scholarly journals Blockchain Framework For Artificial Intelligence Computation

Author(s):  
Jie You

Abstract Blockchain is an essentially distributed database recording all transactions or digital events among participating parties. Each transaction in the records is approved and verified by consensus of the participants in the system that requires solving a hard mathematical puzzle, which is known as proof-of-work. To make the approved records immutable, the mathematical puzzle is not trivial to solve and therefore consumes substantial computing resources. However, it is energy-wasteful to have many computational nodes installed in the blockchain competing to approve the records by just solving a meaningless puzzle. Here, we pose proof-of-work as a reinforcement-learning problem by modeling the blockchain growing as a Markov decision process, in which a learning agent makes an optimal decision over the environment’s state, whereas a new block is added and verified. Specifically, we design the block verification and consensus mechanism as a deep reinforcement-learning iteration process. As a result, our method utilizes the determination of state transition and the randomness of action selection of a Markov decision process, as well as the computational complexity of a deep neural network, collectively to make the blocks not easy to recompute and to preserve the order of transactions, while the blockchain nodes are exploited to train the same deep neural network with different data samples (state-action pairs) in parallel, allowing the model to experience multiple episodes across computing nodes but at one time. Our method is used to design the next generation of public blockchain networks, which has the potential not only to spare computational resources for industrial applications but also to encourage data sharing and AI model design for common problems.

2016 ◽  
Vol 138 (6) ◽  
Author(s):  
Thai Duong ◽  
Duong Nguyen-Huu ◽  
Thinh Nguyen

Markov decision process (MDP) is a well-known framework for devising the optimal decision-making strategies under uncertainty. Typically, the decision maker assumes a stationary environment which is characterized by a time-invariant transition probability matrix. However, in many real-world scenarios, this assumption is not justified, thus the optimal strategy might not provide the expected performance. In this paper, we study the performance of the classic value iteration algorithm for solving an MDP problem under nonstationary environments. Specifically, the nonstationary environment is modeled as a sequence of time-variant transition probability matrices governed by an adiabatic evolution inspired from quantum mechanics. We characterize the performance of the value iteration algorithm subject to the rate of change of the underlying environment. The performance is measured in terms of the convergence rate to the optimal average reward. We show two examples of queuing systems that make use of our analysis framework.


2010 ◽  
Vol 44-47 ◽  
pp. 3611-3615 ◽  
Author(s):  
Zhi Cong Zhang ◽  
Kai Shun Hu ◽  
Hui Yu Huang ◽  
Shuai Li ◽  
Shao Yong Zhao

Reinforcement learning (RL) is a state or action value based machine learning method which approximately solves large-scale Markov Decision Process (MDP) or Semi-Markov Decision Process (SMDP). A multi-step RL algorithm called Sarsa(,k) is proposed, which is a compromised variation of Sarsa and Sarsa(). It is equivalent to Sarsa if k is 1 and is equivalent to Sarsa() if k is infinite. Sarsa(,k) adjust its performance by setting k value. Two forms of Sarsa(,k), forward view Sarsa(,k) and backward view Sarsa(,k), are constructed and proved equivalent in off-line updating.


Author(s):  
John Aslanides ◽  
Jan Leike ◽  
Marcus Hutter

Many state-of-the-art reinforcement learning (RL) algorithms typically assume that the environment is an ergodic Markov Decision Process (MDP). In contrast, the field of universal reinforcement learning (URL) is concerned with algorithms that make as few assumptions as possible about the environment. The universal Bayesian agent AIXI and a family of related URL algorithms have been developed in this setting. While numerous theoretical optimality results have been proven for these agents, there has been no empirical investigation of their behavior to date. We present a short and accessible survey of these URL algorithms under a unified notation and framework, along with results of some experiments that qualitatively illustrate some properties of the resulting policies, and their relative performance on partially-observable gridworld environments. We also present an open- source reference implementation of the algorithms which we hope will facilitate further understanding of, and experimentation with, these ideas.


Author(s):  
Maximilian Ororbia ◽  
Gordon P. Warn

Abstract This paper presents a framework that mathematically models optimal design synthesis as a Markov Decision Process that is solved with reinforcement learning. In this context, the states correspond to specific design configurations, the actions correspond to the available alterations modeled after generative design grammars, and the immediate rewards are constructed to be related to the improvement in the altered configuration's performance with respect to the design objective. Since in the context of optimal design synthesis the immediate rewards are in general not known at the onset of the process, reinforcement learning is employed to efficiently solve the MDP. The goal of the reinforcement learning agent is to maximize the cumulative rewards and hence synthesize the best performing or optimal design. The framework is demonstrated for the optimization of planar trusses with binary cross-sectional areas, and its utility is investigated with four numerical examples, each with a unique combination of domain, constraint, and external force(s) considering both linear-elastic and elastic-plastic material behaviors. The design solutions obtained with the framework are also compared with other methods in order to demonstrate its efficiency and accuracy.


