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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Reinforcement Learning for Optimization of COVID-19 Mitigation Policies</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Varun Kompella</string-name>
          <email>varun.kompella@sony.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Roberto Capobianco</string-name>
          <email>roberto.capobianco@sony.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stacy Jong</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jonathan Browne</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Spencer Fox</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lauren Meyers</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Peter Wurman</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Peter Stone</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Joint First Authors</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Sapienza University of Rome</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>The University of Texas at Austin</institution>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The year 2020 has seen the COVID-19 virus lead to one of the worst global pandemics in history. As a result, governments around the world are faced with the challenge of protecting public health, while keeping the economy running to the greatest extent possible. Epidemiological models provide insight into the spread of these types of diseases and predict the effects of possible intervention policies. However, to date, the even the most data-driven intervention policies rely on heuristics. In this paper, we study how reinforcement learning (RL) can be used to optimize mitigation policies that minimize the economic impact without overwhelming the hospital capacity. Our main contributions are (1) a novel agentbased pandemic simulator which, unlike traditional models, is able to model fine-grained interactions among people at specific locations in a community; and (2) an RL-based methodology for optimizing fine-grained mitigation policies within this simulator. Our results validate both the overall simulator behavior and the learned policies under realistic conditions.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Motivated by the devastating COVID-19 pandemic, much
of the scientific community, across numerous disciplines,
is currently focused on developing safe, quick, and
effective methods to prevent the spread of biological viruses, or
to otherwise mitigate the harm they cause. These methods
include vaccines, treatments, public policy measures,
economic stimuli, and hygiene education campaigns.
Governments around the world are now faced with high-stakes
decisions regarding which measures to enact at which times,
often involving trade-offs between public health and economic
resiliency. When making these decisions, governments often
rely on epidemiological models that predict and project the
course of the pandemic.</p>
      <p>The premise of this paper is that the challenge of
mitigating the spread of a pandemic while maximizing personal
freedom and economic activity is fundamentally a
sequential decision-making problem: the measures enacted on one
day affect the challenges to be addressed on future days. As
such, modern reinforcement learning (RL) algorithms are
well-suited to optimize government responses to pandemics.</p>
      <p>For such learned policies to be relevant, they must be
trained within an epidemiological model that accurately
simulates the spread of the pandemic, as well as the effects of
government measures. To the best of our knowledge, none of
the existing epidemiological simulations have the resolution
to allow reinforcement learning to explore the regulations
that governments are currently struggling with.</p>
      <p>Motivated by this, our main contributions are:
1. The introduction of PANDEMICSIMULATOR, a novel
open-source1 agent-based simulator that models the
interactions between individuals at specific locations within
a community. Developed in collaboration between AI
researchers and epidemiologists (the co-authors of this
paper), PANDEMICSIMULATOR models realistic effects
such as testing with false positive/negative rates,
imperfect public adherence to social distancing measures,
contact tracing, and variable spread rates among infected
individuals. Crucially, PANDEMICSIMULATOR models
community interactions at a level of detail that allows the
spread of the disease to be an emergent property of
people’s behaviors and the government’s policies. An
interface with OpenAI Gym (Brockman et al. 2016) is
provided to enable support for standard RL libraries;
2. A demonstration that a reinforcement learning algorithm
can indeed identify a policy that outperforms a range of
reasonable baselines within this simulator;
3. An analysis of the resulting learned policy, which may
provide insights regarding the relative efficacy of past and
potential future COVID-19 mitigation policies.</p>
      <p>While the resulting policies have not been implemented in
any real-world communities, this paper establishes the
potential power of RL in an agent-based simulator, and may
serve as an important first step towards real-world adoption.</p>
      <p>The remainder of the paper is organized as follows. We
first discuss related work and then introduce our
simulator in Section 3. Section 4 presents our reinforcement
learning setup, while results are reported in Section 5. Finally,
Section 6 reports some conclusions and directions for future
work.</p>
    </sec>
    <sec id="sec-2">
      <title>1https://github.com/SonyAI/PandemicSimulator</title>
      <sec id="sec-2-1">
        <title>2 Related Work</title>
        <p>
          Epidemiological models differ based on the level of
granularity in which they track individuals and their disease states.
