We present an end-to-end framework for solving the Vehicle Routing Problem (VRP) using reinforcement learning. In this approach, we train a single model that finds near-optimal solutions for problem instances sampled from a given distribution, only by observing the reward signals and following feasibility rules. Our model represents a parameterized stochastic policy, and by applying a policy gradient algorithm to optimize its parameters, the trained model produces the solution as a sequence of consecutive actions in real time, without the need to re-train for every new problem instance. On capacitated VRP, our approach outperforms classical heuristics and Google's OR-Tools on medium-sized instances in solution quality with comparable computation time (after training). We demonstrate how our approach can handle problems with split delivery and explore the effect of such deliveries on the solution quality. Our proposed framework can be applied to other variants of the VRP such as the stochastic VRP, and has the potential to be applied more generally to combinatorial optimization problems.
Problem definition: The beer game is widely used in supply chain management classes to demonstrate the bullwhip effect and the importance of supply chain coordination. The game is a decentralized, multiagent, cooperative problem that can be modeled as a serial supply chain network in which agents choose order quantities while cooperatively attempting to minimize the network’s total cost, although each agent only observes local information. Academic/practical relevance: Under some conditions, a base-stock replenishment policy is optimal. However, in a decentralized supply chain in which some agents act irrationally, there is no known optimal policy for an agent wishing to act optimally. Methodology: We propose a deep reinforcement learning (RL) algorithm to play the beer game. Our algorithm makes no assumptions about costs or other settings. As with any deep RL algorithm, training is computationally intensive, but once trained, the algorithm executes in real time. We propose a transfer-learning approach so that training performed for one agent can be adapted quickly for other agents and settings. Results: When playing with teammates who follow a base-stock policy, our algorithm obtains near-optimal order quantities. More important, it performs significantly better than a base-stock policy when other agents use a more realistic model of human ordering behavior. We observe similar results using a real-world data set. Sensitivity analysis shows that a trained model is robust to changes in the cost coefficients. Finally, applying transfer learning reduces the training time by one order of magnitude. Managerial implications: This paper shows how artificial intelligence can be applied to inventory optimization. Our approach can be extended to other supply chain optimization problems, especially those in which supply chain partners act in irrational or unpredictable ways. Our RL agent has been integrated into a new online beer game, which has been played more than 17,000 times by more than 4,000 people.
We consider a matching system with random arrivals of items of different types. The items wait in queues -one per each item type -until they are "matched." Each matching requires certain quantities of items of different types; after a matching is activated, the associated items leave the system. There exists a finite set of possible matchings, each producing a certain amount of "reward". This model has a broad range of important applications, including assemble-to-order systems, Internet advertising, matching web portals, etc.We propose an optimal matching scheme in the sense that it asymptotically maximizes the long-term average matching reward, while keeping the queues stable. The scheme makes matching decisions in a specially constructed virtual system, which in turn control decisions in the physical system. The key feature of the virtual system is that, unlike the physical one, it allows the queues to become negative. The matchings in the virtual system are controlled by an extended version of the greedy primal-dual (GPD) algorithm, which we prove to be asymptotically optimal -this in turn implies the asymptotic optimality of the entire scheme. The scheme is real-time, at any time it uses simple rules based on the current state of virtual and physical queues. It is very robust in that it does not require any knowledge of the item arrival rates, and automatically adapts to changing rates.The extended GPD algorithm and its asymptotic optimality apply to a quite general queueing network framework, not limited to matching problems, and therefore is of independent interest.
The beer game is a widely used game that is played in supply chain management classes to demonstrate the bullwhip effect and the importance of supply chain coordination. The game is a decentralized, multi-agent, cooperative problem that can be modeled as a serial supply chain network in which agents choose order quantities while cooperatively attempting to minimize the network's total cost, even though each agent only observes its own local information. Academic/practical relevance: Under some conditions, a base-stock replenishment policy is optimal. However, in a decentralized supply chain in which some agents act irrationally, there is no known optimal policy for an agent wishing to act optimally. Methodology:We propose a reinforcement learning (RL) algorithm, based on deep Q-networks, to play the beer game. Our algorithm has no limits on costs and other beer game settings. Like any deep RL algorithm, training can be computationally intensive, but this can be performed ahead of time; the algorithm executes in real time when the game is played. Moreover, we propose a transfer-learning approach so that the training performed for one agent can be adapted quickly for other agents and settings. Results: When playing with teammates who follow a base-stock policy, our algorithm obtains near-optimal order quantities.More importantly, it performs significantly better than a base-stock policy when other agents use a more realistic model of human ordering behavior. Finally, applying transfer-learning reduces the training time by one order of magnitude. Managerial implications: This paper shows how artificial intelligence can be applied to inventory optimization. Our approach can be extended to other supply chain optimization problems, especially those in which supply chain partners act in irrational or unpredictable ways.
We investigate a classification problem using multiple mobile agents capable of collecting (partial) posedependent observations of an unknown environment. The objective is to classify an image over a finite time horizon. We propose a network architecture on how agents should form a local belief, take local actions, and extract relevant features from their raw partial observations. Agents are allowed to exchange information with their neighboring agents to update their own beliefs. It is shown how reinforcement learning techniques can be utilized to achieve decentralized implementation of the classification problem by running a decentralized consensus protocol. Our experimental results on the MNIST handwritten digit dataset demonstrates the effectiveness of our proposed framework.
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