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Shalabh Bhatnagar

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Published work

33 published item(s)

preprint2026arXiv

Policy Gradient Methods for Non-Markovian Reinforcement Learning

We study policy gradient methods for reinforcement learning in non-Markovian decision processes (NMDPs), where observations and rewards depend on the entire interaction history. To handle this dependence, the agent maintains an internal state that is recursively updated to provide a compact summary of past observations and actions. In contrast to approaches that treat the agent state dynamics as fixed or learn it via predictive objectives, we propose a reward-centric formulation that jointly optimizes the agent state dynamics and the control policy to maximize the expected cumulative reward. To this end, we consider a class of Agent State-Markov (ASM) policies, comprising an agent state dynamics and a control policy that maps the agent state to actions. We establish a novel policy gradient theorem for ASM policies, extending the classical policy gradient results from the Markovian setting to episodic and infinite-horizon discounted NMDPs. Building on this gradient expression, we propose the Agent State-Markov Policy Gradient (ASMPG) algorithm, which leverages the recursive structure of the agent state dynamics for efficient optimization. We establish finite-time and almost sure convergence guarantees, and empirically demonstrate that, on a range of non-Markovian tasks, ASMPG outperforms baselines that learn state representations via predictive objectives.

preprint2022arXiv

A Generalized Minimax Q-learning Algorithm for Two-Player Zero-Sum Stochastic Games

We consider the problem of two-player zero-sum games. This problem is formulated as a min-max Markov game in the literature. The solution of this game, which is the min-max payoff, starting from a given state is called the min-max value of the state. In this work, we compute the solution of the two-player zero-sum game utilizing the technique of successive relaxation that has been successfully applied in the literature to compute a faster value iteration algorithm in the context of Markov Decision Processes. We extend the concept of successive relaxation to the setting of two-player zero-sum games. We show that, under a special structure on the game, this technique facilitates faster computation of the min-max value of the states. We then derive a generalized minimax Q-learning algorithm that computes the optimal policy when the model information is not known. Finally, we prove the convergence of the proposed generalized minimax Q-learning algorithm utilizing stochastic approximation techniques, under an assumption on the boundedness of iterates. Through experiments, we demonstrate the effectiveness of our proposed algorithm.

preprint2022arXiv

Neural Network Compatible Off-Policy Natural Actor-Critic Algorithm

Learning optimal behavior from existing data is one of the most important problems in Reinforcement Learning (RL). This is known as "off-policy control" in RL where an agent's objective is to compute an optimal policy based on the data obtained from the given policy (known as the behavior policy). As the optimal policy can be very different from the behavior policy, learning optimal behavior is very hard in the "off-policy" setting compared to the "on-policy" setting where new data from the policy updates will be utilized in learning. This work proposes an off-policy natural actor-critic algorithm that utilizes state-action distribution correction for handling the off-policy behavior and the natural policy gradient for sample efficiency. The existing natural gradient-based actor-critic algorithms with convergence guarantees require fixed features for approximating both policy and value functions. This often leads to sub-optimal learning in many RL applications. On the other hand, our proposed algorithm utilizes compatible features that enable one to use arbitrary neural networks to approximate the policy and the value function and guarantee convergence to a locally optimal policy. We illustrate the benefit of the proposed off-policy natural gradient algorithm by comparing it with the vanilla gradient actor-critic algorithm on benchmark RL tasks.

preprint2022arXiv

Reinforcement Learning for Task Specifications with Action-Constraints

In this paper, we use concepts from supervisory control theory of discrete event systems to propose a method to learn optimal control policies for a finite-state Markov Decision Process (MDP) in which (only) certain sequences of actions are deemed unsafe (respectively safe). We assume that the set of action sequences that are deemed unsafe and/or safe are given in terms of a finite-state automaton; and propose a supervisor that disables a subset of actions at every state of the MDP so that the constraints on action sequence are satisfied. Then we present a version of the Q-learning algorithm for learning optimal policies in the presence of non-Markovian action-sequence and state constraints, where we use the development of reward machines to handle the state constraints. We illustrate the method using an example that captures the utility of automata-based methods for non-Markovian state and action specifications for reinforcement learning and show the results of simulations in this setting.

