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In this work, we build upon the offline reinforcement learning algorithm TD7, which incorporates State-Action Learned Embeddings (SALE) and a prioritized experience replay buffer (LAP). We propose a model-free actor-critic algorithm that…
Network slicing is a key enabler for 5G to support various applications. Slices requested by service providers (SPs) have heterogeneous quality of service (QoS) requirements, such as latency, throughput, and jitter. It is imperative that…
Bias problems in the estimation of $Q$-values are a well-known obstacle that slows down convergence of $Q$-learning and actor-critic methods. One of the reasons of the success of modern RL algorithms is partially a direct or indirect…
Recent paradigm shifts from imitation learning to reinforcement learning (RL) is shown to be productive in understanding human behaviors. In the RL paradigm, individuals search for optimal strategies through interaction with the environment…
5G is regarded as a revolutionary mobile network, which is expected to satisfy a vast number of novel services, ranging from remote health care to smart cities. However, heterogeneous Quality of Service (QoS) requirements of different…
In this work, we propose a novel cross Q-learning algorithm, aim at alleviating the well-known overestimation problem in value-based reinforcement learning methods, particularly in the deep Q-networks where the overestimation is exaggerated…
As emerging networks such as Open Radio Access Networks (O-RAN) and 5G continue to grow, the demand for various services with different requirements is increasing. Network slicing has emerged as a potential solution to address the different…
Deep reinforcement learning (DRL) has demonstrated its potential in solving complex manufacturing decision-making problems, especially in a context where the system learns over time with actual operation in the absence of training data. One…
The popular Q-learning algorithm is known to overestimate action values under certain conditions. It was not previously known whether, in practice, such overestimations are common, whether they harm performance, and whether they can…
Q-Learning is a fundamental off-policy reinforcement learning (RL) algorithm that has the objective of approximating action-value functions in order to learn optimal policies. Nonetheless, it has difficulties in reconciling bias with…
In this paper, we address the problem of distributed interference management of cognitive femtocells that share the same frequency range with macrocells (primary user) using distributed multi-agent Q-learning. We formulate and solve three…
This work explores the integration of Quantum Machine Learning (QML) and Quantum-Inspired (QI) techniques for optimizing end-to-end (E2E) network services in telecommunication systems, particularly focusing on 5G networks and beyond. The…
Training large neural networks is known to be time-consuming, with the learning duration taking days or even weeks. To address this problem, large-batch optimization was introduced. This approach demonstrated that scaling mini-batch sizes…
Reinforcement Learning (RL) has achieved significant success in application domains such as robotics, games and health care. However, training RL agents is very time consuming. Current implementations exhibit poor performance due to…
Decision making in uncertain and risky environments is a prominent area of research. Standard economic theories fail to fully explain human behaviour, while a potentially promising alternative may lie in the direction of Reinforcement…
In typical wireless cellular systems, the handover mechanism involves reassigning an ongoing session handled by one cell into another. In order to support increased capacity requirement and to enable newer use cases, the next generation…
Reinforcement learning is a promising paradigm for learning robot control, allowing complex control policies to be learned without requiring a dynamics model. However, even state of the art algorithms can be difficult to tune for optimum…
Reinforcement learning (RL) methods with a high replay ratio (RR) and regularization have gained interest due to their superior sample efficiency. However, these methods have mainly been developed for dense-reward tasks. In this paper, we…
Wirelessly streaming high quality 360 degree videos is still a challenging problem. When there are many users watching different 360 degree videos and competing for the computing and communication resources, the streaming algorithm at hand…
In this paper, we provide the details of implementing various reinforcement learning (RL) algorithms for controlling a Cart-Pole system. In particular, we describe various RL concepts such as Q-learning, Deep Q Networks (DQN), Double DQN,…