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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards the Control of Epidemic Spread: Designing Reinforcement Learning Environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andrea Yan~ez</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Conor Hayes</string-name>
          <email>conor.hayesg@insight-centre.org</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Frank Glavin</string-name>
          <email>frank.glavin@nuigalway.ie</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Data Science Institute, Insight Centre for Data Analytics, National University of Ireland Galway</institution>
          ,
          <country country="IE">Ireland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>School of Computer Science, National University of Ireland Galway</institution>
          ,
          <country country="IE">Ireland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Throughout history, epidemic outbreaks have led to spikes in human illness and mortality, with major challenges to communities and society in general. An epidemic situation requires decisions to be made about interventions that could reduce or contain the disease spread, taking into account all the information received and the projections of the current situation into the future. Decisions made by public health o cials involve determining the best sequence of actions to perform from a set of alternatives (school closure, vaccination, isolation). In order to decide which intervention strategies to implement, decision makers need to analyse a large number of scenarios and variables. This task can be overwhelming. Reinforcement Learning (RL) optimisation strategies have been proposed in the past years to automatically nd optimal intervention strategies for a disease spread in order to support decision makers. An important component in RL is the environment, which describes the task that the RL agent (solution approach) aims to optimise. This work focuses on how to design environments to represent the problem of epidemics and nding optimal interventions. We present di erent challenges that need to be addressed for environment design and provide diverse examples from the state of the art.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Infectious disease spread is a persistent threat to humankind. Emergence or
reemergence of pathogens can lead to an unexpected increase in the number of
infected and sick individuals in a local area (epidemic) or even a global area
(pandemic). In the last decade, diseases such as Measles, AIDS, Malaria, Ebola,
among others, still cause millions of deaths. The crucial question is not whether
an epidemic will emerge, but when it does, Which interventions are the most
e ective(e.g., social distancing, school closure, vaccination) to contain or reduce
the spread? This question poses a challenge to governments, public health o
cials and emergency response personnel, who must select the optimal intervention
to implement from a vast number of possible alternatives.</p>
      <p>To make analyse the possible outcomes, policy makers generally use
mathematical models or simulations. In this arti cial setting, di erent types of
decisions can be made without experiencing real costs or consequences. Using a
simulation, the decision maker could employ intervention strategies at discrete
decision points during the evolution of an epidemic. The e ect of any simulated
intervention is stochastic, which increases the complexity of the decision-making
process.</p>
      <p>The space of possible interventions or combination of interventions
strategies is large and nding the optimal health policy can be an overwhelming task.
Generally, decision makers analyse and compare the performance of a one-time
decision over a limited number of pre-selected intervention strategies. For
example, in [21], authors compare the cost-e ectiveness of a pre-de ned set of health
policies. Nonetheless, this approach may fail to consider the optimal intervention
strategy. In addition, it does not consider that a plan of sequential interventions
over time may be better than a one-shot intervention. However, nding an
optimal combination of interventions over time can quickly become intractable and
leads to a complex sequential decision-making problem.</p>
      <p>A solution would be an optimisation technique that can e ectively search the
space of possible health policies and identify the optimal interventions to control
an epidemic. In this work, we rst frame the task of nding an optimal
intervention strategy as a Reinforcement Learning (RL) problem. In RL, an agent
(optimisation technique) interacts with an environment (problem de nition) to
learn and nd an optimal policy in a sequential decision-making scenario. The
agent and environment components can be implemented in di erent ways
depending on the problem de nition. In this work, we mainly focus on how to
design environments to represent the problem of nding optimal interventions
during an epidemic outbreak. We present di erent challenges that need to be
addressed for environment design and provide diverse examples from the state
of the art. Next, we o er a concise overview of possible solution approaches to
address the optimisation problem represented by the environment. Lastly, we
conclude and highlight future work.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Problem Formulation</title>
      <p>We frame the task of nding an optimal intervention strategy as a
Reinforcement Learning (RL) problem in Figure 1. In RL, an agent within an environment
executes an action at over t 2 T discrete time steps or decision points. For each
action, the agent receives a reward rt. The goal is to nd an optimal policy
that can indicate the best way to act for each environment state. Similarly, we
assume that public health o cials employ mitigation strategies at discrete
decision points during the evolution of an epidemic. The mapping of RL components
to our problem setting can be summarised as follows (see Figure 1 above):
Agent/Optimisation Component: the Optimisation Component aims to
explore the space of possible policies to learn an optimal policy. See subsequent
sections for more details.</p>
      <p>State</p>
      <p>Reward


  +1
  +1</p>
      <sec id="sec-2-1">
        <title>Optimization</title>
      </sec>
      <sec id="sec-2-2">
        <title>Component</title>
        <p>Agent</p>
      </sec>
      <sec id="sec-2-3">
        <title>Environment</title>
        <p>Reward Function
Disease Model</p>
        <p>Action
(Intervention</p>
        <p>Strategy)
 
indicating \no intervention". Each element a 2 A is an action or intervention
strategy. At each state st, only a 2</p>
        <p>A(st) actions are possible. For instance,
possible actions depend on the availability of resources (e.g., vaccine doses) and
S Xn
is the power set of
interventions that can be carried out simultaneously.</p>
        <sec id="sec-2-3-1">
          <title>Policy</title>
          <p>: The policy is a function that indicates an action a 2 A to perform
for each state s 2 S
,</p>
          <p>: S ! A.</p>
          <p>The main goal of this research is to design an optimisation component that
can
nd an optimal policy which can be used by a public health o
cial, to choose
an action a in each disease state s to obtain the maximum expected reward after
t 2 T decision points, i.e.</p>
          <p>= arg max E</p>
          <p>PT
t=1 rt .
