The dynamic job-shop scheduling problem (DJSP) is a class of scheduling tasks that specifically consider the inherent uncertainties such as changing order requirements and possible machine breakdown in realistic smart manufacturing settings. Since traditional methods cannot dynamically generate effective scheduling strategies in face of the disturbance of environments, we formulate the DJSP as a Markov decision process (MDP) to be tackled by reinforcement learning (RL). For this purpose, we propose a flexible hybrid framework that takes disjunctive graphs as states and a set of general dispatching rules as the action space with minimum prior domain knowledge. The attention mechanism is used as the graph representation learning (GRL) module for the feature extraction of states, and the double dueling deep Q-network with prioritized replay and noisy networks (D3QPN) is employed to map each state to the most appropriate dispatching rule. Furthermore, we present Gymjsp, a public benchmark based on the well-known OR-Library, to provide a standardized off-the-shelf facility for RL and DJSP research communities. Comprehensive experiments on various DJSP instances confirm that our proposed framework is superior to baseline algorithms with smaller makespan across all instances and provide empirical justification for the validity of the various components in the hybrid framework.
The integration of Reinforcement Learning (RL) and Evolutionary Algorithms (EAs) aims at simultaneously exploiting the sample efficiency as well as the diversity and robustness of the two paradigms. Recently, hybrid learning frameworks based on this principle have achieved great success in various challenging robot control tasks. However, in these methods, policies from the genetic population are evaluated via interactions with the real environments, limiting their applicability in computationally expensive problems. In this work, we propose Surrogate-assisted Controller (SC), a novel and efficient module that can be integrated into existing frameworks to alleviate the computational burden of EAs by partially replacing the expensive policy evaluation. The key challenge in applying this module is to prevent the optimization process from being misled by the possible false minima introduced by the surrogate. To address this issue, we present two strategies for SC to control the workflow of hybrid frameworks. Experiments on six continuous control tasks from the OpenAI Gym platform show that SC can not only significantly reduce the cost of fitness evaluations, but also boost the performance of the original hybrid frameworks with collaborative learning and evolutionary processes.
Imitation Learning (IL) is an effective learning paradigm exploiting the interactions between agents and environments. It does not require explicit reward signals and instead tries to recover desired policies using expert demonstrations. In general, IL methods can be categorized into Behavioral Cloning (BC) and Inverse Reinforcement Learning (IRL). In this work, a novel reward function based on probability density estimation is proposed for IRL, which can significantly reduce the complexity of existing IRL methods. Furthermore, we prove that the theoretically optimal policy derived from our reward function is identical to the expert policy as long as it is deterministic. Consequently, an IRL problem can be gracefully transformed into a probability density estimation problem. Based on the proposed reward function, we present a "watch-try-learn" style framework named Probability Density Estimation based Imitation Learning (PDEIL), which can work in both discrete and continuous action spaces. Finally, comprehensive experiments in the Gym environment show that PDEIL is much more efficient than existing algorithms in recovering rewards close to the ground truth.
Filter pruning has been widely used for neural network compression because of its enabled practical acceleration. To date, most of the existing filter pruning works explore the importance of filters via using intra-channel information. In this paper, starting from an inter-channel perspective, we propose to perform efficient filter pruning using Channel Independence, a metric that measures the correlations among different feature maps. The less independent feature map is interpreted as containing less useful information$/$knowledge, and hence its corresponding filter can be pruned without affecting model capacity. We systematically investigate the quantification metric, measuring scheme and sensitiveness$/$reliability of channel independence in the context of filter pruning. Our evaluation results for different models on various datasets show the superior performance of our approach. Notably, on CIFAR-10 dataset our solution can bring $0.75\%$ and $0.94\%$ accuracy increase over baseline ResNet-56 and ResNet-110 models, respectively, and meanwhile the model size and FLOPs are reduced by $42.8\%$ and $47.4\%$ (for ResNet-56) and $48.3\%$ and $52.1\%$ (for ResNet-110), respectively. On ImageNet dataset, our approach can achieve $40.8\%$ and $44.8\%$ storage and computation reductions, respectively, with $0.15\%$ accuracy increase over the baseline ResNet-50 model. The code is available at https://github.com/Eclipsess/CHIP_NeurIPS2021.
Researchers are increasingly focusing on intelligent games as a hot research area.The article proposes an algorithm that combines the multi-attribute management and reinforcement learning methods, and that combined their effect on wargaming, it solves the problem of the agent's low rate of winning against specific rules and its inability to quickly converge during intelligent wargame training.At the same time, this paper studied a multi-attribute decision making and reinforcement learning algorithm in a wargame simulation environment, and obtained data on red and blue conflict.Calculate the weight of each attribute based on the intuitionistic fuzzy number weight calculations. Then determine the threat posed by each opponent's chess pieces.Using the red side reinforcement learning reward function, the AC framework is trained on the reward function, and an algorithm combining multi-attribute decision-making with reinforcement learning is obtained. A simulation experiment confirms that the algorithm of multi-attribute decision-making combined with reinforcement learning presented in this paper is significantly more intelligent than the pure reinforcement learning algorithm.By resolving the shortcomings of the agent's neural network, coupled with sparse rewards in large-map combat games, this robust algorithm effectively reduces the difficulties of convergence. It is also the first time in this field that an algorithm design for intelligent wargaming combines multi-attribute decision making with reinforcement learning.Attempt interdisciplinary cross-innovation in the academic field, like designing intelligent wargames and improving reinforcement learning algorithms.