preprint2021arXiv

Attention Actor-Critic algorithm for Multi-Agent Constrained Co-operative Reinforcement Learning

In this work, we consider the problem of computing optimal actions for Reinforcement Learning (RL) agents in a co-operative setting, where the objective is to optimize a common goal. However, in many real-life applications, in addition to optimizing the goal, the agents are required to satisfy certain constraints specified on their actions. Under this setting, the objective of the agents is to not only learn the actions that optimize the common objective but also meet the specified constraints. In recent times, the Actor-Critic algorithm with an attention mechanism has been successfully applied to obtain optimal actions for RL agents in multi-agent environments. In this work, we extend this algorithm to the constrained multi-agent RL setting. The idea here is that optimizing the common goal and satisfying the constraints may require different modes of attention. By incorporating different attention modes, the agents can select useful information required for optimizing the objective and satisfying the constraints separately, thereby yielding better actions. Through experiments on benchmark multi-agent environments, we show the effectiveness of our proposed algorithm.

preprint2020arXiv

A reinforcement learning approach to hybrid control design

In this paper we design hybrid control policies for hybrid systems whose mathematical models are unknown. Our contributions are threefold. First, we propose a framework for modelling the hybrid control design problem as a single Markov Decision Process (MDP). This result facilitates the application of off-the-shelf algorithms from Reinforcement Learning (RL) literature towards designing optimal control policies. Second, we model a set of benchmark examples of hybrid control design problem in the proposed MDP framework. Third, we adapt the recently proposed Proximal Policy Optimisation (PPO) algorithm for the hybrid action space and apply it to the above set of problems. It is observed that in each case the algorithm converges and finds the optimal policy.

preprint2020arXiv

Actor-Critic Algorithms for Constrained Multi-agent Reinforcement Learning

In cooperative stochastic games multiple agents work towards learning joint optimal actions in an unknown environment to achieve a common goal. In many real-world applications, however, constraints are often imposed on the actions that can be jointly taken by the agents. In such scenarios the agents aim to learn joint actions to achieve a common goal (minimizing a specified cost function) while meeting the given constraints (specified via certain penalty functions). In this paper, we consider the relaxation of the constrained optimization problem by constructing the Lagrangian of the cost and penalty functions. We propose a nested actor-critic solution approach to solve this relaxed problem. In this approach, an actor-critic scheme is employed to improve the policy for a given Lagrange parameter update on a faster timescale as in the classical actor-critic architecture. A meta actor-critic scheme using this faster timescale policy updates is then employed to improve the Lagrange parameters on the slower timescale. Utilizing the proposed nested actor-critic schemes, we develop three Nested Actor-Critic (N-AC) algorithms. Through experiments on constrained cooperative tasks, we show the effectiveness of the proposed algorithms.

preprint2020arXiv

Generalized Speedy Q-learning

In this paper, we derive a generalization of the Speedy Q-learning (SQL) algorithm that was proposed in the Reinforcement Learning (RL) literature to handle slow convergence of Watkins' Q-learning. In most RL algorithms such as Q-learning, the Bellman equation and the Bellman operator play an important role. It is possible to generalize the Bellman operator using the technique of successive relaxation. We use the generalized Bellman operator to derive a simple and efficient family of algorithms called Generalized Speedy Q-learning (GSQL-w) and analyze its finite time performance. We show that GSQL-w has an improved finite time performance bound compared to SQL for the case when the relaxation parameter w is greater than 1. This improvement is a consequence of the contraction factor of the generalized Bellman operator being less than that of the standard Bellman operator. Numerical experiments are provided to demonstrate the empirical performance of the GSQL-w algorithm.