“Compartmental” models group individuals of similar
disease states together, assume all individuals within a
specific compartment to be homogeneous, and only track the
flow of individuals between compartments
          <xref ref-type="bibr" rid="ref22">(Tolles and
Luong 2020)</xref>
          . While relatively simplistic, these models have
been used for decades and continue to be useful for both
retrospective studies and forecasts as were seen during the
emergence of recent diseases
          <xref ref-type="bibr" rid="ref1 ref16 ref18 ref21">(Rivers and Scarpino 2018;
Metcalf and Lessler 2017; Cobey 2020)</xref>
          .
        </p>
        <p>
          However, the commonly used macroscopic (or
massaction) compartmental models are not appropriate when
outcomes depend on the characteristics of heterogeneous
individuals. In such cases, network models
          <xref ref-type="bibr" rid="ref10 ref14 ref22">(Bansal,
Grenfell, and Meyers 2007; Liu et al. 2018; Khadilkar, Ganu,
and Seetharam 2020)</xref>
          and agent-based models
          <xref ref-type="bibr" rid="ref2 ref6">(Grefenstette
et al. 2013; Del Valle, Mniszewski, and Hyman 2013; Aleta
et al. 2020)</xref>
          may be more useful predictors. Network
models encode the relationships between individuals as static
connections in a contact graph along which the disease can
propagate. Conversely, agent-based simulations, such as the
one introduced in this paper, explicitly track individuals,
their current disease states, and their interactions with other
agents over time. Agent-based models allow one to model
as much complexity as desired—even to the level of
simulating individual people and locations as we do—and thus
enable one to model people’s interactions at offices, stores,
schools, etc. Because of their increased detail, they enable
one to study the hyper-local interventions that governments
consider when setting policy. For instance,
          <xref ref-type="bibr" rid="ref11">Larremore et al.
(2020)</xref>
          simulate the SARS-CoV-2 dynamics both through a
fully-mixed mass-action model and an agent-based model
representing the population and contact structure of New
York City.
        </p>
        <p>
          PANDEMICSIMULATOR has the level of details needed to
allow us to apply RL to optimize dynamic government
intervention policies
          <xref ref-type="bibr" rid="ref4">(sometimes referred to as “trigger
analysis” e.g. Duque et al. 2020)</xref>
          . RL has been applied
previously to several mass-action models
          <xref ref-type="bibr" rid="ref12 ref19">(Libin et al. 2020; Song
et al. 2020)</xref>
          . These models, however, do not take into
account individual behaviors or any complex interaction
patterns. The work that is most closely related to our own
includes both the SARS-CoV-2 epidemic simulators from
          <xref ref-type="bibr" rid="ref9">Hoertel et al. (2020)</xref>
          and Aleta et al. (2020), which model
individuals grouped into households who visit and interact in
the community. While their approach builds accurate contact
networks of real populations, it doesn’t allow us to model
how the contact network would change as the government
intervenes.
          <xref ref-type="bibr" rid="ref23">Xiao et al. (2020)</xref>
          construct a detailed,
pedestrian level simulation that simulates transmission indoors
and study three types of interventions.
          <xref ref-type="bibr" rid="ref13">Liu (2020)</xref>
          presents
a microscopic approach to model epidemics, which can
explicitly consider the consequences of individuals’ decisions
on the spread of the disease. Multi-agent RL is then used to
let individual agents learn to avoid infections.
        </p>
        <p>For any model to be accepted by real-world
decisionmakers, they must be provided with a reason to trust that
Government</p>
        <p>Covid Regulation
Observation</p>
        <p>Covid19 Simulator</p>
        <p>Update Sim Characteristics
(Location Rules, People Behaviors, Stage...)
