We show that recent innovations in deep reinforcement learning can effectively color very large graphs -- a well-known NP-hard problem with clear commercial applications. Because the Monte Carlo Tree Search with Upper Confidence Bound algorithm used in AlphaGoZero can improve the performance of a given heuristic, our approach allows deep neural networks trained using high performance computing (HPC) technologies to transform computation into improved heuristics with zero prior knowledge. Key to our approach is the introduction of a novel deep neural network architecture (FastColorNet) that has access to the full graph context and requires @math time and space to color a graph with @math vertices, which enables scaling to very large graphs that arise in real applications like parallel computing, compilers, numerical solvers, and design automation, among others. As a result, we are able to learn new state of the art heuristics for graph coloring.
. Recently, reinforcement learning has been applied for combinatorial optimization. combined pointer networks @cite_18 with actor and critic network to optimize Traveling Salesman Problem (TSP) @cite_1 , which does not make good use of graph structure and is not generalized to arbitrary size graphs. @cite_23 , a Q-learning framework is introduced for greedy algorithms to learn over MVC, MAXCUT and TSP problems using structure2vec @cite_14 graph embedding. This algorithm cannot be directly applied to graph coloring since the reward design and state representation for colored graphs is non trivial in its problem formulation. Both algorithms only evaluated on small graphs and are not scalable to big graphs, which are typical in real applications. In contrast, our approach is easy to scale to train on bigger graphs to solve bigger problems in graph coloring applications.
@cite_18 @cite_14 @cite_1 @cite_23
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We propose a framework for solving combinatorial optimization problems of which the output can be represented as a sequence of input elements. As an alternative to the Pointer Network, we parameterize a policy by a model based entirely on (graph) attention layers, and train it efficiently using REINFORCE with a simple and robust baseline based on a deterministic (greedy) rollout of the best policy found during training. We significantly improve over state-of-the-art results for learning algorithms for the 2D Euclidean TSP, reducing the optimality gap for a single tour construction by more than 75 (to 0.33 ) and 50 (to 2.28 ) for instances with 20 and 50 nodes respectively. We show that recent innovations in deep reinforcement learning can effectively color very large graphs -- a well-known NP-hard problem with clear commercial applications. Because the Monte Carlo Tree Search with Upper Confidence Bound algorithm used in AlphaGoZero can improve the performance of a given heuristic, our approach allows deep neural networks trained using high performance computing (HPC) technologies to transform computation into improved heuristics with zero prior knowledge. Key to our approach is the introduction of a novel deep neural network architecture (FastColorNet) that has access to the full graph context and requires @math time and space to color a graph with @math vertices, which enables scaling to very large graphs that arise in real applications like parallel computing, compilers, numerical solvers, and design automation, among others. As a result, we are able to learn new state of the art heuristics for graph coloring. This paper presents a framework to tackle combinatorial optimization problems using neural networks and reinforcement learning. We focus on the traveling salesman problem (TSP) and train a recurrent network that, given a set of city coordinates, predicts a distribution over different city permutations. Using negative tour length as the reward signal, we optimize the parameters of the recurrent network using a policy gradient method. We compare learning the network parameters on a set of training graphs against learning them on individual test graphs. Despite the computational expense, without much engineering and heuristic designing, Neural Combinatorial Optimization achieves close to optimal results on 2D Euclidean graphs with up to 100 nodes. Applied to the KnapSack, another NP-hard problem, the same method obtains optimal solutions for instances with up to 200 items. To use deep reinforcement learning in the wild, we might hope for an agent that can avoid catastrophic mistakes. Unfortunately, even in simple environments, the popular deep Q-network (DQN) algorithm is doomed by a Sisyphean curse. Owing to the use of function approximation, these agents eventually forget experiences as they become exceedingly unlikely under a new policy. Consequently, for as long as they continue to train, DQNs may periodically relive catastrophic mistakes. Many real-world environments where people might be injured exhibit a special structure. We know a priori that catastrophes are not only bad, but that agents need not ever get near to a catastrophe state. In this paper, we exploit this structure to learn a reward-shaping that accelerates learning and guards oscillating policies against repeated catastrophes. First, we demonstrate unacceptable performance of DQNs on two toy problems. We then introduce intrinsic fear, a new method that mitigates these problems by avoiding dangerous states. Our approach incorporates a second model trained via supervised learning to predict the probability of catastrophe within a short number of steps. This score then acts to penalize the Q-learning objective, shaping the reward function away from catastrophic states.