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DigiWorld



Distributed decision making: partially
observable dynamic games and
multiobjective policy optimization

 Olivier.Teytaud@inria.fr + too many people for being all cited. Includes Inria, Cnrs, Univ.
Paris-Sud, LRI

TAO, Inria-Saclay IDF, Cnrs 8623,                             In a nutshell:
Lri, Univ. Paris-Sud,
Digiteo Labs, Pascal
Network of Excellence.                                We optimize strategies,
                                                      with parallel machines,
DigiWorld
                                                       and we test on games,
September 2012.
                                                      and we apply to energy.
Intro: so many words...


Distributed
Decision making
Partially observable
Dynamic
Games
Multiobjective
Policy
Optimization
Let's explain

Decision making + policy
optimization
                         Decision making:
Dynamic          it's all about making decisions.
Games
                  Humans in the loop, or not.
Partially Observable

Distributed
Multiobjective
Let's explain

Decision making + policy
optimization
                             Policy:
Dynamic                we provide policies.
Games
                It's not graphical interfaces
                  or data visualization, it's
Partially Observable providing strategies.

Distributed
Multiobjective
Let's explain

Decision making + policy
optimization
                        Optimization:
Dynamic                 it's numerical.
games
                We have objective functions,
Partially Observable optimize. It's science,
                and we
                       not astrology.
Distributed
Multiobjective
Let's explain
             Games: we have rules, a system
               evolves according to these
Decision making + policy rules:
optimization
            - Games:
                      Chess, game of Go,
Dynamic          draughts (roughly useless, but
games          convincing and easy to experiment)


Partially Observable

Distributed
Multiobjective
Let's explain
             Games: we have rules, a system
               evolves according to these
Decision making + policy rules:
optimization
            - Games:
                      Chess, game of Go,
Dynamic          draughts (roughly useless, but
games          convincing and easy to experiment)


Partially Observable

Distributed
Multiobjective
Let's explain
             Games: we have rules, a system
               evolves according to these
Decision making + policy rules:
optimization
            - Games:
                      Chess, game of Go,
Dynamic          draughts (roughly useless, but
games          convincing and easy to experiment)


Partially Observable

Distributed
Multiobjective
Let's explain
             Games: we have rules, a system
               evolves according to these
Decision making + policy rules:
optimization
            - Games:
                      Chess, game of Go,
Dynamic          draughts (roughly useless, but
games          convincing and easy to experiment)


Partially Observable

Distributed
Multiobjective
Let's explain
              Games: we have rules, a system
                evolves according to these
Decision  making + policy rules:
optimization
             - Games:
                      Chess, game of Go,
Dynamic          draughts (roughly useless, but
games          convincing and easy to experiment)


Partially Observable

Distributed
Multiobjective
Let's explain
              Games: we have rules, a system
                evolves according to these
Decision  making + policy
optimization
                Yes, MineSweeper
                          rules:
                  is
             - Games:   really important.
                      Chess, game of Go,
Dynamic          draughts (roughly useless, but
games          convincing and easy to experiment)


Partially Observable

Distributed
Multiobjective
Let's explain
               Games: we have rules, a system
                 evolves according to these
Decision Nearly nobody trusts an
         making + policy   rules:
optimization
          industrial experiment,
                - Games:
   (in particular if effectsgame of Go,
                      Chess, are supposed
Dynamicto be a draughts (roughlyrisk but
                  reduction of useless,
games for horizon 50 years...).
               convincing and easy to experiment)


Partially Observable

Distributed
Multiobjective
Let's explain
               Games: we have rules, a system
                 evolves according to these
Decision Nearly nobody trusts an
         making + policy   rules:
optimization
          industrial experiment,
                - Games:
   (in particular if effectsgame of Go,
                      Chess, are supposed
Dynamicto be a draughts (roughlyrisk but
                  reduction of useless,
games for horizon 50 years...).
               convincing and easy to experiment)


Partially But many people trust an
          Observable
             experiment on games.
Distributed
Multiobjective
Let's explain
             Games: we have rules, a system
                          First wins
               evolves according to these
                            against
                         rules:
                            professional
          - Games:
                            players
                   Chess, game of Go,
              draughts (roughly the game
                           for useless, but
            convincing and easyGo
                            of  to experiment)



   ==> opened various doors for us
                (we are very grateful to strong pros like
                                 Kim Myung-Wang!)
Games: we have rules, a system
Let's explain
                   evolves according to these
                             rules:
Decision making + policy
optimization Games:
            -
                      Chess, game of Go,
                 draughts (roughly useless, but
Dynamic        convincing and easy to experiment)
games
             - Industrial stuff:
                     group of power plants
Partially Observable