Covid Testing
Infection Model
Contact Tracing</p>
        <p>Step 24 times (ful day)</p>
        <p>
          Persons
it accurately models the population and spread dynamics
in their own community. For both mass-action and
agentbased models, this trust is typically best instilled via a model
calibration process that ensures that the model accurately
tracks past data. For example,
          <xref ref-type="bibr" rid="ref9">Hoertel et al. (2020)</xref>
          perform
a calibration using daily mortality data until 15 April.
Similarly,
          <xref ref-type="bibr" rid="ref12">Libin et al. (2020)</xref>
          calibrate their model based on the
symptomatic cases reported by the British Health Protection
Agency for the 2009 influenza pandemic. Aleta et al. (2020),
instead, only calibrate the weights of intra-layer links by
means of a rescaling factor, such that the mean number of
daily effective contacts in that layer matches mean number
of daily effective contacts in the corresponding social
setting. While not a main focus of our research, we have taken
initial steps to demonstrate that our model can be calibrated
to track real-world data, as described in Section 3.
3
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>PandemicSimulator: A COVID-19</title>
      </sec>
      <sec id="sec-2-3">
        <title>Simulator</title>
        <p>The functional blocks of PANDEMICSIMULATOR, shown in
Figure 1, are:
• locations, with properties that define how people interact
within them;
• people, who travel from one location to another according
to individual daily schedules;
• an infection model that updates the infection state of each
person;
• an optional testing strategy that imperfectly exposes the
infection state of the population;
• an optional contact tracing strategy that identifies an
infected person’s recent contacts;
• a government that makes policy decisions.</p>
        <p>The simulator models a day as 24 discrete hours, with
each person potentially changing locations each hour. At
the end of a day, each person’s infection state is updated.
The government interacts with the environment by
declaring regulations, which impose restrictions on the people and
locations. If the government activates testing, the simulator
identifies a set of people to be tested and (imperfectly)
reports their infection state. If contact tracing is active, each
person’s contacts from the previous days are updated. The
updated perceived infection state and other state variables
are returned as an observation to the government. The
process iterates as long as the infection remains active. The
following subsections describe the functional blocks of the
simulator in greater detail.2</p>
        <sec id="sec-2-3-1">
          <title>Locations</title>
          <p>Each location has a set of attributes that specify when the
location is open, what roles people play there (e.g. worker
or visitor), and the maximum number of people of each
role. These attributes can be adjusted by regulations, such
as when the government determines that businesses should
operate at half capacity. Non-essential locations can be
completely closed by the government. The location types used
in our experiments are homes, hospitals, schools, grocery
stores, retail stores, and hair salons. The simulator provides
interfaces to make it easy to add new location types.</p>
          <p>One of the advantages of an agent-based approach is that
we can more accurately model variations in the way people
interact in different types of locations based on their roles.
The base location class supports workers and visitors, and
defines a contact rate, bloc, as a 3-tuple (x; y; z) 2 [0; 1]3,
where x is the worker-worker rate, y is the worker-visitor
rate, and z is the visitor-visitor rate. These rates are used to
sample interactions every hour in each location to compute
disease transmissions. For example, consider a location that
has a contact rate of (0:5; 0:3; 0:4) and 10 workers and 20
visitors. In expectation, a worker would make contact with 5
co-workers and 6 visitors in the given hour. Similarly, a
visitor would be expected to make contact with 3 workers and
8 other visitors. Refer to our supplementary material
(Appendix A, Table 1) for a listing of the contact rates and other
parameters for all location types used in our experiments.</p>
          <p>The base location type can be extended for more complex
situations. For example, a hospital adds an additional role
(critically sick patients), a capacity representing ICU beds,
and contact rates between workers and patients.</p>
        </sec>
        <sec id="sec-2-3-2">
          <title>Population</title>
          <p>A person in the simulator is an automaton that has a state
and a person-specific behavior routine. These routines create
person-to-person interactions throughout the simulated day
and induce dynamic contact networks.</p>
          <p>Individuals are assigned an age, drawn from the
distribution of the US age demographics, and are randomly assigned
to be either high risk or of normal health. Based on their age,
each person is categorized as either a minor, a working adult
or a retiree. Working adults are assigned to a work location,
and minors to a school, which they attend 8 hours a day, five
days a week. Adults and retirees are assigned favorite hair
salons which they visit once a month, and grocery and
retail stores which they visit once a week. Each person has
a compliance parameter that determines the probability that
the person flouts regulations each hour.</p>
          <p>The simulator constructs households from this population
such that 15% house only retirees, and the rest have at least
one working adult and are filled by randomly assigning the
remaining children, adults, and retirees. To simulate
infor2We relegate some implementation details to an appendix at
https://arxiv.org/pdf/2010.10560.pdf.</p>
          <p>P iS!E (t) =</p>
          <p>Y (1</p>
          <p>ak):
k2Cij(t)</p>
        </sec>
        <sec id="sec-2-3-3">
          <title>Testing and Contact Tracing</title>
          <p>PANDEMICSIMULATOR features a testing procedure to
identify positive cases of COVID-19. We do not model
concomitant illnesses, so every critically sick or dead person
is assumed to have tested positive. Non-symptomatic and
symptomatic individuals—and individuals that previously
tested positive—get tested all at different configurable rates.
