sqrt{T})$ regret bounds for ergodic MDPs with long-term average constraints.

cs.LG↗

FedNew: A Communication-Efficient and Privacy-Preserving Newton-Type Method for Federated Learning

Newton-type methods are popular in federated learning due to their fast convergence. Still, they suffer from two main issues, namely: low communication efficiency and low privacy due to the requirement of sending Hessian information from clients to parameter server (PS). In this work, we introduced a novel framework called FedNew in which there is no need to transmit Hessian information from clients to PS, hence resolving the bottleneck to improve communication efficiency. In addition, FedNew hides the gradient information and results in a privacy-preserving approach compared to the existing state-of-the-art. The core novel idea in FedNew is to introduce a two level framework, and alternate between updating the inverse Hessian-gradient product using only one alternating direction method of multipliers (ADMM) step and then performing the global model update using Newton's method. Though only one ADMM pass is used to approximate the inverse Hessian-gradient product at each iteration, we develop a novel theoretical approach to show the converging behavior of FedNew for convex problems. Additionally, a significant reduction in communication overhead is achieved by utilizing stochastic quantization. Numerical results using real datasets show the superiority of FedNew compared to existing methods in terms of communication costs.

cs.LG↗

Provably Efficient Model-Free Algorithm for MDPs with Peak Constraints

In the optimization of dynamic systems, the variables typically have constraints. Such problems can be modeled as a Constrained Markov Decision Process (CMDP). This paper considers the peak Constrained Markov Decision Process (PCMDP), where the agent chooses the policy to maximize total reward in the finite horizon as well as satisfy constraints at each epoch with probability 1. We propose a model-free algorithm that converts PCMDP problem to an unconstrained problem and a Q-learning based approach is applied. We define the concept of probably approximately correct (PAC) to the proposed PCMDP problem. The proposed algorithm is proved to achieve an $(ε,p)$-PAC policy when the episode $K\geqΩ(\frac{I^2H^6SA\ell}{ε^2})$, where $S$ and $A$ are the number of states and actions, respectively. $H$ is the number of epochs per episode. $I$ is the number of constraint functions, and $\ell=\log(\frac{SAT}{p})$. We note that this is the first result on PAC kind of analysis for PCMDP with peak constraints, where the transition dynamics are not known apriori. We demonstrate the proposed algorithm on an energy harvesting problem and a single machine scheduling problem, where it performs close to the theoretical upper bound of the studied optimization problem.

math.OC↗

Can Mean Field Control (MFC) Approximate Cooperative Multi Agent Reinforcement Learning (MARL) with Non-Uniform Interaction?

Mean-Field Control (MFC) is a powerful tool to solve Multi-Agent Reinforcement Learning (MARL) problems. Recent studies have shown that MFC can well-approximate MARL when the population size is large and the agents are exchangeable. Unfortunately, the presumption of exchangeability implies that all agents uniformly interact with one another which is not true in many practical scenarios. In this article, we relax the assumption of exchangeability and model the interaction between agents via an arbitrary doubly stochastic matrix. As a result, in our framework, the mean-field `seen' by different agents are different. We prove that, if the reward of each agent is an affine function of the mean-field seen by that agent, then one can approximate such a non-uniform MARL problem via its associated MFC problem within an error of $e=\mathcal{O}(\frac{1}{\sqrt{N}}[\sqrt{|\mathcal{X}|} + \sqrt{|\mathcal{U}|}])$ where $N$ is the population size and $|\mathcal{X}|$, $|\mathcal{U}|$ are the sizes of state and action spaces respectively. Finally, we develop a Natural Policy Gradient (NPG) algorithm that can provide a solution to the non-uniform MARL with an error $\mathcal{O}(\max\{e,ε\})$ and a sample complexity of $\mathcal{O}(ε^{-3})$ for any $ε>0$.

cs.LG↗

On the Approximation of Cooperative Heterogeneous Multi-Agent Reinforcement Learning (MARL) using Mean Field Control (MFC)