2021 ◽  
Vol 73 (09) ◽  
pp. 46-47
Author(s):  
Chris Carpenter

This article, written by JPT Technology Editor Chris Carpenter, contains highlights of paper SPE 201254, “Reinforcement Learning for Field-Development Policy Optimization,” by Giorgio De Paola, SPE, and Cristina Ibanez-Llano, Repsol, and Jesus Rios, IBM, et al., prepared for the 2020 SPE Annual Technical Conference and Exhibition, originally scheduled to be held in Denver, Colorado, 5–7 October. The paper has not been peer reviewed. A field-development plan consists of a sequence of decisions. Each action taken affects the reservoir and conditions any future decision. The presence of uncertainty associated with this process, however, is undeniable. The novelty of the approach proposed by the authors in the complete paper is the consideration of the sequential nature of the decisions through the framework of dynamic programming (DP) and reinforcement learning (RL). This methodology allows moving the focus from a static field-development plan optimization to a more-dynamic framework that the authors call field-development policy optimization. This synopsis focuses on the methodology, while the complete paper also contains a real-field case of application of the methodology. Methodology Deep RL (DRL). RL is considered an important learning paradigm in artificial intelligence (AI) but differs from supervised or unsupervised learning, the most commonly known types currently studied in the field of machine learning. During the last decade, RL has attracted greater attention because of success obtained in applications related to games and self-driving cars resulting from its combination with deep-learning architectures such as DRL, which has allowed RL to scale on to previously unsolvable problems and, therefore, solve much larger sequential decision problems. RL, also referred to as stochastic approximate dynamic programming, is a goal-directed sequential-learning-from-interaction paradigm. The learner or agent is not told what to do but instead has to learn which actions or decisions yield a maximum reward through interaction with an uncertain environment without losing too much reward along the way. This way of learning from interaction to achieve a goal must be achieved in balance with the exploration and exploitation of possible actions. Another key characteristic of this type of problem is its sequential nature, where the actions taken by the agent affect the environment itself and, therefore, the subsequent data it receives and the subsequent actions to be taken. Mathematically, such problems are formulated in the framework of the Markov decision process (MDP) that primarily arises in the field of optimal control. An RL problem consists of two principal parts: the agent, or decision-making engine, and the environment, the interactive world for an agent (in this case, the reservoir). Sequentially, at each timestep, the agent takes an action (e.g., changing control rates or deciding a well location) that makes the environment (reservoir) transition from one state to another. Next, the agent receives a reward (e.g., a cash flow) and an observation of the state of the environment (partial or total) before taking the next action. All relevant information informing the agent of the state of the system is assumed to be included in the last state observed by the agent (Markov property). If the agent observes the full environment state once it has acted, the MDP is said to be fully observable; otherwise, a partially observable Markov decision process (POMDP) results. The agent’s objective is to learn policy mapping from states (MDPs) or histories (POMDPs) to actions such that the agent’s cumulated (discounted) reward in the long run is maximized.


2013 ◽  
Vol 30 (05) ◽  
pp. 1350014 ◽  
Author(s):  
ZHICONG ZHANG ◽  
WEIPING WANG ◽  
SHOUYAN ZHONG ◽  
KAISHUN HU

Reinforcement learning (RL) is a state or action value based machine learning method which solves large-scale multi-stage decision problems such as Markov Decision Process (MDP) and Semi-Markov Decision Process (SMDP) problems. We minimize the makespan of flow shop scheduling problems with an RL algorithm. We convert flow shop scheduling problems into SMDPs by constructing elaborate state features, actions and the reward function. Minimizing the accumulated reward is equivalent to minimizing the schedule objective function. We apply on-line TD(λ) algorithm with linear gradient-descent function approximation to solve the SMDPs. To examine the performance of the proposed RL algorithm, computational experiments are conducted on benchmarking problems in comparison with other scheduling methods. The experimental results support the efficiency of the proposed algorithm and illustrate that the RL approach is a promising computational approach for flow shop scheduling problems worthy of further investigation.


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