Additionally, we model false positive and false negative test
mal social interactions, households may attend social events
twice a month, subject to limits on gathering sizes.</p>
          <p>At the end of each simulated day, the person’s infection
state is updated through a stochastic model based on all of
that individual’s interactions during the day (see next
section). Unless otherwise prescribed by the government, when
a person becomes ill they follow their routine. However,
even the most basic government interventions require sick
people to stay home, and at-risk individuals to avoid large
gatherings. If a person becomes critically ill, they are
admitted to the hospital, assuming it has not reached capacity.</p>
        </sec>
        <sec id="sec-2-3-4">
          <title>SEIR Infection Model</title>
          <p>PANDEMICSIMULATOR implements a modified SEIR
(susceptible, exposed, infected, recovered) infection model, as
shown in Figure 2. See supplemental Appendix A, Table 2
for specific parameter values and the transition probabilities
of the SEIR model. Once exposed to the virus, an
individual’s path through the disease is governed by the transition
probabilities. However, the transition from the susceptible
state (S) to the exposed state (E) requires a more detailed
explanation.</p>
          <p>At the beginning of the simulation, a small, randomly
selected set of individuals seeds the pandemic in the latent
non-infectious, exposed state (E). The rest of the population
starts in S. The exposed individuals soon transition to one
of the infectious states and start interacting with susceptible
people. For each susceptible person i, the probability they
become infected on a given day, PiS!E (day), is calculated
based on their contacts with infectious people that day.
(1)
(2)
PiS!E (day) = 1
23
Y P iS!E (t)
t=0
where P iS!E (t) is the probability that person i is not
infected at hour t. Whether a susceptible person becomes
infected in a given hour depends on whom they come in
contact with. Let Cij (t) = fp bj Nj (t)jp 2 Njinf(t)g be the set
of infected contacts of person i in location j at hour t where
Njinf(t) is the set of infected persons in location j at time
t, Nj (t) is the set of all persons in j at time t, and bj is a
hand-set contact rate for j. To model the variations in how
easily individuals spread the disease, each individual k has
an infection spread rate, ak N bounded(a; ) sampled from
a bounded Gaussian distribution. Accordingly,</p>
          <p>Legend
S Susceptible
E Exposed
PA Pre-Asymtomatic
PY Pre-Symtomatic
IA Asymptomatic
IY Symptomatic
CH (CHriotsicpaitlalized)
CN (CNriottic-Halospitalized)
R Recovered
D Dead
this procedure allows the government to test or quarantine
all recent 1st-order contacts and their households when an
individual tests positive for COVID-19.</p>
        </sec>
        <sec id="sec-2-3-5">
          <title>Government Regulations</title>
          <p>As discussed earlier (see Figure 1), the government
announces regulations to try to control the pandemic. The
government can impose the following rules:
• social distancing: a value
tact rates of each location by (1
unrestricted interactions; 1 eliminates all interactions;
2 [0; 1] that scales the
con). 0 corresponds to
• stay home if sick: a boolean. When set, people who have
tested positive are requested to stay at home;
• practice good hygiene: a boolean. When set, people are
requested to practice better-than-usual hygiene.
