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Accurate value estimates are important for off-policy reinforcement learning. Algorithms based on temporal difference learning typically are prone to an over- or underestimation bias building up over time. In this paper, we propose a general method called Adaptively Calibrated Critics (ACC) that uses the most recent high variance but unbiased on-policy rollouts to alleviate the bias of the low variance temporal difference targets. We apply ACC to Truncated Quantile Critics, which is an algorithm for continuous control that allows regulation of the bias with a hyperparameter tuned per environment. The resulting algorithm adaptively adjusts the parameter during training rendering hyperparameter search unnecessary and sets a new state of the art on the OpenAI gym continuous control benchmark among all algorithms that do not tune hyperparameters for each environment. Additionally, we demonstrate that ACC is quite general by further applying it to TD3 and showing an improved performance also in this setting.

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Classical reinforcement learning (RL) aims to optimize the expected cumulative rewards. In this work, we consider the RL setting where the goal is to optimize the quantile of the cumulative rewards. We parameterize the policy controlling actions by neural networks and propose a novel policy gradient algorithm called Quantile-Based Policy Optimization (QPO) and its variant Quantile-Based Proximal Policy Optimization (QPPO) to solve deep RL problems with quantile objectives. QPO uses two coupled iterations running at different time scales for simultaneously estimating quantiles and policy parameters and is shown to converge to the global optimal policy under certain conditions. Our numerical results demonstrate that the proposed algorithms outperform the existing baseline algorithms under the quantile criterion.

Exact-approximate sequential Monte Carlo (SMC) methods target the exact posterior of intractable likelihood models by using a non-negative unbiased estimator of the likelihood when the likelihood is computationally intractable. For state-space models, a particle filter estimator can be used to obtain an unbiased estimate of the likelihood. The efficiency of exact-approximate SMC greatly depends on the variance of the likelihood estimator, and therefore on the number of state particles used within the particle filter. We introduce a novel method to adaptively select the number of state particles within exact-approximate SMC. We also utilise the expected squared jumping distance to trigger the adaptation, and modify the exchange importance sampling method of Chopin et al. (2012) to replace the current set of state particles with the new set. The resulting algorithm is fully adaptive, and can significantly improve current methods. Code for our methods is available at //github.com/imkebotha/adaptive-exact-approximate-smc.

Obtaining first-order regret bounds -- regret bounds scaling not as the worst-case but with some measure of the performance of the optimal policy on a given instance -- is a core question in sequential decision-making. While such bounds exist in many settings, they have proven elusive in reinforcement learning with large state spaces. In this work we address this gap, and show that it is possible to obtain regret scaling as $\mathcal{O}(\sqrt{V_1^\star K})$ in reinforcement learning with large state spaces, namely the linear MDP setting. Here $V_1^\star$ is the value of the optimal policy and $K$ is the number of episodes. We demonstrate that existing techniques based on least squares estimation are insufficient to obtain this result, and instead develop a novel robust self-normalized concentration bound based on the robust Catoni mean estimator, which may be of independent interest.

Reinforcement learning (RL) applications, where an agent can simply learn optimal behaviors by interacting with the environment, are quickly gaining tremendous success in a wide variety of applications from controlling simple pendulums to complex data centers. However, setting the right hyperparameters can have a huge impact on the deployed solution performance and reliability in the inference models, produced via RL, used for decision-making. Hyperparameter search itself is a laborious process that requires many iterations and computationally expensive to find the best settings that produce the best neural network architectures. In comparison to other neural network architectures, deep RL has not witnessed much hyperparameter tuning, due to its algorithm complexity and simulation platforms needed. In this paper, we propose a distributed variable-length genetic algorithm framework to systematically tune hyperparameters for various RL applications, improving training time and robustness of the architecture, via evolution. We demonstrate the scalability of our approach on many RL problems (from simple gyms to complex applications) and compared with Bayesian approach. Our results show that with more generations, optimal solutions that require fewer training episodes and are computationally cheap while being more robust for deployment. Our results are imperative to advance deep reinforcement learning controllers for real-world problems.

Meta-reinforcement learning algorithms can enable robots to acquire new skills much more quickly, by leveraging prior experience to learn how to learn. However, much of the current research on meta-reinforcement learning focuses on task distributions that are very narrow. For example, a commonly used meta-reinforcement learning benchmark uses different running velocities for a simulated robot as different tasks. When policies are meta-trained on such narrow task distributions, they cannot possibly generalize to more quickly acquire entirely new tasks. Therefore, if the aim of these methods is to enable faster acquisition of entirely new behaviors, we must evaluate them on task distributions that are sufficiently broad to enable generalization to new behaviors. In this paper, we propose an open-source simulated benchmark for meta-reinforcement learning and multi-task learning consisting of 50 distinct robotic manipulation tasks. Our aim is to make it possible to develop algorithms that generalize to accelerate the acquisition of entirely new, held-out tasks. We evaluate 6 state-of-the-art meta-reinforcement learning and multi-task learning algorithms on these tasks. Surprisingly, while each task and its variations (e.g., with different object positions) can be learned with reasonable success, these algorithms struggle to learn with multiple tasks at the same time, even with as few as ten distinct training tasks. Our analysis and open-source environments pave the way for future research in multi-task learning and meta-learning that can enable meaningful generalization, thereby unlocking the full potential of these methods.

