Victor-Alexandru Darvariu

dblp:257/4959 · also Victor Darvariu · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2025
0000-0001-9250-8175ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Computer networks · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
Planning, search and constraint satisfaction · 54% Graph learning · 23% Reinforcement learning · 23%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Cloud and datacenter computing · 56% Parallel and multicore computing · 44%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 87% Distributed computing theory · 13%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › scheduling
task scheduling
0.712023
RLQ: Workload Allocation With Reinforcement Learning in Distributed Queues · IEEE Trans. Parallel Distributed Syst. 2023
Cloud and datacenter computing › cluster resource management and scheduling
cluster resource management
0.712023
RLQ: Workload Allocation With Reinforcement Learning in Distributed Queues · IEEE Trans. Parallel Distributed Syst. 2023
Parallel and multicore computing
task allocation
0.712023
RLQ: Workload Allocation With Reinforcement Learning in Distributed Queues · IEEE Trans. Parallel Distributed Syst. 2023
Machine learning › Graph learning
graph neural network
0.512021
Solving Graph-based Public Goods Games with Tree Search and Imitation Learning · NeurIPS 2021
Machine learning › Reinforcement learning
imitation learning
0.512021
Solving Graph-based Public Goods Games with Tree Search and Imitation Learning · NeurIPS 2021
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
tree search
0.512021
Solving Graph-based Public Goods Games with Tree Search and Imitation Learning · NeurIPS 2021
Algorithmic game theory and mechanism design › non-cooperative game › public goods game
networked public goods game
0.512021
Solving Graph-based Public Goods Games with Tree Search and Imitation Learning · NeurIPS 2021
Algorithmic game theory and mechanism design › non-cooperative game
public goods game
0.512021
Solving Graph-based Public Goods Games with Tree Search and Imitation Learning · NeurIPS 2021
Cloud and datacenter computing › resource allocation
workload allocation
0.212023
RLQ: Workload Allocation With Reinforcement Learning in Distributed Queues · IEEE Trans. Parallel Distributed Syst. 2023
Distributed computing theory › distributed graph algorithms
maximal independent set
0.112021
Solving Graph-based Public Goods Games with Tree Search and Imitation Learning · NeurIPS 2021