• wear facial coverings: a boolean. When set, people are
instructed to wear facial coverings.
• avoid gatherings: a value that indicates the maximum
recommended size of gatherings. These values can differ for
high risk individuals and those of normal health;
• closed businesses: A list of non-essential business
location types that are not permitted to open.</p>
          <p>These types of regulations, modeled after government
policies seen throughout the world, are often bundled into
progressive stages to make them easier to communicate to
the population. Refer to Appendix A, Tables 1-3 for details
on the parameters, their sources and the values set for each
stage.</p>
        </sec>
        <sec id="sec-2-3-6">
          <title>Calibration</title>
          <p>PANDEMICSIMULATOR includes many parameters whose
values are still poorly known, such as the spread rate of
COVID-19 in grocery stores and the degree to which face
masks reduce transmission. We therefore consider these
parameters as free variables that can be used to calibrate the
simulator to match the historical data that has been observed
around the world. These parameters can also be used to
customize the simulator to match a specific community. A
discussion of our calibration process and the values we chose
to model COVID-19 are discussed in Appendix A.
4</p>
        </sec>
      </sec>
      <sec id="sec-2-4">
        <title>RL for Optimization of Regulations</title>
        <p>
          An ideal solution to minimize the spread of a new disease
like COVID-19 is to eliminate all non-essential interactions
and quarantine infected people until the last infected person
has recovered. However, the window to execute this policy
with minimal economic impact is very small. Once the
disease spreads widely this policy becomes impractical and the
potential negative impact on the economy becomes
enormous. In practice, around the world we have seen a strict
lockdown followed by a gradual reopening that attempts to
minimize the growth of the infection while allowing partial
economic activity. Because COVID-19 is highly contagious,
has a long incubation period, and large portions of the
infected population are asymptomatic, managing the
reopening without overwhelming healthcare resources is
challenging. In this section, we tackle this sequential decision
making problem using reinforcement learning
          <xref ref-type="bibr" rid="ref18 ref21">(RL; Sutton and
Barto 2018)</xref>
          to optimize the reopening policy.
        </p>
        <p>To define an RL problem we need to specify the
environment, observations, actions, and rewards.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>DEMICSIMULATOR is the environment.3</title>
      <sec id="sec-3-1">
        <title>Environment:</title>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>The agent-based pandemic simulator PAN</title>
      <sec id="sec-4-1">
        <title>Actions:</title>
        <p>The government is the learning agent. Its goal is
to maximize its reward over the horizon of the pandemic. Its
action set is constrained to a pool of escalating stages, which
it can either increase, decrease, or keep the same when it
takes an action. Refer to Appendix A, Table 3 for detailed
descriptions of the stages.
results and number of hospitalizations.4</p>
      </sec>
      <sec id="sec-4-2">
        <title>Observations:</title>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>At the end of each simulated day, the government observes the environment. For the sake of realism, the infection status of the population is partially observable, accessible only via statistics reflecting aggregate (noisy) test</title>
      <sec id="sec-5-1">
        <title>Rewards:</title>
        <p>We designed our reward function to encourage
the agent to keep the number of persons in critical condition
(nc) below the hospital’s capacity (Cmax), while keeping the
economy as unrestricted as possible. To this end, we use a
reward that is a weighted sum of two objectives:
r = a max
; 0</p>
        <p>+ b
n
c</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Cmax</title>
      <p>Cmax</p>
      <p>stagep
maxj stagejp
(3)
being the most restrictive. a, b and p are set to
where stage 2 [0; 4] denotes one of the 5 stages with stage4
0:4,
0:1
and 1:5, respectively, in our experiments. To discourage
frequently changing restrictions, we also use a small shaping
3For the purpose of our experiments, we assume no vaccine is
on the horizon and that survival rates remain constant. In practice,
one may want to model the effect of improving survival rates as the
medical community gains experience treating the virus.</p>
      <p>4The simulator tracks ground truth data, like the number of
people in each infection state, for evaluation and reporting.
