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Main Authors: Ghahtarani, Alireza, Cousineau, Martin, Farahmand, Amir-massoud, Mendoza, Jorge E.
Format: Preprint
Published: 2026
Subjects:
Online Access:https://arxiv.org/abs/2601.12543
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author Ghahtarani, Alireza
Cousineau, Martin
Farahmand, Amir-massoud
Mendoza, Jorge E.
author_facet Ghahtarani, Alireza
Cousineau, Martin
Farahmand, Amir-massoud
Mendoza, Jorge E.
contents We study the online centralized charging scheduling problem (OCCSP). In this problem, a central authority must decide, in real time, when to charge dynamically arriving electric vehicles (EVs), subject to capacity limits, with the objective of balancing load across a finite planning horizon. To solve the problem, we first gamify it; that is, we model it as a game where charging blocks are placed within temporal and capacity constraints on a grid. We design heuristic policies, train learning agents with expert demonstrations, and improve them using Dataset Aggregation (DAgger). From a theoretical standpoint, we show that gamification reduces model complexity and yields tighter generalization bounds than vector-based formulations. Experiments across multiple EV arrival patterns confirm that gamified learning enhances load balancing. In particular, the image-to-movement model trained with DAgger consistently outperforms heuristic baselines, vector-based approaches, and supervised learning agents, while also demonstrating robustness in sensitivity analyses. These operational gains translate into tangible economic value. In a real-world case study for the Greater Montréal Area (Québec, Canada) using utility cost data, the proposed methods lower system costs by tens of millions of dollars per year over the prevailing practice and show clear potential to delay costly grid upgrades.
format Preprint
id arxiv_https___arxiv_org_abs_2601_12543
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Press Start to Charge: Videogaming the Online Centralized Charging Scheduling Problem
Ghahtarani, Alireza
Cousineau, Martin
Farahmand, Amir-massoud
Mendoza, Jorge E.
Machine Learning
We study the online centralized charging scheduling problem (OCCSP). In this problem, a central authority must decide, in real time, when to charge dynamically arriving electric vehicles (EVs), subject to capacity limits, with the objective of balancing load across a finite planning horizon. To solve the problem, we first gamify it; that is, we model it as a game where charging blocks are placed within temporal and capacity constraints on a grid. We design heuristic policies, train learning agents with expert demonstrations, and improve them using Dataset Aggregation (DAgger). From a theoretical standpoint, we show that gamification reduces model complexity and yields tighter generalization bounds than vector-based formulations. Experiments across multiple EV arrival patterns confirm that gamified learning enhances load balancing. In particular, the image-to-movement model trained with DAgger consistently outperforms heuristic baselines, vector-based approaches, and supervised learning agents, while also demonstrating robustness in sensitivity analyses. These operational gains translate into tangible economic value. In a real-world case study for the Greater Montréal Area (Québec, Canada) using utility cost data, the proposed methods lower system costs by tens of millions of dollars per year over the prevailing practice and show clear potential to delay costly grid upgrades.
title Press Start to Charge: Videogaming the Online Centralized Charging Scheduling Problem
topic Machine Learning
url https://arxiv.org/abs/2601.12543