The effectiveness of many optimal network control algorithms (e.g., BackPressure) relies on the premise that all of the nodes are fully controllable. However, these algorithms may yield poor performance in a partially-controllable network where a subset of nodes are uncontrollable and use some unknown policy. Such a partially-controllable model is of increasing importance in real-world networked systems such as overlay-underlay networks. In this paper, we design optimal network control algorithms that can stabilize a partially-controllable network. We first study the scenario where uncontrollable nodes use a queue-agnostic policy, and propose a low-complexity throughput-optimal algorithm, called Tracking-MaxWeight (TMW), which enhances the original MaxWeight algorithm with an explicit learning of the policy used by uncontrollable nodes. Next, we investigate the scenario where uncontrollable nodes use a queue-dependent policy and the problem is formulated as an MDP with unknown queueing dynamics. We propose a new reinforcement learning algorithm, called Truncated Upper Confidence Reinforcement Learning (TUCRL), and prove that TUCRL achieves tunable three-way tradeoffs between throughput, delay and convergence rate.
Most provably-efficient reinforcement learning algorithms introduce optimism about poorly-understood states and actions to encourage exploration. We study an alternative approach for efficient exploration: posterior sampling for reinforcement learning (PSRL). This algorithm proceeds in repeated episodes of known duration. At the start of each episode, PSRL updates a prior distribution over Markov decision processes and takes one sample from this posterior. PSRL then follows the policy that is optimal for this sample during the episode. The algorithm is conceptually simple, computationally efficient and allows an agent to encode prior knowledge in a natural way. We establish an O(τS √AT) bound on expected regret, where T is time, τ is the episode length and S and A are the cardinalities of the state and action spaces. This bound is one of the first for an algorithm not based on optimism, and close to the state of the art for any reinforcement learning algorithm. We show through simulation that PSRL significantly outperforms existing algorithms with similar regret bounds. We present a learning algorithm for undiscounted reinforcement learning. Our interest lies in bounds for the algorithm's online performance after some finite number of steps. In the spirit of similar methods already successfully applied for the exploration-exploitation tradeoff in multi-armed bandit problems, we use upper confidence bounds to show that our UCRL algorithm achieves logarithmic online regret in the number of steps taken with respect to an optimal policy. We present the first deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning, whose input is raw pixels and whose output is a value function estimating future rewards. We apply our method to seven Atari 2600 games from the Arcade Learning Environment, with no adjustment of the architecture or learning algorithm. We find that it outperforms all previous approaches on six of the games and surpasses a human expert on three of them. We adapt the ideas underlying the success of Deep Q-Learning to the continuous action domain. We present an actor-critic, model-free algorithm based on the deterministic policy gradient that can operate over continuous action spaces. Using the same learning algorithm, network architecture and hyper-parameters, our algorithm robustly solves more than 20 simulated physics tasks, including classic problems such as cartpole swing-up, dexterous manipulation, legged locomotion and car driving. Our algorithm is able to find policies whose performance is competitive with those found by a planning algorithm with full access to the dynamics of the domain and its derivatives. We further demonstrate that for many of the tasks the algorithm can learn policies end-to-end: directly from raw pixel inputs. In this article, we describe a method for optimizing control policies, with guaranteed monotonic improvement. By making several approximations to the theoretically-justified scheme, we develop a practical algorithm, called Trust Region Policy Optimization (TRPO). This algorithm is effective for optimizing large nonlinear policies such as neural networks. Our experiments demonstrate its robust performance on a wide variety of tasks: learning simulated robotic swimming, hopping, and walking gaits; and playing Atari games using images of the screen as input. Despite its approximations that deviate from the theory, TRPO tends to give monotonic improvement, with little tuning of hyperparameters. For undiscounted reinforcement learning in Markov decision processes (MDPs) we consider the total regret of a learning algorithm with respect to an optimal policy. In order to describe the transition structure of an MDP we propose a new parameter: An MDP has diameter D if for any pair of states s,s' there is a policy which moves from s to s' in at most D steps (on average). We present a reinforcement learning algorithm with total regret O(DS√AT) after T steps for any unknown MDP with S states, A actions per state, and diameter D. A corresponding lower bound of Ω(√DSAT) on the total regret of any learning algorithm is given as well. These results are complemented by a sample complexity bound on the number of suboptimal steps taken by our algorithm. This bound can be used to achieve a (gap-dependent) regret bound that is logarithmic in T. Finally, we also consider a setting where the MDP is allowed to change a fixed number of l times. We present a modification of our algorithm that is able to deal with this setting and show a regret bound of O(l1 3T2 3DS√A).    We consider the problem of learning an unknown Markov Decision Process (MDP) that is weakly communicating in the infinite horizon setting. We propose a Thompson Sampling-based reinforcement learning algorithm with dynamic episodes (TSDE). At the beginning of each episode, the algorithm generates a sample from the posterior distribution over the unknown model parameters. It then follows the optimal stationary policy for the sampled model for the rest of the episode. The duration of each episode is dynamically determined by two stopping criteria. The first stopping criterion controls the growth rate of episode length. The second stopping criterion happens when the number of visits to any state-action pair is doubled. We establish @math bounds on expected regret under a Bayesian setting, where @math and @math are the sizes of the state and action spaces, @math is time, and @math is the bound of the span. This regret bound matches the best available bound for weakly communicating MDPs. Numerical results show it to perform better than existing algorithms for infinite horizon MDPs.