preprint2020arXiv

Learning Stable Manoeuvres in Quadruped Robots from Expert Demonstrations

With the research into development of quadruped robots picking up pace, learning based techniques are being explored for developing locomotion controllers for such robots. A key problem is to generate leg trajectories for continuously varying target linear and angular velocities, in a stable manner. In this paper, we propose a two pronged approach to address this problem. First, multiple simpler policies are trained to generate trajectories for a discrete set of target velocities and turning radius. These policies are then augmented using a higher level neural network for handling the transition between the learned trajectories. Specifically, we develop a neural network-based filter that takes in target velocity, radius and transforms them into new commands that enable smooth transitions to the new trajectory. This transformation is achieved by learning from expert demonstrations. An application of this is the transformation of a novice user's input into an expert user's input, thereby ensuring stable manoeuvres regardless of the user's experience. Training our proposed architecture requires much less expert demonstrations compared to standard neural network architectures. Finally, we demonstrate experimentally these results in the in-house quadruped Stoch 2.

preprint2020arXiv

Reinforcement Learning in Non-Stationary Environments

Reinforcement learning (RL) methods learn optimal decisions in the presence of a stationary environment. However, the stationary assumption on the environment is very restrictive. In many real world problems like traffic signal control, robotic applications, one often encounters situations with non-stationary environments and in these scenarios, RL methods yield sub-optimal decisions. In this paper, we thus consider the problem of developing RL methods that obtain optimal decisions in a non-stationary environment. The goal of this problem is to maximize the long-term discounted reward achieved when the underlying model of the environment changes over time. To achieve this, we first adapt a change point algorithm to detect change in the statistics of the environment and then develop an RL algorithm that maximizes the long-run reward accrued. We illustrate that our change point method detects change in the model of the environment effectively and thus facilitates the RL algorithm in maximizing the long-run reward. We further validate the effectiveness of the proposed solution on non-stationary random Markov decision processes, a sensor energy management problem and a traffic signal control problem.

preprint2019arXiv

Gait Library Synthesis for Quadruped Robots via Augmented Random Search

In this paper, with a view toward fast deployment of learned locomotion gaits in low-cost hardware, we generate a library of walking trajectories, namely, forward trot, backward trot, side-step, and turn in our custom-built quadruped robot, Stoch 2, using reinforcement learning. There are existing approaches that determine optimal policies for each time step, whereas we determine an optimal policy, in the form of end-foot trajectories, for each half walking step i.e., swing phase and stance phase. The way-points for the foot trajectories are obtained from a linear policy, i.e., a linear function of the states of the robot, and cubic splines are used to interpolate between these points. Augmented Random Search, a model-free and gradient-free learning algorithm is used to learn the policy in simulation. This learned policy is then deployed on hardware, yielding a trajectory in every half walking step. Different locomotion patterns are learned in simulation by enforcing a preconfigured phase shift between the trajectories of different legs. The transition from one gait to another is achieved by using a low-pass filter for the phase, and the sim-to-real transfer is improved by a linear transformation of the states obtained through regression.

preprint2016arXiv

A Cross Entropy based Stochastic Approximation Algorithm for Reinforcement Learning with Linear Function Approximation

In this paper, we provide a new algorithm for the problem of prediction in Reinforcement Learning, \emph{i.e.}, estimating the Value Function of a Markov Reward Process (MRP) using the linear function approximation architecture, with memory and computation costs scaling quadratically in the size of the feature set. The algorithm is a multi-timescale variant of the very popular Cross Entropy (CE) method which is a model based search method to find the global optimum of a real-valued function. This is the first time a model based search method is used for the prediction problem. The application of CE to a stochastic setting is a completely unexplored domain. A proof of convergence using the ODE method is provided. The theoretical results are supplemented with experimental comparisons. The algorithm achieves good performance fairly consistently on many RL benchmark problems. This demonstrates the competitiveness of our algorithm against least squares and other state-of-the-art algorithms in terms of computational efficiency, accuracy and stability.