Distributed
Multiobjective
Games: we have rules, a system
Let's explain
                   evolves according to these
                             rules:
Decision making + policy
optimization Games:
            -
                      Chess, game of Go,
                 draughts (roughly useless, but
Dynamic        convincing and easy to experiment)
games
             - Industrial stuff:
                      group of power plants
Partially Observable
                                    Renewable
Distributed                          energy

Multiobjective
Games: we have rules, a system
Let's explain
                   evolves according to these
                             rules:
Decision making + policy
optimization Games:
            -
                      Chess, game of Go,
                 draughts (roughly useless, but
Dynamic
  Nuclear      convincing and easy to experiment)
   power
games
   plant
             - Industrial stuff:
                      group of power plants
Partially Observable

Distributed
Multiobjective
Games: we have rules, a system
Let's explain
                   evolves according to these
                             rules:
Decision making + policy
optimization Games:
            -
                      Chess, game of Go,
                 draughts (roughly useless, but
Dynamic        convincing and easy to experiment)
games
             - Industrial stuff:         Coal
                      group of power plants
Partially Observable

Distributed
Multiobjective
Games: we have rules, a system
Let's explain
                   evolves according to these
                             rules:
Decision making + policy
optimization Games:
    Hydroelectric -
     power plant      Chess, game of Go,
                 draughts (roughly useless, but
Dynamic        convincing and easy to experiment)
games
             - Industrial stuff:
                      group of power plants
Partially Observable

Distributed
Multiobjective
Games: we have rules, a system
Let's explain
                      evolves according to these
                                rules:
Decision making + policy
optimization Games:
    Hydroelectric -
     power plant       Chess, game of Go,
                  draughts (roughly useless, but
Dynamic         convincing and easy to experiment)
games           Involves
              - Industrial
             state variablesstuff:
             (stock levels)
                         group of power plants
Partially Observable

Distributed
Multiobjective
Games: we have rules, a system
Let's explain
                      evolves according to these
                                rules:
Decision making + policy
optimization Games:
            -
                         Chess, game of Go,
                    draughts (roughly useless, but
Dynamic           convincing and easy to experiment)
games
              - Industrial stuff:
                       group of power plants
Partially   Observable + electricity consumers

Distributed Depends on weather,
               economy, ...
Multiobjective
Games: we have rules, a system
Let's explain
                      evolves according to these
                                rules:
Decision making + policy
optimization Games:
            -
                         Chess, game of Go,
                    draughts (roughly useless, but
Dynamic           convincing and easy to experiment)
games
              - Industrial stuff:
                       group of power plants
Partially   Observable + electricity consumers
                          + electric network
Distributed of lines
              Capacity
            Demand = Production
Multiobjective >= demand!)
 (certainly not just production
Games: we have rules, a system
Let's explain
                        evolves according to these
                                  rules:
Decision making + policy
optimization- Games: So we have state variables,
                      uncertainties, time steps,
                          Chess, gameeffects...
                                long term of Go,
                     draughts (roughlya useless, but
                        ==> this is termed dynamic game
Dynamic            convincing and easy to experiment)
games
               - Industrial stuff:
                        group of power plants
Partially    Observable + electricity consumers
                           + electric network
Distributed of lines
              Capacity
            Demand = Production
Multiobjective >= demand!)
 (certainly not just production
Games: we have rules, a system
Let's explain
                        evolves according to these
                                  rules:
Decision making + policy
optimization Games:
            -
                         Chess, game of Go,
                    draughts (roughly useless, but
Dynamic           convincing and easy to experiment)
games                               Can be modelized
              -   Industrial stuff: probability distribution
                               by a
                              ==> not adversarial uncertainty
                         group of power plants
Partially Observable
                 + electricity consumers
                            + electric network
                            + weather
Distributed
Multiobjective
Games: we have rules, a system
Let's explain
                      evolves according to these
                                rules:
Decision making + policy
optimization Games:
            -
                       Chess, game of Go,
                 draughts (roughly useless, but
Dynamic        convincing and easy to experiment)
games                          Modelized by a
            - Industrial stuff: probability
                     group of power plants?
                                distribution
Partially Observable + electricity consumers
                        + electric network
                      + weather + economy
Distributed
Multiobjective
Games: we have rules, a system
Let's explain
                      evolves according to these
                                rules:
Decision making + policy
optimization Games:
            -
                         Chess, game of Go,
                    draughts In particular,useless, but
                             (roughly smart grids!
Dynamic           convincing and easy to experiment)
games                       Worst case maybe better than
            - Industrial   stuff:
                               probabilistic models;
                              adversarial uncertainty.
                     group of power plants
Partially Observable + electricity consumers
                        + electric network
                      + weather + economy
Distributed          + technical inovations
Multiobjective
Climate change, peak oil,
pollution, nuclear wastes...