3</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Environments for Epidemic Control</title>
      <p>The environment in RL characterises the world that the agent interacts with to
learn and achieve its goal. We de ne two main elements for the environment: the
disease model and the reward function. The disease model is a mathematical or
simulation model that represents the disease dynamics. At each decision point
t, the optimisation component executes an action at to test its impact over the
disease spread. The outcomes generated by the disease model is represented
as a state st and interpreted by the reward function, which issues a reward
rt that the agent uses to measure its success. Lastly, other design decisions
related to the de nition of the environment are those related to the intervention
strategy (what are the actions/interventions?) and the state representation (how
are states de ned and represented?). In the following sections, we will discuss
in depth on how each of these components can be implemented and provide
di erent types of examples.</p>
      <p>
        Throughout this section, we will use a running example to introduce several
topics. This example is called the Boarding school scenario. In 1978, an
outbreak of the in uenza virus in a boys boarding school was reported [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The
epidemic started with one initial student infected and lasted 14 days. It con ned
512 students, out of a total of 763, to bed. This example has been used in related
work such as in [
        <xref ref-type="bibr" rid="ref16 ref18">16, 18, 28</xref>
        ]. The information about this use case is shared in a
dataset that informs the number of infected individuals (students con ned to
bed) per day.
3.1
      </p>
      <sec id="sec-3-1">
        <title>Disease Model</title>
        <p>In order to understand the large-scale dynamics of a disease spread, we use a
mathematical model structure. The models allow prediction of the spread of
the disease through a population using a description of the infectious disease
dynamics at the individual level.</p>
      </sec>
      <sec id="sec-3-2">
        <title>What are some examples of infectious diseases and their properties?</title>
        <p>
          For infectious disease we understand the e ective colonisation of a host by a
micro-organism like bacteria, viruses, parasites or fungi, producing a subnormal
functioning of the host, which can lead to disease [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. The pathogens are
transmitted directly between people or indirectly via a vector (e.g. mosquito, rat) or
the environment (e.g. water, air). The symptoms of the infected individual can
uctuate from mild to severe, including death. During the course of the
infectious disease, we can identify three periods (incubation, clinical symptoms and
non-disease ) associated with the severity of symptoms and amount of pathogen
particles in the host [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. The rst period (Incubation) starts when the
susceptible host is exposed to the pathogen, and this starts to multiply. During
this period, the host is still not contagious. The next period (clinical symptom)
is characterised by the presence of symptoms, and the host can transmit the
infection to another susceptible individual. In the the last period (non-disease)
the individual has either recover(ed), su ered death, is immune (Measles), is
susceptible to reinfection (Chlamydia), or remains infected for life (HIV). The
periods and other properties of the disease are fundamental to understand how
the disease is modelled.
        </p>
        <p>
          Transmission The propagation of a pathogen in the population depends on
several factors. The World Health Organisation (WHO) suggests a list of
measures to quantify the transmissibility of the disease [20] such as the number of
symptomatic cases, the basic reproduction number (R0), and the clinical attack
rate. A measure that is frequently used in modelling is the basic reproduction
number [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], which is de ned as the average number of secondary infected
individuals resulting from one infected individual in a totally susceptible population.