Mean field control (MFC) is an effective way to mitigate the curse of dimensionality of cooperative multi-agent reinforcement learning (MARL) problems. This work considers a collection of $N_{\mathrm{pop}}$ heterogeneous agents that can be segregated into $K$ classes such that the $k$-th class contains $N_k$ homogeneous agents. We aim to prove approximation guarantees of the MARL problem for this heterogeneous system by its corresponding MFC problem. We consider three scenarios where the reward and transition dynamics of all agents are respectively taken to be functions of $(1)$ joint state and action distributions across all classes, $(2)$ individual distributions of each class, and $(3)$ marginal distributions of the entire population. We show that, in these cases, the $K$-class MARL problem can be approximated by MFC with errors given as $e_1=\mathcal{O}(\frac{\sqrt{|\mathcal{X}|}+\sqrt{|\mathcal{U}|}}{N_{\mathrm{pop}}}\sum_{k}\sqrt{N_k})$, $e_2=\mathcal{O}(\left[\sqrt{|\mathcal{X}|}+\sqrt{|\mathcal{U}|}\right]\sum_{k}\frac{1}{\sqrt{N_k}})$ and $e_3=\mathcal{O}\left(\left[\sqrt{|\mathcal{X}|}+\sqrt{|\mathcal{U}|}\right]\left[\frac{A}{N_{\mathrm{pop}}}\sum_{k\in[K]}\sqrt{N_k}+\frac{B}{\sqrt{N_{\mathrm{pop}}}}\right]\right)$, respectively, where $A, B$ are some constants and $|\mathcal{X}|,|\mathcal{U}|$ are the sizes of state and action spaces of each agent. Finally, we design a Natural Policy Gradient (NPG) based algorithm that, in the three cases stated above, can converge to an optimal MARL policy within $\mathcal{O}(e_j)$ error with a sample complexity of $\mathcal{O}(e_j^{-3})$, $j\in\{1,2,3\}$, respectively.

cs.LG↗

Decision Making in Monopoly using a Hybrid Deep Reinforcement Learning Approach

Learning to adapt and make real-time informed decisions in a dynamic and complex environment is a challenging problem. Monopoly is a popular strategic board game that requires players to make multiple decisions during the game. Decision-making in Monopoly involves many real-world elements such as strategizing, luck, and modeling of opponent's policies. In this paper, we present novel representations for the state and action space for the full version of Monopoly and define an improved reward function. Using these, we show that our deep reinforcement learning agent can learn winning strategies for Monopoly against different fixed-policy agents. In Monopoly, players can take multiple actions even if it is not their turn to roll the dice. Some of these actions occur more frequently than others, resulting in a skewed distribution that adversely affects the performance of the learning agent. To tackle the non-uniform distribution of actions, we propose a hybrid approach that combines deep reinforcement learning (for frequent but complex decisions) with a fixed policy approach (for infrequent but straightforward decisions). Experimental results show that our hybrid agent outperforms a standard deep reinforcement learning agent by 30% in the number of games won against fixed-policy agents.

cs.LG↗

Regret and Belief Complexity Trade-off in Gaussian Process Bandits via Information Thresholding

Bayesian optimization is a framework for global search via maximum a posteriori updates rather than simulated annealing, and has gained prominence for decision-making under uncertainty. In this work, we cast Bayesian optimization as a multi-armed bandit problem, where the payoff function is sampled from a Gaussian process (GP). Further, we focus on action selections via upper confidence bound (UCB) or expected improvement (EI) due to their prevalent use in practice. Prior works using GPs for bandits cannot allow the iteration horizon $T$ to be large, as the complexity of computing the posterior parameters scales cubically with the number of past observations. To circumvent this computational burden, we propose a simple statistical test: only incorporate an action into the GP posterior when its conditional entropy exceeds an $ε$ threshold. Doing so permits us to precisely characterize the trade-off between regret bounds of GP bandit algorithms and complexity of the posterior distributions depending on the compression parameter $ε$ for both discrete and continuous action sets. To best of our knowledge, this is the first result which allows us to obtain sublinear regret bounds while still maintaining sublinear growth rate of the complexity of the posterior which is linear in the existing literature. Moreover, a provably finite bound on the complexity could be achieved but the algorithm would result in $ε$-regret which means $\textbf{Reg}_T/T \rightarrow \mathcal{O}(ε)$ as $T\rightarrow \infty$. Experimentally, we observe state of the art accuracy and complexity trade-offs for GP bandit algorithms applied to global optimization, suggesting the merits of compressed GPs in bandit settings.

cs.LG↗

Coded Caching with Heterogeneous User Profiles

Coded caching utilizes pre-fetching during off-peak hours and multi-casting for delivery in order to balance the traffic load in communication networks. Several works have studied the achievable peak and average rates under different conditions: variable file lengths or popularities, variable cache sizes, decentralized networks, etc. However, very few have considered the possibility of heterogeneous user profiles, despite modern content providers are investing heavily in categorizing users according to their habits and preferences. This paper proposes three coded caching schemes with uncoded pre-fetching for scenarios where end users are grouped into classes with different file demand sets (FDS). One scheme ignores the difference between the classes, another ignores the intersection between them and the third decouples the delivery of files common to all FDS from those unique to a single class. The transmission rates of the three schemes are compared with a lower bound to evaluate their gap to optimality, and with each other to show that each scheme can outperform the other two when certain conditions are met.

