scholarly journals Personalized project recommendations: using reinforcement learning

Author(s):  
Faxin Qi ◽  
Xiangrong Tong ◽  
Lei Yu ◽  
Yingjie Wang

AbstractWith the development of the Internet and the progress of human-centered computing (HCC), the mode of man-machine collaborative work has become more and more popular. Valuable information in the Internet, such as user behavior and social labels, is often provided by users. A recommendation based on trust is an important human-computer interaction recommendation application in a social network. However, previous studies generally assume that the trust value between users is static, unable to respond to the dynamic changes of user trust and preferences in a timely manner. In fact, after receiving the recommendation, there is a difference between actual evaluation and expected evaluation which is correlated with trust value. Based on the dynamics of trust and the changing process of trust between users, this paper proposes a trust boost method through reinforcement learning. Recursive least squares (RLS) algorithm is used to learn the dynamic impact of evaluation difference on user’s trust. In addition, a reinforcement learning method Deep Q-Learning (DQN) is studied to simulate the process of learning user’s preferences and boosting trust value. Experiments indicate that our method applied to recommendation systems could respond to the changes quickly on user’s preferences. Compared with other methods, our method has better accuracy on recommendation.

2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Chunyuan Zhang ◽  
Qi Song ◽  
Zeng Meng

The deep Q-network (DQN) is one of the most successful reinforcement learning algorithms, but it has some drawbacks such as slow convergence and instability. In contrast, the traditional reinforcement learning algorithms with linear function approximation usually have faster convergence and better stability, although they easily suffer from the curse of dimensionality. In recent years, many improvements to DQN have been made, but they seldom make use of the advantage of traditional algorithms to improve DQN. In this paper, we propose a novel Q-learning algorithm with linear function approximation, called the minibatch recursive least squares Q-learning (MRLS-Q). Different from the traditional Q-learning algorithm with linear function approximation, the learning mechanism and model structure of MRLS-Q are more similar to those of DQNs with only one input layer and one linear output layer. It uses the experience replay and the minibatch training mode and uses the agent’s states rather than the agent’s state-action pairs as the inputs. As a result, it can be used alone for low-dimensional problems and can be seamlessly integrated into DQN as the last layer for high-dimensional problems as well. In addition, MRLS-Q uses our proposed average RLS optimization technique, so that it can achieve better convergence performance whether it is used alone or integrated with DQN. At the end of this paper, we demonstrate the effectiveness of MRLS-Q on the CartPole problem and four Atari games and investigate the influences of its hyperparameters experimentally.


Author(s):  
Wasswa Shafik ◽  
Mojtaba Matinkhah ◽  
Parisa Etemadinejad ◽  
Mammann Nur Sanda

Reinforcement learning (RL) is a new propitious research space that is well-known nowadays on the internet of things (IoT), media and social sensing computing are addressing a broad and pertinent task through making decisions sequentially by deterministic and stochastic evolutions. The IoTs extend world connectivity to physical devices like electronic devices network by use interconnect with others over the Internet with the possibility of remotely being supervised and meticulous. In this paper, we comprehensively survey an in-depth assessment of RL techniques in IoT systems focusing on the main known RL techniques like artificial neural network (ANN), Q-learning, Markov Decision Process (MDP), Learning Automata (LA). This study examines and analyses learning technique with focusing on challenges, models performance, similarities and the differences in IoTs accomplish with most correlated proposed state of the art models. The results obtained can be used as a foundation for designing, a model implementation based on the bottlenecks currently assessed with an evaluation of the most fashionable hands-on utility of current methods for reinforcement learning.


Minerals ◽  
2021 ◽  
Vol 11 (6) ◽  
pp. 587
Author(s):  
Joao Pedro de Carvalho ◽  
Roussos Dimitrakopoulos

This paper presents a new truck dispatching policy approach that is adaptive given different mining complex configurations in order to deliver supply material extracted by the shovels to the processors. The method aims to improve adherence to the operational plan and fleet utilization in a mining complex context. Several sources of operational uncertainty arising from the loading, hauling and dumping activities can influence the dispatching strategy. Given a fixed sequence of extraction of the mining blocks provided by the short-term plan, a discrete event simulator model emulates the interaction arising from these mining operations. The continuous repetition of this simulator and a reward function, associating a score value to each dispatching decision, generate sample experiences to train a deep Q-learning reinforcement learning model. The model learns from past dispatching experience, such that when a new task is required, a well-informed decision can be quickly taken. The approach is tested at a copper–gold mining complex, characterized by uncertainties in equipment performance and geological attributes, and the results show improvements in terms of production targets, metal production, and fleet management.


Aerospace ◽  
2021 ◽  
Vol 8 (4) ◽  
pp. 113
Author(s):  
Pedro Andrade ◽  
Catarina Silva ◽  
Bernardete Ribeiro ◽  
Bruno F. Santos

This paper presents a Reinforcement Learning (RL) approach to optimize the long-term scheduling of maintenance for an aircraft fleet. The problem considers fleet status, maintenance capacity, and other maintenance constraints to schedule hangar checks for a specified time horizon. The checks are scheduled within an interval, and the goal is to, schedule them as close as possible to their due date. In doing so, the number of checks is reduced, and the fleet availability increases. A Deep Q-learning algorithm is used to optimize the scheduling policy. The model is validated in a real scenario using maintenance data from 45 aircraft. The maintenance plan that is generated with our approach is compared with a previous study, which presented a Dynamic Programming (DP) based approach and airline estimations for the same period. The results show a reduction in the number of checks scheduled, which indicates the potential of RL in solving this problem. The adaptability of RL is also tested by introducing small disturbances in the initial conditions. After training the model with these simulated scenarios, the results show the robustness of the RL approach and its ability to generate efficient maintenance plans in only a few seconds.


