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Online Matching with Stochastic Rewards: Provable Better Bound via Adversarial Reinforcement Learning

ICML 2024 · Reinforcement learning › Visual and representation RL · approach: Probabilistic and autonomous RL

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Adversarial RL (cross-entropy-trained adversary vs. algorithm agent) explores hard instances for online matching with stochastic rewards, yielding structural properties that tighten the known upper bound from 0.621 to 0.597.

Problem

Online matching with stochastic rewards (OMSR) has an unknown optimal competitive ratio, with a best known hardness upper bound of 0.621 and best algorithmic lower bound of 0.572-0.576; it is unclear whether RL can help understand problem hardness.

Approach

Train an adversary RL agent to generate worst-case OMSR instances against an algorithm agent, iteratively with an algorithm agent trained on those instances; distill consistency and exclusivity structural properties from learned instance patterns to reduce the action space and prove an improved hardness bound.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use adversarial RL-learned graph patterns to construct hard instancesOMSR hardness analysis · OMSRcompetitive ratio upper bound: 0.621 -> 0.597Helped
Train the algorithm agent adversarially against hard instancesOMSR algorithm design · OMSR, equal probabilities, worst-case distributions (n=6)average competitive ratio: 0.615 -> 0.635Helped
Train the algorithm agent adversarially against hard instancesOMSR algorithm design · OMSR, unequal probabilities, worst-case distributions (n=6)average competitive ratio: 0.594 -> 0.614Helped

Surprising findings

Limitations

Experimental setup

Benchmarks: OMSR hard instances G_n Thick-z graphs Triangular graphs

Metrics: competitive ratio

Baselines: Balance Thick-z graph Triangular graph MP12 worst-case instance

Builds on: Pinto et al. 2017 robust adversarial RL Balance algorithm (Huang & Zhang 2020) Kong et al. 2019 RL for online algorithms Alomrani et al. 2021

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