cs.IT↗

Multi-Stage Hybrid Federated Learning over Large-Scale D2D-Enabled Fog Networks

Federated learning has generated significant interest, with nearly all works focused on a "star" topology where nodes/devices are each connected to a central server. We migrate away from this architecture and extend it through the network dimension to the case where there are multiple layers of nodes between the end devices and the server. Specifically, we develop multi-stage hybrid federated learning (MH-FL), a hybrid of intra- and inter-layer model learning that considers the network as a multi-layer cluster-based structure. MH-FL considers the topology structures among the nodes in the clusters, including local networks formed via device-to-device (D2D) communications, and presumes a semi-decentralized architecture for federated learning. It orchestrates the devices at different network layers in a collaborative/cooperative manner (i.e., using D2D interactions) to form local consensus on the model parameters and combines it with multi-stage parameter relaying between layers of the tree-shaped hierarchy. We derive the upper bound of convergence for MH-FL with respect to parameters of the network topology (e.g., the spectral radius) and the learning algorithm (e.g., the number of D2D rounds in different clusters). We obtain a set of policies for the D2D rounds at different clusters to guarantee either a finite optimality gap or convergence to the global optimum. We then develop a distributed control algorithm for MH-FL to tune the D2D rounds in each cluster over time to meet specific convergence criteria. Our experiments on real-world datasets verify our analytical results and demonstrate the advantages of MH-FL in terms of resource utilization metrics.

cs.NI↗

PassGoodPool: Joint Passengers and Goods Fleet Management with Reinforcement Learning aided Pricing, Matching, and Route Planning

The ubiquitous growth of mobility-on-demand services for passenger and goods delivery has brought various challenges and opportunities within the realm of transportation systems. As a result, intelligent transportation systems are being developed to maximize operational profitability, user convenience, and environmental sustainability. The growth of last mile deliveries alongside ridesharing calls for an efficient and cohesive system that transports both passengers and goods. Existing methods address this using static routing methods considering neither the demands of requests nor the transfer of goods between vehicles during route planning. In this paper, we present a dynamic and demand aware fleet management framework for combined goods and passenger transportation that is capable of (1) Involving both passengers and drivers in the decision-making process by allowing drivers to negotiate to a mutually suitable price, and passengers to accept/reject, (2) Matching of goods to vehicles, and the multi-hop transfer of goods, (3) Dynamically generating optimal routes for each vehicle considering demand along their paths, based on the insertion cost which then determines the matching, (4) Dispatching idle vehicles to areas of anticipated high passenger and goods demand using Deep Reinforcement Learning (RL), (5) Allowing for distributed inference at each vehicle while collectively optimizing fleet objectives. Our proposed model is deployable independently within each vehicle as this minimizes computational costs associated with the growth of distributed systems and democratizes decision-making to each individual. Simulations on a variety of vehicle types, goods, and passenger utility functions show the effectiveness of our approach as compared to other methods that do not consider combined load transportation or dynamic multi-hop route planning.

cs.AI↗

Quantum Entropic Causal Inference

The class of problems in causal inference which seeks to isolate causal correlations solely from observational data even without interventions has come to the forefront of machine learning, neuroscience and social sciences. As new large scale quantum systems go online, it opens interesting questions of whether a quantum framework exists on isolating causal correlations without any interventions on a quantum system. We put forth a theoretical framework for merging quantum information science and causal inference by exploiting entropic principles. At the root of our approach is the proposition that the true causal direction minimizes the entropy of exogenous variables in a non-local hidden variable theory. The proposed framework uses a quantum causal structural equation model to build the connection between two fields: entropic causal inference and the quantum marginal problem. First, inspired by the definition of geometric quantum discord, we fill the gap between classical and quantum conditional density matrices to define quantum causal models. Subsequently, using a greedy approach, we develop a scalable algorithm for quantum entropic causal inference unifying classical and quantum causality in a principled way. We apply our proposed algorithm to an experimentally relevant scenario of identifying the subsystem impacted by noise starting from an entangled state. This successful inference on a synthetic quantum dataset can have practical applications in identifying originators of malicious activity on future multi-node quantum networks as well as quantum error correction. As quantum datasets and systems grow in complexity, our framework can play a foundational role in bringing observational causal inference from the classical to the quantum domain.