800
sn600
so
rep400
200
200
0 0 20 t4i0me (days8)0 100 120
60
(a)
reward (with 0:02 coefficient) proportional to jstage(t
1) stage(t)j. This linear mapping of stages into a [0; 1]
reward space is arbitrary; if PANDEMICSIMULATOR were
being used to make real policy decisions, policy makers would
use values that represent the real economic costs of the
different stages.</p>
      <p>
        Training: We use the discrete-action Soft Actor Critic
        <xref ref-type="bibr" rid="ref7">(SAC; Haarnoja et al. 2018)</xref>
        off-policy RL algorithm to
optimize a reopening policy, where the actor and critic
networks are two-layer deep multi-layer perceptrons with 128
hidden units. One motivation behind using SAC over deep
Q-learning approaches such as DQN
        <xref ref-type="bibr" rid="ref17">(Mnih et al. 2015)</xref>
        is
that we can provide the true infection summary as inputs to
the critic while letting the actor see only the observed
infection summary. Training is episodic with each episode lasting
120 simulated days. At the end of each episode, the
environment is reset to an initial state. Refer to Appendix A, Table 1
for learning parameters.
      </p>
      <p>5</p>
      <sec id="sec-6-1">
        <title>Experiments</title>
        <p>The purpose of PANDEMICSIMULATOR is to enable a more
realistic evaluation of potential government policies for
pandemic mitigation. In this section, we validate that the
simulation behaves as expected under controlled conditions,
illustrate some of the many analyses it facilitates, and most
importantly, demonstrate that it enables optimization via RL.</p>
        <p>Unless otherwise specified, we consider a community size
of 1,000 and a hospital capacity of 10.5 To enable
calibration with real data, we limit government actions to five
regulation stages similar to those used by real-world cities6 (see
appendix for details), and assume the government does not
act until at least five people are infected.</p>
        <p>Figure 3 shows plots of a single simulation run with no
government regulations (Stage 0). Figure 3(a) shows the
number of people in each infection category per day.
Without government intervention, all individuals get infected,
with the infection peaking around the 25th day. Figure 3(b)
5PANDEMICSIMULATOR can easily handle larger experiments
at the cost of greater time and computation. Informal experiments
showed that results from a population of 1k are generally consistent
with results from a larger population when all other settings are
the same (or proportional). Refer to Table 7 in the appendix for
simulation times for 1k and 10k population environments.
6Such as at https://tinyurl.com/y3pjthyz
shows the metrics observed by the government through the
lens of testing and hospitalizations. This plot illustrates how
the government sees information that is both an
underestimate of the penetration and delayed in time from the true
state. Finally, Figure 3(c) shows that the number of people
in critical condition goes well above the maximum hospital
capacity (denoted with a yellow line) resulting in many
people being more likely to die. The goal of a good reopening
policy is to keep the red curve below the yellow line, while
keeping as many businesses open as possible.</p>
        <p>Figure 4 shows plots of our infection metrics averaged
over 30 randomly seeded runs. Each row in Figures 4(a-o)
shows the results of executing a different (constant)
regulation stage (after a short initial S0 phase), where S4 is the
most restrictive and S0 is no restrictions. As expected,
Figures 4(p-r) show that the infection peaks, critical cases and
number of deaths are all lower for more restrictive stages.
One way of explaining the effects of these regulations is
that the government restrictions alter the connectivity of the
contact graph. For example, in the experiments above, under
stage 4 restrictions there are many more connected
components in the resulting contact graph than in any of the other
4 cases. See Appendix A for details of this analysis.</p>
        <p>Higher stage restrictions, however, have increased
socioeconomic costs (Figure 4(s); computed using the second
objective in Eq. 3). Our RL experiments illustrate how these
competing objectives can be balanced.</p>
        <p>A key benefit of PANDEMICSIMULATOR’s agent-based
approach is that it enables us to evaluate more dynamic
policies7 than those described above. In the remainder of this
section we compare a set of hand constructed policies,
examine (approximations) of two real country’s policies, and
study the impact of contact tracing. In Appendix A we also
provide an analysis of the model’s sensitivity to its
parameters. Finally, we demonstrate the application of RL to
construct dynamic polices that achieve the goal of avoiding
exceeding hospital capacity while minimizing economic costs.