preprint2016arXiv

A Generalization of the Borkar-Meyn Theorem for Stochastic Recursive Inclusions

In this paper the stability theorem of Borkar and Meyn is extended to include the case when the mean field is a differential inclusion. Two different sets of sufficient conditions are presented that guarantee the stability and convergence of stochastic recursive inclusions. Our work builds on the works of Benaim, Hofbauer and Sorin as well as Borkar and Meyn. As a corollary to one of the main theorems, a natural generalization of the Borkar and Meyn Theorem follows. In addition, the original theorem of Borkar and Meyn is shown to hold under slightly relaxed assumptions. Finally, as an application to one of the main theorems we discuss a solution to the approximate drift problem.

preprint2016arXiv

Adaptive Mean Queue Size and Its Rate of Change: Queue Management with Random Dropping

The Random early detection (RED) active queue management (AQM) scheme uses the average queue size to calculate the dropping probability in terms of minimum and maximum thresholds. The effect of heavy load enhances the frequency of crossing the maximum threshold value resulting in frequent dropping of the packets. An adaptive queue management with random dropping (AQMRD) algorithm is proposed which incorporates information not just about the average queue size but also the rate of change of the same. Introducing an adaptively changing threshold level that falls in between lower and upper thresholds, our algorithm demonstrates that these additional features significantly improve the system performance in terms of throughput, average queue size, utilization and queuing delay in relation to the existing AQM algorithms.

preprint2016arXiv

On a convergent off -policy temporal difference learning algorithm in on-line learning environment

In this paper we provide a rigorous convergence analysis of a "off"-policy temporal difference learning algorithm with linear function approximation and per time-step linear computational complexity in "online" learning environment. The algorithm considered here is TDC with importance weighting introduced by Maei et al. We support our theoretical results by providing suitable empirical results for standard off-policy counterexamples.

preprint2016arXiv

Stochastic Recursive Inclusions in two timescales with non-additive iterate dependent Markov noise

In this paper we study the asymptotic behavior of a stochastic approximation scheme on two timescales with set-valued drift functions and in the presence of non-additive iterate-dependent Markov noise. It is shown that the recursion on each timescale tracks the flow of a differential inclusion obtained by averaging the set-valued drift function in the recursion with respect to a set of measures which take into account both the averaging with respect to the stationary distributions of the Markov noise terms and the interdependence between the two recursions on different timescales. The framework studied in this paper builds on the works of \it{A. Ramaswamy et al. }\rm by allowing for the presence of non-additive iterate-dependent Markov noise. As an application, we consider the problem of computing the optimum in a constrained convex optimization problem where the objective function and the constraints are averaged with respect to the stationary distribution of an underlying Markov chain. Further the proposed scheme neither requires the differentiability of the objective function nor the knowledge of the averaging measure.

preprint2016arXiv

Stochastic Recursive Inclusions with Non-Additive Iterate-Dependent Markov Noise

In this paper we study the asymptotic behavior of stochastic approximation schemes with set-valued drift function and non-additive iterate-dependent Markov noise. We show that a linearly interpolated trajectory of such a recursion is an asymptotic pseudotrajectory for the flow of a limiting differential inclusion obtained by averaging the set-valued drift function of the recursion w.r.t. the stationary distributions of the Markov noise. The limit set theorem in [1] is then used to characterize the limit sets of the recursion in terms of the dynamics of the limiting differential inclusion. We then state two variants of the Markov noise assumption under which the analysis of the recursion is similar to the one presented in this paper. Scenarios where our recursion naturally appears are presented as applications. These include controlled stochastic approximation, subgradient descent, approximate drift problem and analysis of discontinuous dynamics all in the presence of non-additive iterate-dependent Markov noise.

preprint2015arXiv

A bi-convex optimization problem to compute Nash equilibrium in n-player games and an algorithm