        </p>
        <p>
          Virulence This is the ability of the pathogen to cause damage or death in the
host.The WHO list of measures for virulence are found in [20]. Pandemic Severity
Assessment Frameworks [
          <xref ref-type="bibr" rid="ref19">24, 22, 19</xref>
          ] consider the severity or health impact of
an epidemic by incorporating multiple measurements of transmissibility, and
Clinical severity (virulence). The 2009 in uenza pandemic demonstrated that
the degree to which costly interventions are justi ed depends on the severity of
the disease.
        </p>
        <p>
          How are diseases modelled? The value of using mathematical models in
epidemiology has been in existence since 1766 when Bernoulli published a model
that shows the increases in people's life expectancy if a portion is inoculated
against smallpox [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
        <p>Mathematical models are a representation of the reality that describes the
evolution of an infectious disease over time. The models are useful to explore
the di erent hypothesis, analyses and assumptions on a variety of scenarios. In
consequence, the model should be as complex as needed to ful l its purpose.</p>
        <p>The modelling of the disease's dynamics is based in the division of the
population into categories or compartments that represent a speci c stage of the
epidemic (e.g., susceptible, infected, recovered). The transition of individuals
between compartment depends on the equation that describes the system ( e.g.,
di erential equation, transition probability) that considers the characteristics of
the disease (e.g., virulence, transmissibility), the population dynamics (e.g.,
population size, e ective contact networks) and the applied intervention strategies.</p>
        <p>
          The model structure should consider the distinctions of disease transmission,
with examples shown in Fig.2 The simplest is SI (Susceptible Infected), the
susceptible individuals have no immunity, when they get infected they remain in
this compartment their entire life. It is usually used to model HIV [
          <xref ref-type="bibr" rid="ref14 ref4">14, 4</xref>
          ]. SIR
(Susceptible Infected Recover), the population is classi ed into three
compartments Susceptible(S), Infected(I) and Recovered(R). The SIR model is adequate
to describe the spread of viral diseases (e.g., In uenza, Measles, Chickenpox),
but not to describe bacterial infections (e.g., Encephalitis) where recovered
individuals do not remain immune and may be re-infected. The SEIR structure
contrasts with the SIR in the addition of a latency period, represented by the
compartment exposed(E). Individuals in this category who have had contact
with an infected individual, but cannot yet transmit the pathogen to others.
This structure can be used in diseases that have a long incubation period such
as dengue hemorrhagic fever(DHF), chickenpox.
        </p>
        <p>
          The SIR model has been used to describe the Boarding school use case. Since
we only have a dataset about the disease spread, di erent methods can be used
to implement the SIR model to build a simulation, for instance in [28] authors
used a Markov chain and in [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] authors used ordinary di erential equations
(ODE).
        </p>
        <p>
          Generally, epidemic models can be classi ed into two categories: deterministic
and stochastic models. In a deterministic model, the outcome is fully determined
by initial conditions, parameter values and underlying equations. Deterministic
model simplify the dynamics of the disease spread and the population
composition enabling relatively fast computation of model outputs. However, these
models do not capture the complexity of human interactions and behaviours. A
stochastic model has some randomness in that the same initial conditions and
parameter values leads to a di erent result each time the model is executed.
Infectious disease transmission is a stochastic process. To create more
realistic models, it is necessary to incorporate random elements at some level. For
this reason, stochastic models are preferable to study a small population such as
households [30]. In local social networks (e.g., schools, works places, households),
the social structure is very important in how the disease is transmitted because it
is based on the interactions between the individuals. Disadvantages of stochastic
models are the high computational cost of simulating a disease spread in a large
population. There are many types of stochastic epidemic model: network [
          <xref ref-type="bibr" rid="ref13">13, 23</xref>
          ]
,agent based [25] ,probabilistic [
          <xref ref-type="bibr" rid="ref11">28, 11</xref>
          ] among others.
        </p>
        <p>
          Di erent approaches to model the Boarding school scenario can lead to a
deterministic or a stochastic epidemic model. On the one hand, the Markov chain
used in [28] has stochastic transition probabilities between states. On the other
hand, using di erential equations the authors of [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] arrived to a deterministic
epidemic model.
        </p>
        <p>Note that using a deterministic or stochastic model will make the
environment deterministic or stochastic, which in turn a ects the way an agent should
be evaluated. If the environment is deterministic, the interaction results between
the agent and environment will always provide the same results. If the
environment is stochastic, then it is necessary to run the interaction between the agent
and the environment several times to evaluate how the agent performs in
expectation.
3.2</p>
      </sec>
      <sec id="sec-3-3">
        <title>Intervention Strategy</title>
        <p>Interventions are a set of measures that aim to mitigate the impact of a disease
spread by preventing disease propagation, by reducing the severity or duration
of an existing disease, or by restoring functions lost as a result of the disease.</p>
        <p>When an epidemic arises, the attention of decision makers shifts to
questions such as: What should be the target population of the intervention be?