       Important problems.

   We want to work numerically
             on this.
Let's be simple, 1

We want electricity.
We prefer no nuclear waste.
We prefer no CO2.

So why don't we
just build plenty
of wind farms ?
Let's be simple, 1


So why don't we just build plenty of
wind farms ?

Because we need
   production = demand

Always. And we can not give orders
to winds.
Let's be simple, 2


“Because we need
   production = demand”

Why not production >= demand ?

Because otherwise, we destroy
both production tools and electric
appliances.
Let's be simple, 2

In case
      production > demand,
and artificial demand for
useless motors / heaters / … ?
Maybe... wasting energy for
producing winds :-)
But it's better to do storage
E.g. because sometimes there's no
wind, no sun.
Let's be simple 3: so we solve
everything with storage ?


Hydroelectricity:
- Pumping water from bottom to top.
- Compressed air
==> but limited

Future: electric vehicles
Other solutions than storage ?

Devices which can be more or less
switched on/off on demand (e.g.
electric vehicules, air conditioning,
fridges, heaters...)
==> smart grids

Also: long distance connections
(sharing resources, smoothing
production and demand).
How is the future ?
Maybe much more electricity
    demand (electric vehicles ?)
Hopefully less coal (CO2 pollution)
Shale gas, methane clathrate ? Be careful :-)
Wind farms ++
Concentration solar plants
Photovoltaic units ?
Long distance connections
Nuclear or not ?
Let's explain

Decision making + policy
optimization
                  “Games”: we have rules, a system
Dynamic              evolves according to these
                               rules.
games
                  Uncertainties:
Partially             - randomness
            Observableadversarial (worst case)
                      -

Distributed
Multiobjective
Let's explain
              Weather = maybe theoretically
Decision making + apolicy system,
                      stochastic
optimization but not all variables are observed.

Dynamic             From restricted variables,
games             weather is partially observable


Partially Observable

Distributed
Multiobjective
Outline


●   Complexity and ATM


●   Complexity and games (incl. planning)


●   Bounded horizon games
Classical complexity classes,
including non-determinism
 P ⊂ NP ⊂ PSPACE ⊂ EXPTIME ⊂ NEXPTIME ⊂ EXPSPACE


 Proved:
 PSPACE ≠ EXPSPACE       P ≠ EXPTIME
 NP ≠ NEXPTIME


 Believed, not proved:
 P≠NP                    EXPTIME≠NEXPTIME
 NEXPTIME≠EXPSPACE
Complexity and alternating
 Turing machines
●   Turing machine (TM)= abstract
    computer
●   Non-deterministic Turing Machine (NTM)
       = TM with “for all” states (i.e. several
       transitions, accepts if all transitions
       accept)
●   Co-NTM: TM with “exists” states (i.e.
    several transitions, accepts if at least one
    transition accepts)
●   ATM: TM with both “exists” and “for all”
    states.
Complexity and alternating
 Turing machines
●   Turing machine (TM)= abstract computer
●   Non-deterministic Turing Machine
    (NTM)
       = TM with “exists” states (i.e. several
       transitions, accepts if at least one
       accepts)
●   Co-NTM: TM with “exists” states (i.e.
    several transitions, accepts if at least one
    transition accepts)
●   ATM: TM with both “exists” and “for all”
    states.
Complexity and alternating
 Turing machines
●   Turing machine (TM)= abstract computer
●   Non-deterministic Turing Machine (NTM)
       = TM with “exists” states (i.e. several
       transitions, accepts if at least one
       accepts)
●   Co-NTM: TM with “for all” states (i.e.
    several transitions, accepts if all lead to
    accept)
●   ATM: TM with both “exists” and “for all”
    states.
Complexity and alternating
 Turing machines
●   Turing machine (TM)= abstract computer
●   Non-deterministic Turing Machine (NTM)
       = TM with “exists” states (i.e. several
       transitions, accepts if at least one
       accepts)
●   Co-NTM: TM with “for all” states (i.e.
    several transitions, accepts if all lead to
    accept)
●   ATM: TM with both “exists” and “for all”
    states.
Alternation
Outline


●   Complexity and ATM


●   Complexity and games (incl.
    planning)


●   Bounded horizon games
Computational complexity:
 framework
 Discrete time, uncertainty.
 Uncertainty can be stochastic or adversarial.

 Succinct representation or flat representations.