In this paper we present optimization problems with biconvex objective function and linear constraints such that the set of global minima of the optimization problems is the same as the set of Nash equilibria of a n-player general-sum normal form game. We further show that the objective function is an invex function and consider a projected gradient descent algorithm. We prove that the projected gradient descent scheme converges to a partial optimum of the objective function. We also present simulation results on certain test cases showing convergence to a Nash equilibrium strategy.

preprint2015arXiv

A constrained optimization perspective on actor critic algorithms and application to network routing

We propose a novel actor-critic algorithm with guaranteed convergence to an optimal policy for a discounted reward Markov decision process. The actor incorporates a descent direction that is motivated by the solution of a certain non-linear optimization problem. We also discuss an extension to incorporate function approximation and demonstrate the practicality of our algorithms on a network routing application.

preprint2015arXiv

A Study of Gradient Descent Schemes for General-Sum Stochastic Games

Zero-sum stochastic games are easy to solve as they can be cast as simple Markov decision processes. This is however not the case with general-sum stochastic games. A fairly general optimization problem formulation is available for general-sum stochastic games by Filar and Vrieze [2004]. However, the optimization problem there has a non-linear objective and non-linear constraints with special structure. Since gradients of both the objective as well as constraints of this optimization problem are well defined, gradient based schemes seem to be a natural choice. We discuss a gradient scheme tuned for two-player stochastic games. We show in simulations that this scheme indeed converges to a Nash equilibrium, for a simple terrain exploration problem modelled as a general-sum stochastic game. However, it turns out that only global minima of the optimization problem correspond to Nash equilibria of the underlying general-sum stochastic game, while gradient schemes only guarantee convergence to local minima. We then provide important necessary conditions for gradient schemes to converge to Nash equilibria in general-sum stochastic games.

preprint2015arXiv

Actor-Critic Algorithms for Learning Nash Equilibria in N-player General-Sum Games

We consider the problem of finding stationary Nash equilibria (NE) in a finite discounted general-sum stochastic game. We first generalize a non-linear optimization problem from Filar and Vrieze [2004] to a $N$-player setting and break down this problem into simpler sub-problems that ensure there is no Bellman error for a given state and an agent. We then provide a characterization of solution points of these sub-problems that correspond to Nash equilibria of the underlying game and for this purpose, we derive a set of necessary and sufficient SG-SP (Stochastic Game - Sub-Problem) conditions. Using these conditions, we develop two actor-critic algorithms: OFF-SGSP (model-based) and ON-SGSP (model-free). Both algorithms use a critic that estimates the value function for a fixed policy and an actor that performs descent in the policy space using a descent direction that avoids local minima. We establish that both algorithms converge, in self-play, to the equilibria of a certain ordinary differential equation (ODE), whose stable limit points coincide with stationary NE of the underlying general-sum stochastic game. On a single state non-generic game (see Hart and Mas-Colell [2005]) as well as on a synthetic two-player game setup with $810,000$ states, we establish that ON-SGSP consistently outperforms NashQ ([Hu and Wellman, 2003] and FFQ [Littman, 2001] algorithms.

preprint2015arXiv

Adaptive system optimization using random directions stochastic approximation

We present novel algorithms for simulation optimization using random directions stochastic approximation (RDSA). These include first-order (gradient) as well as second-order (Newton) schemes. We incorporate both continuous-valued as well as discrete-valued perturbations into both our algorithms. The former are chosen to be independent and identically distributed (i.i.d.) symmetric, uniformly distributed random variables (r.v.), while the latter are i.i.d., asymmetric, Bernoulli r.v.s. Our Newton algorithm, with a novel Hessian estimation scheme, requires N-dimensional perturbations and three loss measurements per iteration, whereas the simultaneous perturbation Newton search algorithm of [1] requires 2N-dimensional perturbations and four loss measurements per iteration. We prove the unbiasedness of both gradient and Hessian estimates and asymptotic (strong) convergence for both first-order and second-order schemes. We also provide asymptotic normality results, which in particular establish that the asymmetric Bernoulli variant of Newton RDSA method is better than 2SPSA of [1]. Numerical experiments are used to validate the theoretical results.

