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Gamifying the Vehicle Routing Problem with Stochastic Requests

Nicholas D. Kullman, Nikita Dudorov, Jorge E. Mendoza, Martin Cousineau, Justin C. Goodson

TL;DR

This work considers the task of representing a classic logistics problem as a game, and considers several game designs for the vehicle routing problem with stochastic requests, showing how various design features impact agents’ performance, including perspective, field of view, and minimaps.

Abstract

Do you remember your first video game console? We remember ours. Decades ago, they provided hours of entertainment. Now, we have repurposed them to solve dynamic and stochastic optimization problems. With deep reinforcement learning methods posting superhuman performance on a wide range of Atari games, we consider the task of representing a classic logistics problem as a game. Then, we train agents to play it. We consider several game designs for the vehicle routing problem with stochastic requests. We show how various design features impact agents' performance, including perspective, field of view, and minimaps. With the right game design, general purpose Atari agents outperform optimization-based benchmarks, especially as problem size grows. Our work points to the representation of dynamic and stochastic optimization problems via games as a promising research direction.

Gamifying the Vehicle Routing Problem with Stochastic Requests

TL;DR

This work considers the task of representing a classic logistics problem as a game, and considers several game designs for the vehicle routing problem with stochastic requests, showing how various design features impact agents’ performance, including perspective, field of view, and minimaps.

Abstract

Do you remember your first video game console? We remember ours. Decades ago, they provided hours of entertainment. Now, we have repurposed them to solve dynamic and stochastic optimization problems. With deep reinforcement learning methods posting superhuman performance on a wide range of Atari games, we consider the task of representing a classic logistics problem as a game. Then, we train agents to play it. We consider several game designs for the vehicle routing problem with stochastic requests. We show how various design features impact agents' performance, including perspective, field of view, and minimaps. With the right game design, general purpose Atari agents outperform optimization-based benchmarks, especially as problem size grows. Our work points to the representation of dynamic and stochastic optimization problems via games as a promising research direction.

Paper Structure

This paper contains 9 sections, 1 equation, 9 figures, 2 tables.

Figures (9)

  • Figure 1: The VRPSR Game World
  • Figure 2: Graphs for the traditional (top) and game (bottom) representations of the VRPSR.
  • Figure 3: Game views for a 100-by-100 pixel playable area: (a) World View (b) Vehicle View (c) Zoom View (d) Survey View. Zoom and Survey Views are depicted with an 84-by-84 pixel field of vision.
  • Figure 4: Categorical DQN Architecture
  • Figure 5: Performance in the 100-by-100 playable area with 30 expected requests
  • ...and 4 more figures