 Which representation is more natural ?
 Probably succinct (one of the succinct...), but
 it's not always so easy...
Complexity, partial observation,
 infinite horizon

●   1P+random, unobservable: undecidable
    (Madani et al)
●   1P+random, P(win=1),
        or equivalently 2P, P(win=1):
                     [Rintanen and refs therein]
         –   Fully observable: EXP   [Littman94]

         –   Unobservable: EXPSPACE       [Hasslum et al 2000]
         –   Partial observability: 2EXP


             Rmk: “2P, P(win=1)” is not “2P”!
Complexity, partial observation,
 infinite horizon

●   2P vs 1P: undecidable!          [Hearn, Demaine]
●   2P (random or not):
       –   Existence of sure win: equiv. to 1P+random !
              ●   EXP full-observable (e.g. Go, Robson 1984)
              ●   PSPACE unobservable
              ●   2EXP partially observable
       –   Existence of sure win, same state forbidden:
            EXPSPACE-complete (Go with Chinese rules ?
            rather conjectured EXPTIME or PSPACE...)
       –   General case (optimal play): undecidable
            (Auger, Teytaud) (what about phantom-Go ?)
Complexity, partial observation

    Remarks:
●   Continuous case ?
●   Purely epistemic (we gather information, we
    don't change the state) ? [Sabbadin et al]
●   Restrictions on the policy, on the set of
    actions...
●   Discounted reward
●   DEC-POMDP, POSG : many players,
    same/opposite/different reward functions...
Let's explain
            Distributed:
              If you work on a problem with
Decision making + policy billions euros,
                budget ~ 500
optimization a cluster is not that expensive.
                  Moreover, the problem is
Dynamic             naturally multi-level:
games            - High level = investments
                 - Low level = management
Partially Observable ~ 3 years, 2 weeks,
                (horizon
                      1 day, 1 minute)
Distributed
Multiobjective
Distributed nature of the
problem


 High level: optimization of the investments
             (horizon = 50 years)

   Lower level: simulation of the system,
       given investment strategies
        (lower level = parallelized)

                       (real case a bit more
                     complicated than that)
Let's explain

Decision makingOne policy for each
                + objective
optimization    of several scenarios

Dynamic           (climate change,
games                 fossile fuels,
                      technologies...)
Partially Observable

Distributed
Multiobjective
Let's explain

Decision making + policy
optimization
                 One objective for each
Dynamic            of several risk levels
games             (median, 5% worst,
                       1% worst, ...)
Partially Observable

Distributed
Multiobjective
Research philosophy

   Too much industrial for Inria / Paris-Sud ?
             In my humble opinion, no.
           Industrial research is good if:
- it is widely applicable
                                                     (it is!)
- or it is visible and easy to operate
                               (it is not... “games” are!)
- or It is very important
      (would you like it if there was nobody from academy
                               working numerically on this ?
                    ==> we are **the** neutral people...)
What are the approaches ?

 –   Dynamic programming              (Massé – Bellman 50's) (still
     the main approach in industry), alpha-beta, retrograde analysis
 –   Reinforcement learning
 –   MCTS (R. Coulom. Efficient Selectivity and Backup
     Operators in Monte-Carlo Tree Search. In
     Proceedings of the 5th International Conference on
     Computers and Games, Turin, Italy, 2006)
 –   Scripts + Tuning / Direct Policy Search
 –   Coevolution
What are the approaches ?

 –   Dynamic programming              (Massé – Bellman 50's) (still
     the main approach in industry), alpha-beta, retrograde analysis
 –   Reinforcement learning
 –   MCTS (R. Coulom. Efficient Selectivity and Backup
     Operators in Monte-Carlo Tree Search. In
     Proceedings of the 5th International Conference on
     Computers and Games, Turin, Italy, 2006)
 –   Scripts + Tuning / Direct Policy Search
 –   Coevolution


     ==> remove non-anytime tools
What are the approaches ?

 –   Dynamic programming              (Massé – Bellman 50's) (still
     the main approach in industry), alpha-beta, retrograde analysis
 –   Reinforcement learning
 –   MCTS (R. Coulom. Efficient Selectivity and Backup
     Operators in Monte-Carlo Tree Search. In
     Proceedings of the 5th International Conference on
     Computers and Games, Turin, Italy, 2006)
 –   Scripts + Tuning / Direct Policy Search
 –   Coevolution


     ==> remove unstable tools
What are the approaches ?

 –   Dynamic programming              (Massé – Bellman 50's) (still
     the main approach in industry), alpha-beta, retrograde analysis
 –   Reinforcement learning
 –   MCTS (R. Coulom. Efficient Selectivity and Backup
     Operators in Monte-Carlo Tree Search. In
     Proceedings of the 5th International Conference on
     Computers and Games, Turin, Italy, 2006)
 –   Scripts + Tuning / Direct Policy Search
 –   Coevolution


     ==> remove unstable tools
What do we use ?