preprint2015arXiv

Shaping Proto-Value Functions via Rewards

In this paper, we combine task-dependent reward shaping and task-independent proto-value functions to obtain reward dependent proto-value functions (RPVFs). In constructing the RPVFs we are making use of the immediate rewards which are available during the sampling phase but are not used in the PVF construction. We show via experiments that learning with an RPVF based representation is better than learning with just reward shaping or PVFs. In particular, when the state space is symmetrical and the rewards are asymmetrical, the RPVF capture the asymmetry better than the PVFs.

preprint2015arXiv

Stochastic recursive inclusion in two timescales with an application to the Lagrangian dual problem

In this paper we present a framework to analyze the asymptotic behavior of two timescale stochastic approximation algorithms including those with set-valued mean fields. This paper builds on the works of Borkar and Perkins & Leslie. The framework presented herein is more general as compared to the synchronous two timescale framework of Perkins \& Leslie, however the assumptions involved are easily verifiable. As an application, we use this framework to analyze the two timescale stochastic approximation algorithm corresponding to the Lagrangian dual problem in optimization theory.

preprint2014arXiv

A Generalized Reduced Linear Program for Markov Decision Processes

Markov decision processes (MDPs) with large number of states are of high practical interest. However, conventional algorithms to solve MDP are computationally infeasible in this scenario. Approximate dynamic programming (ADP) methods tackle this issue by computing approximate solutions. A widely applied ADP method is approximate linear program (ALP) which makes use of linear function approximation and offers theoretical performance guarantees. Nevertheless, the ALP is difficult to solve due to the presence of a large number of constraints and in practice, a reduced linear program (RLP) is solved instead. The RLP has a tractable number of constraints sampled from the original constraints of the ALP. Though the RLP is known to perform well in experiments the theoretical guarantees are available only for a specific RLP obtained under idealized assumptions. In this paper, we generalize the RLP to define a generalized reduced linear program (GRLP) which has a tractable number of constraints that are obtained as positive linear combinations of the original constraints of the ALP. The main contribution of this paper is the novel theoretical framework developed to obtain error bounds for any given GRLP. Central to our framework are two $\max$-norm contraction operators. Our result solves theoretically justifies linear approximation of constraints. We discuss the implication of our results in the contexts of ADP and reinforcement learning. We also demonstrate via an example in the domain of controlled queues that the experiments conform to the theory.

preprint2014arXiv

Approximate Dynamic Programming based on Projection onto the (min,+) subsemimodule

We develop a new Approximate Dynamic Programming (ADP) method for infinite horizon discounted reward Markov Decision Processes (MDP) based on projection onto a subsemimodule. We approximate the value function in terms of a $(\min,+)$ linear combination of a set of basis functions whose $(\min,+)$ linear span constitutes a subsemimodule. The projection operator is closely related to the Fenchel transform. Our approximate solution obeys the $(\min,+)$ Projected Bellman Equation (MPPBE) which is different from the conventional Projected Bellman Equation (PBE). We show that the approximation error is bounded in its $L_\infty$-norm. We develop a Min-Plus Approximate Dynamic Programming (MPADP) algorithm to compute the solution to the MPPBE. We also present the proof of convergence of the MPADP algorithm and apply it to two problems, a grid-world problem in the discrete domain and mountain car in the continuous domain.

preprint2014arXiv

Approximate dynamic programming with $(\min,+)$ linear function approximation for Markov decision processes