Methods — techniques the papers use, named apart from their topics

markov decision process · 2.3reinforcement learning · 1.3tree search · 1.0imitation learning · 1.0graph neural network · 1.0
YearPublicationVenuePosition
2025 A Cost-Aware Adaptive Bike Repositioning Agent Using Deep Reinforcement Learning
abstract
Bike Sharing Systems (BSS) represent a sustainable and efficient urban transportation solution. A major challenge in BSS is repositioning bikes to avoid shortage events when users encounter empty or full bike lockers. Existing algorithms unrealistically rely on precise demand forecasts and tend to overlook substantial operational costs associated with reallocations. This paper introduces a novel Cost-aware Adaptive Bike Repositioning Agent (CABRA), which harnesses advanced deep reinforcement learning techniques in dock-based BSS. By analyzing demand patterns, CABRA learns adaptive repositioning strategies aimed at reducing shortages and enhancing truck route planning efficiency, significantly lowering operational costs. We perform an extensive experimental evaluation of CABRA utilizing real-world data from Dublin, London, Paris, and New York. The reported results show that CABRA achieves operational efficiency that outperforms or matches very challenging baselines, obtaining a significant cost reduction. Its performance on the largest city comprising 1765 docking stations highlights the efficiency and scalability of the proposed solution even when applied to BSS with a great number of docking stations.
Alessandro Staffolani, Victor-Alexandru Darvariu, Paolo Bellavista, Mirco Musolesi
IEEE Trans. Intell. Transp. Syst.2
2024 PRORL: Proactive Resource Orchestrator for Open RANs Using Deep Reinforcement Learning
abstract
Open Radio Access Network (O-RAN) is an emerging paradigm proposed for enhancing the 5G network infrastructure. O-RAN promotes open vendor-neutral interfaces and virtualized network functions that enable the decoupling of network components and their optimization through intelligent controllers. The decomposition of base station functions enables better resource usage, but also opens new technical challenges concerning their efficient orchestration and allocation. In this paper, we propose Proactive Resource Orchestrator based on Reinforcement Learning (PRORL), a novel solution for the efficient and dynamic allocation of resources in O-RAN infrastructures. We frame the problem as a Markov Decision Process and solve it using Deep Reinforcement Learning; one relevant feature of PRORL is that it learns demand patterns from experience for proactive resource allocation. We extensively evaluate our proposal by using both synthetic and real-world data, showing that we can significantly outperform the existing algorithms, which are typically based on the analysis of static demands. More specifically, we achieve an improvement of 90% over greedy baselines and deal with complex trade-offs in terms of competing objectives such as demand satisfaction, resource utilization, and the inherent cost associated with allocating resources.
Alessandro Staffolani, Victor-Alexandru Darvariu, Luca Foschini 0001, Michele Girolami, Paolo Bellavista, Mirco Musolesi
IEEE Trans. Netw. Serv. Manag.2
2023 RLQ: Workload Allocation With Reinforcement Learning in Distributed Queues
abstract
Distributed workload queues are nowadays widely used due to their significant advantages in terms of decoupling, resilience, and scaling. Task allocation to worker nodes in distributed queue systems is typically simplistic (e.g., Least Recently Used) or uses hand-crafted heuristics that require task-specific information (e.g., task resource demands or expected time of execution). When such task information is not available and worker node capabilities are not homogeneous, the existing placement strategies may lead to unnecessarily large execution timings and usage costs. In this work, we formulate the task allocation problem in theMarkov Decision Processframework, in which an agent assigns tasks to an available resource, and receives a numerical reward signal upon task completion. Our adaptive and learning-based task allocation solution, Reinforcement Learning based Queues (RLQ), is implemented and integrated with the popular Celery task queuing system for Python. We compareRLQagainst traditional solutions using both synthetic and real workload traces. On average, using synthetic workloads,RLQreduces the execution cost by approximately 70%, the execution time by a factor of at least 3×, and the waiting time by almost 7×. Using real traces, we observe an improvement of about 20% for execution cost, around 70% improvement for execution time, and a reduction of approximately 20× in waiting time. We also compareRLQwith a strategy inspired by E-PVM, a state-of-the-art solution used in Google's Borg cluster manager, showing we are able to outperform it in five out of six scenarios.
Alessandro Staffolani, Victor-Alexandru Darvariu, Paolo Bellavista, Mirco Musolesi
IEEE Trans. Parallel Distributed Syst.2
2021 Solving Graph-based Public Goods Games with Tree Search and Imitation Learning
abstract
Public goods games represent insightful settings for studying incentives for individual agents to make contributions that, while costly for each of them, benefit the wider society. In this work, we adopt the perspective of a central planner with a global view of a network of self-interested agents and the goal of maximizing some desired property in the context of a best-shot public goods game. Existing algorithms for this known NP-complete problem find solutions that are sub-optimal and cannot optimize for criteria other than social welfare.In order to efficiently solve public goods games, our proposed method directly exploits the correspondence between equilibria and the Maximal Independent Set (mIS) structural property of graphs. In particular, we define a Markov Decision Process which incrementally generates an mIS, and adopt a planning method to search for equilibria, outperforming existing methods. Furthermore, we devise a graph imitation learning technique that uses demonstrations of the search to obtain a graph neural network parametrized policy which quickly generalizes to unseen game instances. Our evaluation results show that this policy is able to reach 99.5\% of the performance of the planning method while being three orders of magnitude faster to evaluate on the largest graphs tested. The methods presented in this work can be applied to a large class of public goods games of potentially high societal impact and more broadly to other graph combinatorial optimization problems.
Victor-Alexandru Darvariu, Stephen Hailes, Mirco Musolesi
NeurIPS1