  MCTS =
    - start with a MC (random simulator)
    - online optimize the simulations
        depending on statistics (updates the
        near future)

  DPS = optimize a random simulator so that
        decisions become better (far future
         effects correctly handled)

  Currently, we use MCTS with
  DPS as a MC tool.
Conclusions

    Nice big problems in energy. Require
    collaborations (many models, datas).
●   Our role is not to conclude “(don't) use
    shale gas” or “(don't) use methane
    clathrate”
●   Better: “if you use quantify XXX of
    clathrate and YYY of shale gas in
    conditions ZZZ then the distribution of
    economical and ecological costs switches
    to ...”
Conclusions

 Nice big problems in energy. Require
 collaborations. By the way, if you want to
 collaborate, people working numerically on this kind of
 stuff are more than welcome :-)


 Anytime algorithms are necessary, mixing
 between MCTS / DPS.

 There are still natural questions which are
 undecidable ==> decidability matters.
 Madani et al (1 player against random, no observability), extended here to
 2 players with no random
Open problems & targets

 Phantom-Go undecidable ?


 Complexity of Go with Chinese rules ?
   (conjectured: PSPACE or EXPTIME;
    proved PSPACE-hard + EXPSPACE)


 A stable high-scale anytime platform for
 our energy management problems
          ==> if you like experimenting join us :-)