Deep neural networks have been shown to be very powerful modeling tools for many supervised learning tasks involving complex input patterns. However, they can also easily overfit to training set biases and label noises. In addition to various regularizers, example reweighting algorithms are popular solutions to these problems, but they require careful tuning of additional hyperparameters, such as example mining schedules and regularization hyperparameters. In contrast to past reweighting methods, which typically consist of functions of the cost value of each example, in this work we propose a novel meta-learning algorithm that learns to assign weights to training examples based on their gradient directions. To determine the example weights, our method performs a meta gradient descent step on the current mini-batch example weights (which are initialized from zero) to minimize the loss on a clean unbiased validation set. Our proposed method can be easily implemented on any type of deep network, does not require any additional hyperparameter tuning, and achieves impressive performance on class imbalance and corrupted label problems where only a small amount of clean validation data is available.

Efficient exploration remains a major challenge for reinforcement learning. One reason is that the variability of the returns often depends on the current state and action, and is therefore heteroscedastic. Classical exploration strategies such as upper confidence bound algorithms and Thompson sampling fail to appropriately account for heteroscedasticity, even in the bandit setting. Motivated by recent findings that address this issue in bandits, we propose to use Information-Directed Sampling (IDS) for exploration in reinforcement learning. As our main contribution, we build on recent advances in distributional reinforcement learning and propose a novel, tractable approximation of IDS for deep Q-learning. The resulting exploration strategy explicitly accounts for both parametric uncertainty and heteroscedastic observation noise. We evaluate our method on Atari games and demonstrate a significant improvement over alternative approaches.

This paper proposes a model-free Reinforcement Learning (RL) algorithm to synthesise policies for an unknown Markov Decision Process (MDP), such that a linear time property is satisfied. We convert the given property into a Limit Deterministic Buchi Automaton (LDBA), then construct a synchronized MDP between the automaton and the original MDP. According to the resulting LDBA, a reward function is then defined over the state-action pairs of the product MDP. With this reward function, our algorithm synthesises a policy whose traces satisfies the linear time property: as such, the policy synthesis procedure is "constrained" by the given specification. Additionally, we show that the RL procedure sets up an online value iteration method to calculate the maximum probability of satisfying the given property, at any given state of the MDP - a convergence proof for the procedure is provided. Finally, the performance of the algorithm is evaluated via a set of numerical examples. We observe an improvement of one order of magnitude in the number of iterations required for the synthesis compared to existing approaches.

Deep reinforcement learning has recently shown many impressive successes. However, one major obstacle towards applying such methods to real-world problems is their lack of data-efficiency. To this end, we propose the Bottleneck Simulator: a model-based reinforcement learning method which combines a learned, factorized transition model of the environment with rollout simulations to learn an effective policy from few examples. The learned transition model employs an abstract, discrete (bottleneck) state, which increases sample efficiency by reducing the number of model parameters and by exploiting structural properties of the environment. We provide a mathematical analysis of the Bottleneck Simulator in terms of fixed points of the learned policy, which reveals how performance is affected by four distinct sources of error: an error related to the abstract space structure, an error related to the transition model estimation variance, an error related to the transition model estimation bias, and an error related to the transition model class bias. Finally, we evaluate the Bottleneck Simulator on two natural language processing tasks: a text adventure game and a real-world, complex dialogue response selection task. On both tasks, the Bottleneck Simulator yields excellent performance beating competing approaches.

This paper presents a new multi-objective deep reinforcement learning (MODRL) framework based on deep Q-networks. We propose the use of linear and non-linear methods to develop the MODRL framework that includes both single-policy and multi-policy strategies. The experimental results on two benchmark problems including the two-objective deep sea treasure environment and the three-objective mountain car problem indicate that the proposed framework is able to converge to the optimal Pareto solutions effectively. The proposed framework is generic, which allows implementation of different deep reinforcement learning algorithms in different complex environments. This therefore overcomes many difficulties involved with standard multi-objective reinforcement learning (MORL) methods existing in the current literature. The framework creates a platform as a testbed environment to develop methods for solving various problems associated with the current MORL. Details of the framework implementation can be referred to //www.deakin.edu.au/~thanhthi/drl.htm.

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