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Creators/Authors contains: "Rengarajan, Desik"

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  1. Meta reinforcement learning (Meta-RL) is an approach wherein the experience gained from solving a variety of tasks is distilled into a meta-policy. The metapolicy, when adapted over only a small (or just a single) number of steps, is able to perform near-optimally on a new, related task. However, a major challenge to adopting this approach to solve real-world problems is that they are often associated with sparse reward functions that only indicate whether a task is completed partially or fully. We consider the situation where some data, possibly generated by a suboptimal agent, is available for each task. We then develop a class of algorithms entitled Enhanced Meta-RL using Demonstrations (EMRLD) that exploit this information—even if sub-optimal—to obtain guidance during training. We show how EMRLD jointly utilizes RL and supervised learning over the offline data to generate a meta-policy that demonstrates monotone performance improvements. We also develop a warm started variant called EMRLD-WS that is particularly efficient for sub-optimal demonstration data. Finally, we show that our EMRLD algorithms significantly outperform existing approaches in a variety of sparse reward environments, including that of a mobile robot. 
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  2. null (Ed.)
    Mean Field Games (MFG) are the class of games with a very large number of agents and the standard equilibrium concept is a Mean Field Equilibrium (MFE). Algorithms for learning MFE in dynamic MFGs are un- known in general. Our focus is on an important subclass that possess a monotonicity property called Strategic Complementarities (MFG-SC). We introduce a natural refinement to the equilibrium concept that we call Trembling-Hand-Perfect MFE (T-MFE), which allows agents to employ a measure of randomization while accounting for the impact of such randomization on their payoffs. We propose a simple algorithm for computing T-MFE under a known model. We also introduce a model-free and a model-based approach to learning T-MFE and provide sample complexities of both algorithms. We also develop a fully online learning scheme that obviates the need for a simulator. Finally, we empirically evaluate the performance of the proposed algorithms via examples motivated by real-world applications. 
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  3. null (Ed.)
    Mean Field Games (MFG) are the class of games with a very large number of agents and the standard equilibrium concept is a Mean Field Equilibrium (MFE). Algorithms for learning MFE in dynamic MFGs are unknown in general. Our focus is on an important subclass that possess a monotonicity property called Strategic Complementarities (MFG-SC). We introduce a natural refinement to the equilibrium concept that we call Trembling-Hand-Perfect MFE (T-MFE), which allows agents to employ a measure of randomization while accounting for the impact of such randomization on their payoffs. We propose a simple algorithm for computing T-MFE under a known model. We also introduce a model-free and a model-based approach to learning T-MFE and provide sample complexities of both algorithms. We also develop a fully online learning scheme that obviates the need for a simulator. Finally, we empirically evaluate the performance of the proposed algorithms via examples motivated by real-world applications. 
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  4. null (Ed.)
    Crucial performance metrics of a caching algorithm include its ability to quickly and accurately learn a popularity distribution of requests. However, a majority of work on analytical performance analysis focuses on hit probability after an asymptotically large time has elapsed. We consider an online learning viewpoint, and characterize the ``regret'' in terms of the finite time difference between the hits achieved by a candidate caching algorithm with respect to a genie-aided scheme that places the most popular items in the cache. We first consider the Full Observation regime wherein all requests are seen by the cache. We show that the Least Frequently Used (LFU) algorithm is able to achieve order optimal regret, which is matched by an efficient counting algorithm design that we call LFU-Lite. We then consider the Partial Observation regime wherein only requests for items currently cached are seen by the cache, making it similar to an online learning problem related to the multi-armed bandit problem. We show how approaching this ``caching bandit'' using traditional approaches yields either high complexity or regret, but a simple algorithm design that exploits the structure of the distribution can ensure order optimal regret. We conclude by illustrating our insights using numerical simulations. 
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  5. null (Ed.)
    The predominant use of wireless access networks is for media streaming applications. However, current access networks treat all packets identically, and lack the agility to determine which clients are most in need of service at a given time. Software reconfigurability of networking devices has seen wide adoption, and this in turn implies that agile control policies can be now instantiated on access networks. Exploiting such reconfigurability requires the design of a system that can enable a configuration, measure the impact on the application performance (Quality of Experience), and adaptively select a new configuration. Effectively, this feedback loop is a Markov Decision Process whose parameters are unknown. The goal of this work is to develop QFlow, a platform that instantiates this feedback loop, and instantiate a variety of control policies over it. We use the popular application of video streaming over YouTube as our use case. Our context is priority queueing, with the action space being that of determining which clients should be assigned to each queue at each decision period. We first develop policies based on model-based and model-free reinforcement learning. We then design an auction-based system under which clients place bids for priority service, as well as a more structured index-based policy. Through experiments, we show how these learning-based policies on QFlow are able to select the right clients for prioritization in a high-load scenario to outperform the best known solutions with over 25% improvement in QoE, and a perfect QoE score of 5 over 85% of the time. 
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