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Labex2012g

  • 1. DigiWorld Distributed decision making: partially observable dynamic games and multiobjective policy optimization Olivier.Teytaud@inria.fr + too many people for being all cited. Includes Inria, Cnrs, Univ. Paris-Sud, LRI TAO, Inria-Saclay IDF, Cnrs 8623, In a nutshell: Lri, Univ. Paris-Sud, Digiteo Labs, Pascal Network of Excellence. We optimize strategies, with parallel machines, DigiWorld and we test on games, September 2012. and we apply to energy.
  • 2. Intro: so many words... Distributed Decision making Partially observable Dynamic Games Multiobjective Policy Optimization
  • 3. Let's explain Decision making + policy optimization Decision making: Dynamic it's all about making decisions. Games Humans in the loop, or not. Partially Observable Distributed Multiobjective
  • 4. Let's explain Decision making + policy optimization Policy: Dynamic we provide policies. Games It's not graphical interfaces or data visualization, it's Partially Observable providing strategies. Distributed Multiobjective
  • 5. Let's explain Decision making + policy optimization Optimization: Dynamic it's numerical. games We have objective functions, Partially Observable optimize. It's science, and we not astrology. Distributed Multiobjective
  • 6. Let's explain Games: we have rules, a system evolves according to these Decision making + policy rules: optimization - Games: Chess, game of Go, Dynamic draughts (roughly useless, but games convincing and easy to experiment) Partially Observable Distributed Multiobjective
  • 7. Let's explain Games: we have rules, a system evolves according to these Decision making + policy rules: optimization - Games: Chess, game of Go, Dynamic draughts (roughly useless, but games convincing and easy to experiment) Partially Observable Distributed Multiobjective
  • 8. Let's explain Games: we have rules, a system evolves according to these Decision making + policy rules: optimization - Games: Chess, game of Go, Dynamic draughts (roughly useless, but games convincing and easy to experiment) Partially Observable Distributed Multiobjective
  • 9. Let's explain Games: we have rules, a system evolves according to these Decision making + policy rules: optimization - Games: Chess, game of Go, Dynamic draughts (roughly useless, but games convincing and easy to experiment) Partially Observable Distributed Multiobjective
  • 10. Let's explain Games: we have rules, a system evolves according to these Decision making + policy rules: optimization - Games: Chess, game of Go, Dynamic draughts (roughly useless, but games convincing and easy to experiment) Partially Observable Distributed Multiobjective
  • 11. Let's explain Games: we have rules, a system evolves according to these Decision making + policy optimization Yes, MineSweeper rules: is - Games: really important. Chess, game of Go, Dynamic draughts (roughly useless, but games convincing and easy to experiment) Partially Observable Distributed Multiobjective
  • 12. Let's explain Games: we have rules, a system evolves according to these Decision Nearly nobody trusts an making + policy rules: optimization industrial experiment, - Games: (in particular if effectsgame of Go, Chess, are supposed Dynamicto be a draughts (roughlyrisk but reduction of useless, games for horizon 50 years...). convincing and easy to experiment) Partially Observable Distributed Multiobjective
  • 13. Let's explain Games: we have rules, a system evolves according to these Decision Nearly nobody trusts an making + policy rules: optimization industrial experiment, - Games: (in particular if effectsgame of Go, Chess, are supposed Dynamicto be a draughts (roughlyrisk but reduction of useless, games for horizon 50 years...). convincing and easy to experiment) Partially But many people trust an Observable experiment on games. Distributed Multiobjective
  • 14. Let's explain Games: we have rules, a system First wins evolves according to these against rules: professional - Games: players Chess, game of Go, draughts (roughly the game for useless, but convincing and easyGo of to experiment) ==> opened various doors for us (we are very grateful to strong pros like Kim Myung-Wang!)
  • 15. Games: we have rules, a system Let's explain evolves according to these rules: Decision making + policy optimization Games: - Chess, game of Go, draughts (roughly useless, but Dynamic convincing and easy to experiment) games - Industrial stuff: group of power plants Partially Observable Distributed Multiobjective
  • 16. Games: we have rules, a system Let's explain evolves according to these rules: Decision making + policy optimization Games: - Chess, game of Go, draughts (roughly useless, but Dynamic convincing and easy to experiment) games - Industrial stuff: group of power plants Partially Observable Renewable Distributed energy Multiobjective
  • 17. Games: we have rules, a system Let's explain evolves according to these rules: Decision making + policy optimization Games: - Chess, game of Go, draughts (roughly useless, but Dynamic Nuclear convincing and easy to experiment) power games plant - Industrial stuff: group of power plants Partially Observable Distributed Multiobjective
  • 18. Games: we have rules, a system Let's explain evolves according to these rules: Decision making + policy optimization Games: - Chess, game of Go, draughts (roughly useless, but Dynamic convincing and easy to experiment) games - Industrial stuff: Coal group of power plants Partially Observable Distributed Multiobjective
  • 19. Games: we have rules, a system Let's explain evolves according to these rules: Decision making + policy optimization Games: Hydroelectric - power plant Chess, game of Go, draughts (roughly useless, but Dynamic convincing and easy to experiment) games - Industrial stuff: group of power plants Partially Observable Distributed Multiobjective
  • 20. Games: we have rules, a system Let's explain evolves according to these rules: Decision making + policy optimization Games: Hydroelectric - power plant Chess, game of Go, draughts (roughly useless, but Dynamic convincing and easy to experiment) games Involves - Industrial state variablesstuff: (stock levels) group of power plants Partially Observable Distributed Multiobjective