The powerful learning ability of deep neural networks enables reinforcement learning (RL) agents to learn competent control policies directly from high-dimensional and continuous environments. In theory, to achieve stable performance, neural networks assume i.i.d. inputs, which unfortunately does no hold in the general RL paradigm where the training data is temporally correlated and non-stationary. This issue may lead to the phenomenon of "catastrophic interference" and the collapse in performance as later training is likely to overwrite and interfer with previously learned policies. In this paper, we introduce the concept of "context" into single-task RL and develop a novel scheme, termed as Context Division and Knowledge Distillation (CDaKD) driven RL, to divide all states experienced during training into a series of contexts. Its motivation is to mitigate the challenge of aforementioned catastrophic interference in deep RL, thereby improving the stability and plasticity of RL models. At the heart of CDaKD is a value function, parameterized by a neural network feature extractor shared across all contexts, and a set of output heads, each specializing on an individual context. In CDaKD, we exploit online clustering to achieve context division, and interference is further alleviated by a knowledge distillation regularization term on the output layers for learned contexts. In addition, to effectively obtain the context division in high-dimensional state spaces (e.g., image inputs), we perform clustering in the lower-dimensional representation space of a randomly initialized convolutional encoder, which is fixed throughout training. Our results show that, with various replay memory capacities, CDaKD can consistently improve the performance of existing RL algorithms on classic OpenAI Gym tasks and the more complex high-dimensional Atari tasks, incurring only moderate computational overhead.
Advanced tensor decomposition, such as Tensor train (TT) and Tensor ring (TR), has been widely studied for deep neural network (DNN) model compression, especially for recurrent neural networks (RNNs). However, compressing convolutional neural networks (CNNs) using TT/TR always suffers significant accuracy loss. In this paper, we propose a systematic framework for tensor decomposition-based model compression using Alternating Direction Method of Multipliers (ADMM). By formulating TT decomposition-based model compression to an optimization problem with constraints on tensor ranks, we leverage ADMM technique to systemically solve this optimization problem in an iterative way. During this procedure, the entire DNN model is trained in the original structure instead of TT format, but gradually enjoys the desired low tensor rank characteristics. We then decompose this uncompressed model to TT format and fine-tune it to finally obtain a high-accuracy TT-format DNN model. Our framework is very general, and it works for both CNNs and RNNs, and can be easily modified to fit other tensor decomposition approaches. We evaluate our proposed framework on different DNN models for image classification and video recognition tasks. Experimental results show that our ADMM-based TT-format models demonstrate very high compression performance with high accuracy. Notably, on CIFAR-100, with 2.3X and 2.4X compression ratios, our models have 1.96% and 2.21% higher top-1 accuracy than the original ResNet-20 and ResNet-32, respectively. For compressing ResNet-18 on ImageNet, our model achieves 2.47X FLOPs reduction without accuracy loss.
Offline reinforcement learning (RL) tries to learn the near-optimal policy with recorded offline experience without online exploration. Current offline RL research includes: 1) generative modeling, i.e., approximating a policy using fixed data; and 2) learning the state-action value function. While most research focuses on the state-action function part through reducing the bootstrapping error in value function approximation induced by the distribution shift of training data, the effects of error propagation in generative modeling have been neglected. In this paper, we analyze the error in generative modeling. We propose AQL (action-conditioned Q-learning), a residual generative model to reduce policy approximation error for offline RL. We show that our method can learn more accurate policy approximations in different benchmark datasets. In addition, we show that the proposed offline RL method can learn more competitive AI agents in complex control tasks under the multiplayer online battle arena (MOBA) game Honor of Kings.
With the development of Edge Computing and Artificial Intelligence (AI) technologies, edge devices are witnessed to generate data at unprecedented volume. The Edge Intelligence (EI) has led to the emergence of edge devices in various application domains. The EI can provide efficient services to delay-sensitive applications, where the edge devices are deployed as edge nodes to host the majority of execution, which can effectively manage services and improve service discovery efficiency. The multilevel index model is a well-known model used for indexing service, such a model is being introduced and optimized in the edge environments to efficiently services discovery whilst managing large volumes of data. However, effectively updating the multilevel index model by adding new services timely and precisely in the dynamic Edge Computing environments is still a challenge. Addressing this issue, this paper proposes a designated key selection method to improve the efficiency of adding services in the multilevel index models. Our experimental results show that in the partial index and the full index of multilevel index model, our method reduces the service addition time by around 84% and 76%, respectively when compared with the original key selection method and by around 78% and 66%, respectively when compared with the random selection method. Our proposed method significantly improves the service addition efficiency in the multilevel index model, when compared with existing state-of-the-art key selection methods, without compromising the service retrieval stability to any notable level.