As in Figure 4, throughout this section we report our results
using plots that are generated by executing 30 simulator runs
with fixed seeds. All our experiments were run on a single
core, using an Intel i7-7700K CPU @ 4.2GHz with 32GB of
RAM.</p>
        <sec id="sec-6-1-1">
          <title>Benchmark Policies</title>
          <p>To serve as benchmarks, we defined three heuristic and two
policies inspired by real governments’ approaches to
managing the pandemic.
• S0-4-0: Using this policy, the government switches from
stage 0 to 4 after reaching a threshold of 10 infected
persons. After 30 days, it switches directly back to stage 0;
• S0-4-0-FI: The government starts like S0-4-0, but after 30
days it executes a fast, incremental (FI) return to stage 0,
with intermediate stages lasting 5 days;
7In this paper, we use the word “policy” to mean a function
from state of the world to the regulatory action taken. It represents
both the government’s policy for combating the pandemic (even if
heuristic) and the output of an RL optimization.
40p
rse
20on
s
0
40p
rse
20on
s
0
40p
rse
20on
s
0
40p
rse
20on
s
0
time (days) 100
50
(m)
time (days) 100
50
(n)
time (days) 100
50
(o)</p>
          <p>S0 S1 S2 S3 S4</p>
          <p>Regulation Stage
(r)</p>
          <p>S0 S1 S2 S3 S4</p>
          <p>Regulation Stage
(s)
• S0-4-0-GI: This policy implements a more gradual
incremental (GI) return to stage 0, with each intermediate stage
lasting 10 days;
• SWE: This policy represents the one adopted by the
Swedish government, which recommended, but did not
require remote work, and was generally unrestrictive.8
Table 4 in the appendix shows how we mapped this policy
into a 2-stage action space.
• ITA: this policy represents the one adopted by the Italian
government, which was generally much more restrictive.9
Table 5 in the appendix shows our mapping of this policy
to a 5-stage action space.</p>
          <p>Figure 5 compares the hand constructed policies. From
the point of view of minimizing overall mortality,
S0-4-0GI performed best. In particular, slower re-openings ensure
longer but smaller peaks. While this approach leads to a
second wave right after stage 0 is reached, the gradual policy
prevents hospital capacity from being exceeded.</p>
          <p>Figure 5 also contrasts the approximations of the policies
employed by Sweden and Italy in the early stages of the
pandemic (through February 2020). The ITA policy leads
to fewer deaths and only a marginally longer duration.
However, this simple comparison does not account for the
economic cost of policies, an important factor that is considered
by decision-makers.</p>
        </sec>
        <sec id="sec-6-1-2">
          <title>Testing and Contact Tracing</title>
          <p>To validate PANDEMICSIMULATOR’s ability to model
testing and contact tracing we compare several strategies with
8https://tinyurl.com/y57yq2x7; https://tinyurl.com/y34egdeg
9https://tinyurl.com/y3cepy3m
different testing rates and contact horizons. We consider
daily testing rates of 0.02, 0.3, and 1.0 (where 1.0
represents the extreme case of everyone being tested every day)
and contact tracing histories of 0, 2, 5, or 10 days. For each
condition, we ran the experiments with the same 30 random
seeds. The full results appear in Appendix A.</p>
          <p>Not surprisingly, contact tracing is most beneficial with
higher testing rates and longer contact histories because
more testing finds more infected people and the contact
tracing is able to encourage more of that person’s contacts to
stay home. Of course, the best strategy is to test every person
every day and quarantine anyone who tests positive.