  • 21. Games: we have rules, a system Let's explain evolves according to these rules: Decision making + policy optimization Games: - Chess, game of Go, draughts (roughly useless, but Dynamic convincing and easy to experiment) games - Industrial stuff: group of power plants Partially Observable + electricity consumers Distributed Depends on weather, economy, ... Multiobjective
  • 22. Games: we have rules, a system Let's explain evolves according to these rules: Decision making + policy optimization Games: - Chess, game of Go, draughts (roughly useless, but Dynamic convincing and easy to experiment) games - Industrial stuff: group of power plants Partially Observable + electricity consumers + electric network Distributed of lines Capacity Demand = Production Multiobjective >= demand!) (certainly not just production
  • 23. Games: we have rules, a system Let's explain evolves according to these rules: Decision making + policy optimization- Games: So we have state variables, uncertainties, time steps, Chess, gameeffects... long term of Go, draughts (roughlya useless, but ==> this is termed dynamic game Dynamic convincing and easy to experiment) games - Industrial stuff: group of power plants Partially Observable + electricity consumers + electric network Distributed of lines Capacity Demand = Production Multiobjective >= demand!) (certainly not just production
  • 24. Games: we have rules, a system Let's explain evolves according to these rules: Decision making + policy optimization Games: - Chess, game of Go, draughts (roughly useless, but Dynamic convincing and easy to experiment) games Can be modelized - Industrial stuff: probability distribution by a ==> not adversarial uncertainty group of power plants Partially Observable + electricity consumers + electric network + weather Distributed Multiobjective
  • 25. Games: we have rules, a system Let's explain evolves according to these rules: Decision making + policy optimization Games: - Chess, game of Go, draughts (roughly useless, but Dynamic convincing and easy to experiment) games Modelized by a - Industrial stuff: probability group of power plants? distribution Partially Observable + electricity consumers + electric network + weather + economy Distributed Multiobjective
  • 26. Games: we have rules, a system Let's explain evolves according to these rules: Decision making + policy optimization Games: - Chess, game of Go, draughts In particular,useless, but (roughly smart grids! Dynamic convincing and easy to experiment) games Worst case maybe better than - Industrial stuff: probabilistic models; adversarial uncertainty. group of power plants Partially Observable + electricity consumers + electric network + weather + economy Distributed + technical inovations Multiobjective
  • 27. Climate change, peak oil, pollution, nuclear wastes... Important problems. We want to work numerically on this.
  • 28. Let's be simple, 1 We want electricity. We prefer no nuclear waste. We prefer no CO2. So why don't we just build plenty of wind farms ?
  • 29. Let's be simple, 1 So why don't we just build plenty of wind farms ? Because we need production = demand Always. And we can not give orders to winds.
  • 30. Let's be simple, 2 “Because we need production = demand” Why not production >= demand ? Because otherwise, we destroy both production tools and electric appliances.
  • 31. Let's be simple, 2 In case production > demand, and artificial demand for useless motors / heaters / … ? Maybe... wasting energy for producing winds :-) But it's better to do storage E.g. because sometimes there's no wind, no sun.
  • 32. Let's be simple 3: so we solve everything with storage ? Hydroelectricity: - Pumping water from bottom to top. - Compressed air ==> but limited Future: electric vehicles
  • 33. Other solutions than storage ? Devices which can be more or less switched on/off on demand (e.g. electric vehicules, air conditioning, fridges, heaters...) ==> smart grids Also: long distance connections (sharing resources, smoothing production and demand).
  • 34. How is the future ? Maybe much more electricity demand (electric vehicles ?) Hopefully less coal (CO2 pollution) Shale gas, methane clathrate ? Be careful :-) Wind farms ++ Concentration solar plants Photovoltaic units ? Long distance connections Nuclear or not ?
  • 35. Let's explain Decision making + policy optimization “Games”: we have rules, a system Dynamic evolves according to these rules. games Uncertainties: Partially - randomness Observableadversarial (worst case) - Distributed Multiobjective
  • 36. Let's explain Weather = maybe theoretically Decision making + apolicy system, stochastic optimization but not all variables are observed. Dynamic From restricted variables, games weather is partially observable Partially Observable Distributed Multiobjective
  • 37. Outline ● Complexity and ATM ● Complexity and games (incl. planning) ● Bounded horizon games
  • 38. Classical complexity classes, including non-determinism P ⊂ NP ⊂ PSPACE ⊂ EXPTIME ⊂ NEXPTIME ⊂ EXPSPACE Proved: PSPACE ≠ EXPSPACE P ≠ EXPTIME NP ≠ NEXPTIME Believed, not proved: P≠NP EXPTIME≠NEXPTIME NEXPTIME≠EXPSPACE
  • 39. Complexity and alternating Turing machines ● Turing machine (TM)= abstract computer ● Non-deterministic Turing Machine (NTM) = TM with “for all” states (i.e. several transitions, accepts if all transitions accept) ● Co-NTM: TM with “exists” states (i.e. several transitions, accepts if at least one transition accepts) ● ATM: TM with both “exists” and “for all” states.
  • 40. Complexity and alternating Turing machines ● Turing machine (TM)= abstract computer ● Non-deterministic Turing Machine (NTM) = TM with “exists” states (i.e. several transitions, accepts if at least one accepts) ● Co-NTM: TM with “exists” states (i.e. several transitions, accepts if at least one transition accepts) ● ATM: TM with both “exists” and “for all” states.
  • 41. Complexity and alternating Turing machines ● Turing machine (TM)= abstract computer ● Non-deterministic Turing Machine (NTM) = TM with “exists” states (i.e. several transitions, accepts if at least one accepts) ● Co-NTM: TM with “for all” states (i.e. several transitions, accepts if all lead to accept) ● ATM: TM with both “exists” and “for all” states.