Markov Decision Processes (MDP) is an useful framework to cast optimal sequential decision making problems. Given any MDP the aim is to find the optimal action selection mechanism i.e., the optimal policy. Typically, the optimal policy ($u^*$) is obtained by substituting the optimal value-function ($J^*$) in the Bellman equation. Alternately $u^*$ is also obtained by learning the optimal state-action value function $Q^*$ known as the $Q$ value-function. However, it is difficult to compute the exact values of $J^*$ or $Q^*$ for MDPs with large number of states. Approximate Dynamic Programming (ADP) methods address this difficulty by computing lower dimensional approximations of $J^*$/$Q^*$. Most ADP methods employ linear function approximation (LFA), i.e., the approximate solution lies in a subspace spanned by a family of pre-selected basis functions. The approximation is obtain via a linear least squares projection of higher dimensional quantities and the $L_2$ norm plays an important role in convergence and error analysis. In this paper, we discuss ADP methods for MDPs based on LFAs in $(\min,+)$ algebra. Here the approximate solution is a $(\min,+)$ linear combination of a set of basis functions whose span constitutes a subsemimodule. Approximation is obtained via a projection operator onto the subsemimodule which is different from linear least squares projection used in ADP methods based on conventional LFAs. MDPs are not $(\min,+)$ linear systems, nevertheless, we show that the monotonicity property of the projection operator helps us to establish the convergence of our ADP schemes. We also discuss future directions in ADP methods for MDPs based on the $(\min,+)$ LFAs.

preprint2014arXiv

Newton based Stochastic Optimization using q-Gaussian Smoothed Functional Algorithms

We present the first q-Gaussian smoothed functional (SF) estimator of the Hessian and the first Newton-based stochastic optimization algorithm that estimates both the Hessian and the gradient of the objective function using q-Gaussian perturbations. Our algorithm requires only two system simulations (regardless of the parameter dimension) and estimates both the gradient and the Hessian at each update epoch using these. We also present a proof of convergence of the proposed algorithm. In a related recent work (Ghoshdastidar et al., 2013), we presented gradient SF algorithms based on the q-Gaussian perturbations. Our work extends prior work on smoothed functional algorithms by generalizing the class of perturbation distributions as most distributions reported in the literature for which SF algorithms are known to work and turn out to be special cases of the q-Gaussian distribution. Besides studying the convergence properties of our algorithm analytically, we also show the results of several numerical simulations on a model of a queuing network, that illustrate the significance of the proposed method. In particular, we observe that our algorithm performs better in most cases, over a wide range of q-values, in comparison to Newton SF algorithms with the Gaussian (Bhatnagar, 2007) and Cauchy perturbations, as well as the gradient q-Gaussian SF algorithms (Ghoshdastidar et al., 2013).

preprint2014arXiv

Smoothed Functional Algorithms for Stochastic Optimization using q-Gaussian Distributions

Smoothed functional (SF) schemes for gradient estimation are known to be efficient in stochastic optimization algorithms, specially when the objective is to improve the performance of a stochastic system. However, the performance of these methods depends on several parameters, such as the choice of a suitable smoothing kernel. Different kernels have been studied in literature, which include Gaussian, Cauchy and uniform distributions among others. This paper studies a new class of kernels based on the q-Gaussian distribution, that has gained popularity in statistical physics over the last decade. Though the importance of this family of distributions is attributed to its ability to generalize the Gaussian distribution, we observe that this class encompasses almost all existing smoothing kernels. This motivates us to study SF schemes for gradient estimation using the q-Gaussian distribution. Using the derived gradient estimates, we propose two-timescale algorithms for optimization of a stochastic objective function in a constrained setting with projected gradient search approach. We prove the convergence of our algorithms to the set of stationary points of an associated ODE. We also demonstrate their performance numerically through simulations on a queuing model.

preprint2014arXiv

Two Timescale Convergent Q-learning for Sleep--Scheduling in Wireless Sensor Networks