Unfortunately, this strategy is impractical except in the most
isolated communities. Although this aggressive strategy often
stamps out the disease, the false-negative test results
sometimes allow the infection to simmer below the surface and
spread very slowly through the population.</p>
        </sec>
        <sec id="sec-6-1-3">
          <title>Optimizing Reopening using RL</title>
          <p>A major design goal of PANDEMICSIMULATOR is to support
optimization of re-opening policies using RL. In this section,
we test our hypothesis that a learned policy can outperform
the benchmark policies. Specifically, RL optimizes a policy
that (a) is adaptive to the changing infection state, (b) keeps
the number of critical patients below the hospital threshold,
and (c) minimizes the economic cost.</p>
          <p>We ran experiments using the 5-stage regulations defined
in Table 3 (Appendix A); trained the policy by running RL
optimization for roughly 1 million training steps; and
evaluated the learned policies across 30 randomly seeded
initial conditions. Figures 6(a-f) show results comparing our
best heuristic policy (S0-4-0-GI) to the learned policy. The
learned policy is better across all metrics as shown in
Fig0
25 50 75 100
time (days)
(a)
0
25 50 75 100
time (days)
(b)
0
0</p>
          <p>ITA
S0-4-0 S0-4-0-FIS0-4-0-GI SWE ITA
(h)</p>
          <p>S0-4-0 S0-4-0-FIS0-4-0-GI SWE ITA
(i)</p>
          <p>S0-4-0 S0-4-0-FIS0-4-0-GI SWE ITA
(j)</p>
          <p>S0-4-0 S0-4-0-FIS0-4-0-GI SWE ITA</p>
          <p>(f)
Global Infection Summary
I---040G ircndneroefictnaeoidcecvtae((elNDrd(e))C(d)I)(R)(30 trials)
S0 25
ures 6(m-p). Further, we can see how the learned policy
reacts to the state of the pandemic; Figure 6(f) shows
different traces through the regulation space for 3 of the trials.
The learned policy briefly oscillates between Stages 3 and 4
around day 40. To minimize such oscillations, we evaluated
the policy at an action frequency of one action every 3 days
(bi-weekly; labeled as Eval w3) and every 7 days (weekly;
labeled as Eval w7). Figure 6(p) shows that the bi-weekly
variant performs well, while making changes only once a
week slightly reduces the reward. To test robustness to
scaling, we also evaluated the learned policy (with daily actions)
in a town with a population of 10,000 (Eval 10k) and found
that the results transfer well. This success hints at the
possibility of learning policies quickly even when intending to
transfer them to large cities.</p>
          <p>This section presented results on applying RL to optimize
reopening policies. An interesting next step would be to
study and explain the learned policies as simpler rule based
strategies to make it easier for policy makers to implement.
For example, in Figure 6(l), we see that the RL policy waits
at stage 2 before reopening schools to keep the second wave
of infections under control. Whether this behavior is specific
to school reopening is one of many interesting questions that
this type of simulator allows us to investigate.</p>
        </sec>
      </sec>
      <sec id="sec-6-2">
        <title>6 Conclusion</title>
        <p>Epidemiological models aim at providing predictions
regarding the effects of various possible intervention policies
that are typically manually selected. In this paper, instead,
we introduce a reinforcement learning methodology for
optimizing adaptive mitigation policies aimed at maximizing
the degree to which the economy can remain open
without overwhelming the local hospital capacity. To this end,
we implement an open-source agent-based simulator, where
pandemics can be generated as the result of the contacts and
interactions between individual agents in a community. We
analyze the sensitivity of the simulator to some of its main
parameters and illustrate its main features, while also
showing that adaptive policies optimized via RL achieve better
performance when compared to heuristic policies and
policies representative of those used in the real world.</p>
        <p>While our work opens up the possibility to use machine
learning to explore fine-grained policies in this context,
PANDEMICSIMULATOR could be expanded and improved in
several directions. One important direction for future work
is to perform a more complete and detailed calibration of
its parameters against real-world data. It would also be
useful to implement and analyze additional testing and contact
tracing strategies to contain the spread of pandemics.</p>
      </sec>
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