  • 42. Complexity and alternating Turing machines ● Turing machine (TM)= abstract computer ● Non-deterministic Turing Machine (NTM) = TM with “exists” states (i.e. several transitions, accepts if at least one accepts) ● Co-NTM: TM with “for all” states (i.e. several transitions, accepts if all lead to accept) ● ATM: TM with both “exists” and “for all” states.
  • 44. Outline ● Complexity and ATM ● Complexity and games (incl. planning) ● Bounded horizon games
  • 45. Computational complexity: framework Discrete time, uncertainty. Uncertainty can be stochastic or adversarial. Succinct representation or flat representations. Which representation is more natural ? Probably succinct (one of the succinct...), but it's not always so easy...
  • 46. Complexity, partial observation, infinite horizon ● 1P+random, unobservable: undecidable (Madani et al) ● 1P+random, P(win=1), or equivalently 2P, P(win=1): [Rintanen and refs therein] – Fully observable: EXP [Littman94] – Unobservable: EXPSPACE [Hasslum et al 2000] – Partial observability: 2EXP Rmk: “2P, P(win=1)” is not “2P”!
  • 47. Complexity, partial observation, infinite horizon ● 2P vs 1P: undecidable! [Hearn, Demaine] ● 2P (random or not): – Existence of sure win: equiv. to 1P+random ! ● EXP full-observable (e.g. Go, Robson 1984) ● PSPACE unobservable ● 2EXP partially observable – Existence of sure win, same state forbidden: EXPSPACE-complete (Go with Chinese rules ? rather conjectured EXPTIME or PSPACE...) – General case (optimal play): undecidable (Auger, Teytaud) (what about phantom-Go ?)
  • 48. Complexity, partial observation Remarks: ● Continuous case ? ● Purely epistemic (we gather information, we don't change the state) ? [Sabbadin et al] ● Restrictions on the policy, on the set of actions... ● Discounted reward ● DEC-POMDP, POSG : many players, same/opposite/different reward functions...
  • 49. Let's explain Distributed: If you work on a problem with Decision making + policy billions euros, budget ~ 500 optimization a cluster is not that expensive. Moreover, the problem is Dynamic naturally multi-level: games - High level = investments - Low level = management Partially Observable ~ 3 years, 2 weeks, (horizon 1 day, 1 minute) Distributed Multiobjective
  • 50. Distributed nature of the problem High level: optimization of the investments (horizon = 50 years) Lower level: simulation of the system, given investment strategies (lower level = parallelized) (real case a bit more complicated than that)
  • 51. Let's explain Decision makingOne policy for each + objective optimization of several scenarios Dynamic (climate change, games fossile fuels, technologies...) Partially Observable Distributed Multiobjective
  • 52. Let's explain Decision making + policy optimization One objective for each Dynamic of several risk levels games (median, 5% worst, 1% worst, ...) Partially Observable Distributed Multiobjective
  • 53. Research philosophy Too much industrial for Inria / Paris-Sud ? In my humble opinion, no. Industrial research is good if: - it is widely applicable (it is!) - or it is visible and easy to operate (it is not... “games” are!) - or It is very important (would you like it if there was nobody from academy working numerically on this ? ==> we are **the** neutral people...)
  • 54. What are the approaches ? – Dynamic programming (Massé – Bellman 50's) (still the main approach in industry), alpha-beta, retrograde analysis – Reinforcement learning – MCTS (R. Coulom. Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search. In Proceedings of the 5th International Conference on Computers and Games, Turin, Italy, 2006) – Scripts + Tuning / Direct Policy Search – Coevolution
  • 55. What are the approaches ? – Dynamic programming (Massé – Bellman 50's) (still the main approach in industry), alpha-beta, retrograde analysis – Reinforcement learning – MCTS (R. Coulom. Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search. In Proceedings of the 5th International Conference on Computers and Games, Turin, Italy, 2006) – Scripts + Tuning / Direct Policy Search – Coevolution ==> remove non-anytime tools
  • 56. What are the approaches ? – Dynamic programming (Massé – Bellman 50's) (still the main approach in industry), alpha-beta, retrograde analysis – Reinforcement learning – MCTS (R. Coulom. Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search. In Proceedings of the 5th International Conference on Computers and Games, Turin, Italy, 2006) – Scripts + Tuning / Direct Policy Search – Coevolution ==> remove unstable tools
  • 57. What are the approaches ? – Dynamic programming (Massé – Bellman 50's) (still the main approach in industry), alpha-beta, retrograde analysis – Reinforcement learning – MCTS (R. Coulom. Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search. In Proceedings of the 5th International Conference on Computers and Games, Turin, Italy, 2006) – Scripts + Tuning / Direct Policy Search – Coevolution ==> remove unstable tools
  • 58. What do we use ? MCTS = - start with a MC (random simulator) - online optimize the simulations depending on statistics (updates the near future) DPS = optimize a random simulator so that decisions become better (far future effects correctly handled) Currently, we use MCTS with DPS as a MC tool.
  • 59. Conclusions Nice big problems in energy. Require collaborations (many models, datas). ● Our role is not to conclude “(don't) use shale gas” or “(don't) use methane clathrate” ● Better: “if you use quantify XXX of clathrate and YYY of shale gas in conditions ZZZ then the distribution of economical and ecological costs switches to ...”
  • 60. Conclusions Nice big problems in energy. Require collaborations. By the way, if you want to collaborate, people working numerically on this kind of stuff are more than welcome :-) Anytime algorithms are necessary, mixing between MCTS / DPS. There are still natural questions which are undecidable ==> decidability matters. Madani et al (1 player against random, no observability), extended here to 2 players with no random
  • 61. Open problems & targets Phantom-Go undecidable ? Complexity of Go with Chinese rules ? (conjectured: PSPACE or EXPTIME; proved PSPACE-hard + EXPSPACE) A stable high-scale anytime platform for our energy management problems ==> if you like experimenting join us :-)