What material and human resources are needed, and how much? What are
the indicators of success (e.g. vaccine coverage, number of people in treatment,
number of people infected)? In this way, the decision makers start analysing
which mitigation measures may be more e ective. In the research literature,
some authors divide the interventions into pharmaceutical interventions (PHI)
and non-pharmaceutical interventions (NPI). PHI includes treatment, vaccines
and antiviral drugs. NPI include quarantine, isolation, travel restrictions and
school and workplace closure</p>
        <p>
          Another classi cation of interventions can be found in [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]:
{ Preventive interventions: these type of interventions avoid new cases of
infected individuals by interrupting the transmission of pathogens to
susceptible human hosts, increasing their resistance to infection, or detecting the
symptoms at the earliest possible stage such as immunisation, prophylaxis,
screening.
{ Treatment of disease: these type of interventions restore the normal health
state of the infected individual and remove the infection.
{ Reduce-transmission interventions: these type of interventions limit contact
in order to prevent transmission, they may be applied to both individuals
and groups such as quarantine, isolation, social distancing, personal
protection and hygiene measures like hand washing, using masks or coughing into
sleeves.
        </p>
        <p>In an epidemic model, when interventions are added they are implemented
to reduce the number of susceptible individuals (aka preventive interventions),
reduce the length of time an individual is infectious (aka treatment of disease) or
reduce the transmissibility by limiting contacts or introducing sanitary measures
(aka reduce-transmission interventions), among other. In general, the application
of an intervention implies a change to the epidemic model parameter values. For
example, reduce-transmission interventions such as isolation (restricts the
movement of infected individuals and separates them from those who are healthy)
decrease the transmission rate parameter in the model. Note that, depending
on the level of granularity of the model, several interventions of the same type
can be applied to the epidemic model by modifying the same parameter. For
instance, in the Boarding school scenario which is described by the SIR model,
modifying the transmission rate parameter can have several meanings in terms
of interventions such as isolation of individuals, school closure or wearing masks.
3.3</p>
      </sec>
      <sec id="sec-3-4">
        <title>State Representation</title>
        <p>The state S is de ned as the set of all possible states fs1; s2; : : : ; smg where the
size of the state space is jSj = m. The state completely encapsulates the status
of the system and includes all the information necessary for the agent to make a
decision, discarding other irrelevant aspects of the data. In a chess game, a state
can be all possible chessboard con gurations.</p>
        <p>
          In [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] the properties of a good state representation is described. The authors
note that a state is good if it has Markovian properties, that is, it is able to
represent the true values of the current policy well enough for the agent to
improve the policy. It is therefore capable of generalising the learned
valuefunction to unseen states with similar futures, and has few dimensions for e cient
estimation.
        </p>
        <p>
          We can nd examples of state representation for disease dynamics in the
following works: In [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], the authors use a deterministic disease model divided into
four compartments: susceptible (S), HIV-infected (I), AIDS (A), and dead (D).
The state is represented by a three-dimensional vector indicating the number of
individuals in compartment S, I, and A at period t. The state s = [St; It; At].
Because the assumption of the population size is xed, the number of individuals
in dead (D) can be calculated. In [29] the authors uses a disease model with six
compartments, and the population has two age groups (adults, children). The
authors used, as a state representation, a record of the stream of past actions
and observations that they refer to as history.
3.4
        </p>
      </sec>
      <sec id="sec-3-5">
        <title>Reward Function</title>
        <p>Imagine that you are teaching your dog to do tricks. You will provide treats as a
reward every time the dog does what you are teaching it. But If it fails to do the
trick, the punishment is not giving any treats. Therefore, your dog will gure
out the action that made it receive treats and repeat that action.</p>
        <p>In the RL environment, the term reward is used to denote any type of
feedback presented to the agent, which may be positive (reward) or negative
(punishment). This feedback provides the agent with an idea of the actual value of
being in a state. Therefore, the agent which receives the reward/punishment will
improve itself.</p>
        <p>The reward function in our problem represents the decision maker's goals.