In this paper, we consider an intrusion detection application for Wireless Sensor Networks (WSNs). We study the problem of scheduling the sleep times of the individual sensors to maximize the network lifetime while keeping the tracking error to a minimum. We formulate this problem as a partially-observable Markov decision process (POMDP) with continuous state-action spaces, in a manner similar to (Fuemmeler and Veeravalli [2008]). However, unlike their formulation, we consider infinite horizon discounted and average cost objectives as performance criteria. For each criterion, we propose a convergent on-policy Q-learning algorithm that operates on two timescales, while employing function approximation to handle the curse of dimensionality associated with the underlying POMDP. Our proposed algorithm incorporates a policy gradient update using a one-simulation simultaneous perturbation stochastic approximation (SPSA) estimate on the faster timescale, while the Q-value parameter (arising from a linear function approximation for the Q-values) is updated in an on-policy temporal difference (TD) algorithm-like fashion on the slower timescale. The feature selection scheme employed in each of our algorithms manages the energy and tracking components in a manner that assists the search for the optimal sleep-scheduling policy. For the sake of comparison, in both discounted and average settings, we also develop a function approximation analogue of the Q-learning algorithm. This algorithm, unlike the two-timescale variant, does not possess theoretical convergence guarantees. Finally, we also adapt our algorithms to include a stochastic iterative estimation scheme for the intruder's mobility model. Our simulation results on a 2-dimensional network setting suggest that our algorithms result in better tracking accuracy at the cost of only a few additional sensors, in comparison to a recent prior work.

preprint2013arXiv

Simultaneous Perturbation Methods for Adaptive Labor Staffing in Service Systems

Service systems are labor intensive due to the large variation in the tasks required to address service requests from multiple customers. Aligning the staffing levels to the forecasted workloads adaptively in such systems is nontrivial because of a large number of parameters and operational variations leading to a huge search space. A challenging problem here is to optimize the staffing while maintaining the system in steady-state and compliant to aggregate service level agreement (SLA) constraints. Further, because these parameters change on a weekly basis, the optimization should not take longer than a few hours. We formulate this problem as a constrained Markov cost process parameterized by the (discrete) staffing levels. We propose novel simultaneous perturbation stochastic approximation (SPSA) based SASOC (Staff Allocation using Stochastic Optimization with Constraints) algorithms for solving the above problem. The algorithms include both first order as well as second order methods and incorporate SPSA based gradient estimates in the primal, with dual ascent for the Lagrange multipliers. Both the algorithms that we propose are online, incremental and easy to implement. Further, they involve a certain generalized smooth projection operator, which is essential to project the continuous-valued worker parameter tuned by SASOC algorithms onto the discrete set. We validated our algorithms on five real-life service systems and compared them with a state-of-the-art optimization tool-kit OptQuest. Being 25 times faster than OptQuest, our algorithms are particularly suitable for adaptive labor staffing. Also, we observe that our algorithms guarantee convergence and find better solutions than OptQuest in many cases.

preprint2012arXiv

q-Gaussian based Smoothed Functional Algorithm for Stochastic Optimization

The q-Gaussian distribution results from maximizing certain generalizations of Shannon entropy under some constraints. The importance of q-Gaussian distributions stems from the fact that they exhibit power-law behavior, and also generalize Gaussian distributions. In this paper, we propose a Smoothed Functional (SF) scheme for gradient estimation using q-Gaussian distribution, and also propose an algorithm for optimization based on the above scheme. Convergence results of the algorithm are presented. Performance of the proposed algorithm is shown by simulation results on a queuing model.

preprint2004arXiv

Cauchy Annealing Schedule: An Annealing Schedule for Boltzmann Selection Scheme in Evolutionary Algorithms

Boltzmann selection is an important selection mechanism in evolutionary algorithms as it has theoretical properties which help in theoretical analysis. However, Boltzmann selection is not used in practice because a good annealing schedule for the `inverse temperature' parameter is lacking. In this paper we propose a Cauchy annealing schedule for Boltzmann selection scheme based on a hypothesis that selection-strength should increase as evolutionary process goes on and distance between two selection strengths should decrease for the process to converge. To formalize these aspects, we develop formalism for selection mechanisms using fitness distributions and give an appropriate measure for selection-strength. In this paper, we prove an important result, by which we derive an annealing schedule called Cauchy annealing schedule. We demonstrate the novelty of proposed annealing schedule using simulations in the framework of genetic algorithms.