cs.ET↗

Learning Circular Hidden Quantum Markov Models: A Tensor Network Approach

In this paper, we propose circular Hidden Quantum Markov Models (c-HQMMs), which can be applied for modeling temporal data in quantum datasets (with classical datasets as a special case). We show that c-HQMMs are equivalent to a constrained tensor network (more precisely, circular Local Purified State with positive-semidefinite decomposition) model. This equivalence enables us to provide an efficient learning model for c-HQMMs. The proposed learning approach is evaluated on six real datasets and demonstrates the advantage of c-HQMMs on multiple datasets as compared to HQMMs, circular HMMs, and HMMs.

quant-ph↗

Convergence Rates of Average-Reward Multi-agent Reinforcement Learning via Randomized Linear Programming

In tabular multi-agent reinforcement learning with average-cost criterion, a team of agents sequentially interacts with the environment and observes local incentives. We focus on the case that the global reward is a sum of local rewards, the joint policy factorizes into agents' marginals, and full state observability. To date, few global optimality guarantees exist even for this simple setting, as most results yield convergence to stationarity for parameterized policies in large/possibly continuous spaces. To solidify the foundations of MARL, we build upon linear programming (LP) reformulations, for which stochastic primal-dual methods yields a model-free approach to achieve \emph{optimal sample complexity} in the centralized case. We develop multi-agent extensions, whereby agents solve their local saddle point problems and then perform local weighted averaging. We establish that the sample complexity to obtain near-globally optimal solutions matches tight dependencies on the cardinality of the state and action spaces, and exhibits classical scalings with respect to the network in accordance with multi-agent optimization. Experiments corroborate these results in practice.

math.OC↗

Stochastic Top-$K$ Subset Bandits with Linear Space and Non-Linear Feedback

Many real-world problems like Social Influence Maximization face the dilemma of choosing the best $K$ out of $N$ options at a given time instant. This setup can be modeled as a combinatorial bandit which chooses $K$ out of $N$ arms at each time, with an aim to achieve an efficient trade-off between exploration and exploitation. This is the first work for combinatorial bandits where the feedback received can be a non-linear function of the chosen $K$ arms. The direct use of multi-armed bandit requires choosing among $N$-choose-$K$ options making the state space large. In this paper, we present a novel algorithm which is computationally efficient and the storage is linear in $N$. The proposed algorithm is a divide-and-conquer based strategy, that we call CMAB-SM. Further, the proposed algorithm achieves a \textit{regret bound} of $\tilde O(K^{\frac{1}{2}}N^{\frac{1}{3}}T^{\frac{2}{3}})$ for a time horizon $T$, which is \textit{sub-linear} in all parameters $T$, $N$, and $K$. %When applied to the problem of Social Influence Maximization, the performance of the proposed algorithm surpasses the UCB algorithm and some more sophisticated domain-specific methods.

cs.LG↗

DROP: Deep relocating option policy for optimal ride-hailing vehicle repositioning

In a ride-hailing system, an optimal relocation of vacant vehicles can significantly reduce fleet idling time and balance the supply-demand distribution, enhancing system efficiency and promoting driver satisfaction and retention. Model-free deep reinforcement learning (DRL) has been shown to dynamically learn the relocating policy by actively interacting with the intrinsic dynamics in large-scale ride-hailing systems. However, the issues of sparse reward signals and unbalanced demand and supply distribution place critical barriers in developing effective DRL models. Conventional exploration strategy (e.g., the $ε$-greedy) may barely work under such an environment because of dithering in low-demand regions distant from high-revenue regions. This study proposes the deep relocating option policy (DROP) that supervises vehicle agents to escape from oversupply areas and effectively relocate to potentially underserved areas. We propose to learn the Laplacian embedding of a time-expanded relocation graph, as an approximation representation of the system relocation policy. The embedding generates task-agnostic signals, which in combination with task-dependent signals, constitute the pseudo-reward function for generating DROPs. We present a hierarchical learning framework that trains a high-level relocation policy and a set of low-level DROPs. The effectiveness of our approach is demonstrated using a custom-built high-fidelity simulator with real-world trip record data. We report that DROP significantly improves baseline models with 15.7% more hourly revenue and can effectively resolve the dithering issue in low-demand areas.

cs.MA↗