10,257 research outputs found
Mean-Field-Type Games in Engineering
A mean-field-type game is a game in which the instantaneous payoffs and/or
the state dynamics functions involve not only the state and the action profile
but also the joint distributions of state-action pairs. This article presents
some engineering applications of mean-field-type games including road traffic
networks, multi-level building evacuation, millimeter wave wireless
communications, distributed power networks, virus spread over networks, virtual
machine resource management in cloud networks, synchronization of oscillators,
energy-efficient buildings, online meeting and mobile crowdsensing.Comment: 84 pages, 24 figures, 183 references. to appear in AIMS 201
Reinforcement Learning: A Survey
This paper surveys the field of reinforcement learning from a
computer-science perspective. It is written to be accessible to researchers
familiar with machine learning. Both the historical basis of the field and a
broad selection of current work are summarized. Reinforcement learning is the
problem faced by an agent that learns behavior through trial-and-error
interactions with a dynamic environment. The work described here has a
resemblance to work in psychology, but differs considerably in the details and
in the use of the word ``reinforcement.'' The paper discusses central issues of
reinforcement learning, including trading off exploration and exploitation,
establishing the foundations of the field via Markov decision theory, learning
from delayed reinforcement, constructing empirical models to accelerate
learning, making use of generalization and hierarchy, and coping with hidden
state. It concludes with a survey of some implemented systems and an assessment
of the practical utility of current methods for reinforcement learning.Comment: See http://www.jair.org/ for any accompanying file
A stochastic approximation algorithm for stochastic semidefinite programming
Motivated by applications to multi-antenna wireless networks, we propose a
distributed and asynchronous algorithm for stochastic semidefinite programming.
This algorithm is a stochastic approximation of a continous- time matrix
exponential scheme regularized by the addition of an entropy-like term to the
problem's objective function. We show that the resulting algorithm converges
almost surely to an -approximation of the optimal solution
requiring only an unbiased estimate of the gradient of the problem's stochastic
objective. When applied to throughput maximization in wireless multiple-input
and multiple-output (MIMO) systems, the proposed algorithm retains its
convergence properties under a wide array of mobility impediments such as user
update asynchronicities, random delays and/or ergodically changing channels.
Our theoretical analysis is complemented by extensive numerical simulations
which illustrate the robustness and scalability of the proposed method in
realistic network conditions.Comment: 25 pages, 4 figure
Slow Learners are Fast
Online learning algorithms have impressive convergence properties when it
comes to risk minimization and convex games on very large problems. However,
they are inherently sequential in their design which prevents them from taking
advantage of modern multi-core architectures. In this paper we prove that
online learning with delayed updates converges well, thereby facilitating
parallel online learning.Comment: Extended version of conference paper - NIPS 200
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