It can be single or multi-objective, and the reward function structure should
re ect this. If a con ict between the objectives is generated, we need to prioritise
the components of the function. The reward function punishes bad performance
which is commonly considered in term of costs. It provides positive reinforcement
for good performance which we will call bene t.</p>
        <p>To understand how a reward function is de ned, let's use simple examples
with the boarding school scenario. The goal is to minimise the number of
individuals infected during the epidemic; a simple reward is utilising the number
of new infected in each time step. rt = N ewInf ected. The problem with this
reward approach arises when the agent learns that an intervention that reduces
the infection, without evaluating the social and economic costs, is always the
best.</p>
        <p>Another goal can be to minimise the total expenditure cost during the
epidemic. The reward function is represented as the sum of all cost incurred during
each time step. rt = CostSick + CostIntervention + CostHospitalization.</p>
        <p>In this case, the challenge is to determine the value of each cost. In
interventions such as school closure it is di cult to calculate the cost because it
involves multiple variables such as tutors absent from work. An example
using bene t is the maximisation of the health of the population. The reward
function can utilise health units such as QALY (Quality-Adjusted Life Year ),
DALY(Disability-Adjusted Life Year ) to represent the gain of health in the
population. Thus, a reward function can be a combination of these cost and bene ts
components. It is widely used in health economic evaluation.</p>
        <p>
          In [
          <xref ref-type="bibr" rid="ref17 ref3">17, 3</xref>
          ], the authors use a health outcome and economic cost performing
incremental cost-e ectiveness ratio (ICER) analysis to evaluate the impact of
interventions strategies. In [
          <xref ref-type="bibr" rid="ref10">29, 10</xref>
          ], the net health bene t (NHB) approach3 was
adopted to evaluate the cost-e ectiveness of the interventions. The NHB is
dened by gain (cost=wtp), where gain is the gain of QALY, cost is the cost of
the intervention and wtp is the willing to pay parameter indicating how much the
decision maker is willing to pay for a QALY gain. An intervention is cost-e ective
if NHB expressed as QALYs is positive.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Agents for Epidemic Control</title>
      <p>There are di erent methods to tackle the optimisation problem that is
represented by the environment (previous section). Although we have focused on
environment design up to now, in this section we o er a concise overview of
di erent solution approaches, with a focus on RL-based solutions.</p>
      <p>
        A possible solution approach is a brute force exhaustive search. This
approach is computationally infeasible due to the large solution space (discussed
above). Testing the cost-e ectiveness of a pre-de ned set of health policies, as in
[21], could miss the optimal solution. Exploration-Exploitation methods could
provide better solutions. These initially carry out a broader search and slowly
focus on exploring policies with the most potential of being optimal. In [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] the
authors compare the use of a Multi-Armed Bandit and a Genetic Algorithm to
explore actions in a single state. The approach aims to nd a one-shot policy
recommendation for a ve year period. In contrast, Dynamic Programming can
consider the sequential value of actions (as in [28]). This method assumes the
3 The NHB approach is further explained in [26].
optimisation component has access to a complete Markov Decision Process
representation of the disease. This is usually not the case for more complex models
and existing simulators. Finally, RL techniques can represent a more realistic
scenario where only the actions and states are known. The RL agent learns the
expected total reward from the current state by trial and error. Example
approaches include Q-Learning and TD-Learning. To our knowledge this area has
been under-explored.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>In this paper, we described the di erent components needed to build
environments to support epidemic control. First, we framed the problem of nding
optimal policies as a reinforcement learning problem. Next, we focused on how to
design environments, which are the components that characterise the epidemic
problem setting in RL. We describe environments using the following
components: disease model, intervention strategy, reward function, and state
representation. Also, we mentioned challenges that need to be tackled for environment
design and provided some examples.</p>
      <p>
        We have shown that each of the environment components can be de ned
in a variety of ways. Components can also be combined in di erent ways to
express di erent types of problems. Concretely specifying a component requires
setting values to its parameters. This exibility allows us to represent numerous
epidemic scenarios but also brings a challenge related to reproducibility. If all
the details of how the environment was built is not shared, it is very hard to
replicate evaluation results. However, it is common for published works to miss
certain details of their environment design as there are many details that need
to be shared to entirely describe environments. A possible solution, that to our
knowledge has not been explored in the case of epidemic control, is to share the
exact environment de nition in a platform such as OpenAI Gym [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>As a next step, we aim to review the di erent types of agents that can be
developed to solve our problem of interest. Our overall goal is to propose a new
solution to nd optimal health policies that can be used by decision makers. The
work described in this paper is an attempt to de ne the environmental model
suitable for representing an epidemic outbreak and the potential interventions
that are available to decision makers. We hope that this work is useful to others
that are also working on the same eld.</p>
      <p>Acknowledgement. This publication has emanated from research conducted
with the nancial support of Science Foundation Ireland (SFI) under Grant
Number SFI/12/RC/2289 P2, co-funded by the European Regional
Development Fund.
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