Entropy ◽  
2021 ◽  
Vol 23 (6) ◽  
pp. 737
Author(s):  
Fengjie Sun ◽  
Xianchang Wang ◽  
Rui Zhang

An Unmanned Aerial Vehicle (UAV) can greatly reduce manpower in the agricultural plant protection such as watering, sowing, and pesticide spraying. It is essential to develop a Decision-making Support System (DSS) for UAVs to help them choose the correct action in states according to the policy. In an unknown environment, the method of formulating rules for UAVs to help them choose actions is not applicable, and it is a feasible solution to obtain the optimal policy through reinforcement learning. However, experiments show that the existing reinforcement learning algorithms cannot get the optimal policy for a UAV in the agricultural plant protection environment. In this work we propose an improved Q-learning algorithm based on similar state matching, and we prove theoretically that there has a greater probability for UAV choosing the optimal action according to the policy learned by the algorithm we proposed than the classic Q-learning algorithm in the agricultural plant protection environment. This proposed algorithm is implemented and tested on datasets that are evenly distributed based on real UAV parameters and real farm information. The performance evaluation of the algorithm is discussed in detail. Experimental results show that the algorithm we proposed can efficiently learn the optimal policy for UAVs in the agricultural plant protection environment.


Author(s):  
Maximilian Moll ◽  
Leonhard Kunczik

AbstractIn recent history, reinforcement learning (RL) proved its capability by solving complex decision problems by mastering several games. Increased computational power and the advances in approximation with neural networks (NN) paved the path to RL’s successful applications. Even though RL can tackle more complex problems nowadays, it still relies on computational power and runtime. Quantum computing promises to solve these issues by its capability to encode information and the potential quadratic speedup in runtime. We compare tabular Q-learning and Q-learning using either a quantum or a classical approximation architecture on the frozen lake problem. Furthermore, the three algorithms are analyzed in terms of iterations until convergence to the optimal behavior, memory usage, and runtime. Within the paper, NNs are utilized for approximation in the classical domain, while in the quantum domain variational quantum circuits, as a quantum hybrid approximation method, have been used. Our simulations show that a quantum approximator is beneficial in terms of memory usage and provides a better sample complexity than NNs; however, it still lacks the computational speed to be competitive.


2012 ◽  
Vol 566 ◽  
pp. 572-579
Author(s):  
Abdolkarim Niazi ◽  
Norizah Redzuan ◽  
Raja Ishak Raja Hamzah ◽  
Sara Esfandiari

In this paper, a new algorithm based on case base reasoning and reinforcement learning (RL) is proposed to increase the convergence rate of the reinforcement learning algorithms. RL algorithms are very useful for solving wide variety decision problems when their models are not available and they must make decision correctly in every state of system, such as multi agent systems, artificial control systems, robotic, tool condition monitoring and etc. In the propose method, we investigate how making improved action selection in reinforcement learning (RL) algorithm. In the proposed method, the new combined model using case base reasoning systems and a new optimized function is proposed to select the action, which led to an increase in algorithms based on Q-learning. The algorithm mentioned was used for solving the problem of cooperative Markov’s games as one of the models of Markov based multi-agent systems. The results of experiments Indicated that the proposed algorithms perform better than the existing algorithms in terms of speed and accuracy of reaching the optimal policy.


2017 ◽  
Vol 6 (2) ◽  
pp. 57 ◽  
Author(s):  
Hirofumi Miyajima ◽  
Noritaka Shigei ◽  
Syunki Makino ◽  
Hiromi Miyajima ◽  
Yohtaro Miyanishi ◽  
...  

Many studies have been done with the security of cloud computing. Though data encryption is a typical approach, high computing complexity for encryption and decryption of data is needed. Therefore, safe system for distributed processing with secure data attracts attention, and a lot of studies have been done. Secure multiparty computation (SMC) is one of these methods. Specifically, two learning methods for machine learning (ML) with SMC are known. One is to divide learning data into several subsets and perform learning. The other is to divide each item of learning data and perform learning. So far, most of works for ML with SMC are ones with supervised and unsupervised learning such as BP and K-means methods. It seems that there does not exist any studies for reinforcement learning (RL) with SMC. This paper proposes learning methods with SMC for Q-learning which is one of typical methods for RL. The effectiveness of proposed methods is shown by numerical simulation for the maze problem.


Author(s):  
Akindele Segun Afolabi ◽  
Shehu Ahmed ◽  
Olubunmi Adewale Akinola

<span lang="EN-US">Due to the increased demand for scarce wireless bandwidth, it has become insufficient to serve the network user equipment using macrocell base stations only. Network densification through the addition of low power nodes (picocell) to conventional high power nodes addresses the bandwidth dearth issue, but unfortunately introduces unwanted interference into the network which causes a reduction in throughput. This paper developed a reinforcement learning model that assisted in coordinating interference in a heterogeneous network comprising macro-cell and pico-cell base stations. The learning mechanism was derived based on Q-learning, which consisted of agent, state, action, and reward. The base station was modeled as the agent, while the state represented the condition of the user equipment in terms of Signal to Interference Plus Noise Ratio. The action was represented by the transmission power level and the reward was given in terms of throughput. Simulation results showed that the proposed Q-learning scheme improved the performances of average user equipment throughput in the network. In particular, </span><span lang="EN-US">multi-agent systems with a normal learning rate increased the throughput of associated user equipment by a whooping 212.5% compared to a macrocell-only scheme.</span>


Sign in / Sign up

Export Citation Format

Share Document