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Offline reinforcement learning (RL) leverages previously collected data for policy optimization without any further active exploration. Despite the recent interest in this problem, its theoretical results in neural network function approximation setting remain limited. In this paper, we study the statistical theory of offline RL with deep ReLU network function approximation. In particular, we establish the sample complexity of $\tilde{\mathcal{O}}\left( \kappa^{1 + d/\alpha} \cdot \epsilon^{-2 - 2d/\alpha} \right)$ for offline RL with deep ReLU networks, where $\kappa$ is a measure of distributional shift, $d$ is the dimension of the state-action space, $\alpha$ is a (possibly fractional) smoothness parameter of the underlying Markov decision process (MDP), and $\epsilon$ is a user-specified error. Notably, our sample complexity holds under two novel considerations, namely the Besov dynamic closure and the correlated structure that arises from value regression for offline RL. While the Besov dynamic closure generalizes the dynamic conditions for offline RL in the prior works, the correlated structure renders the prior works of offline RL with general/neural network function approximation improper or inefficient. To the best of our knowledge, this is the first theoretical characterization of the sample complexity of offline RL with deep neural network function approximation under the general Besov regularity condition that goes beyond the traditional Reproducing Hilbert kernel spaces and Neural Tangent Kernels.

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We study model-based offline Reinforcement Learning with general function approximation without a full coverage assumption on the offline data distribution. We present an algorithm named Constrained Pessimistic Policy Optimization (CPPO)which leverages a general function class and uses a constraint over the model class to encode pessimism. Under the assumption that the ground truth model belongs to our function class (i.e., realizability in the function class), CPPO has a PAC guarantee with offline data only providing partial coverage, i.e., it can learn a policy that competes against any policy that is covered by the offline data. We then demonstrate that this algorithmic framework can be applied to many specialized Markov Decision Processes where additional structural assumptions can further refine the concept of partial coverage. Two notable examples are: (1) low-rank MDP with representation learning where the partial coverage condition is defined using a relative condition number measured by the unknown ground truth feature representation; (2) factored MDP where the partial coverage condition is defined using density ratio based concentrability coefficients associated with individual factors.

We consider the off-policy evaluation problem of reinforcement learning using deep convolutional neural networks. We analyze the deep fitted Q-evaluation method for estimating the expected cumulative reward of a target policy, when the data are generated from an unknown behavior policy. We show that, by choosing network size appropriately, one can leverage any low-dimensional manifold structure in the Markov decision process and obtain a sample-efficient estimator without suffering from the curse of high data ambient dimensionality. Specifically, we establish a sharp error bound for fitted Q-evaluation, which depends on the intrinsic dimension of the state-action space, the smoothness of Bellman operator, and a function class-restricted $\chi^2$-divergence. It is noteworthy that the restricted $\chi^2$-divergence measures the behavior and target policies' {\it mismatch in the function space}, which can be small even if the two policies are not close to each other in their tabular forms. We also develop a novel approximation result for convolutional neural networks in Q-function estimation. Numerical experiments are provided to support our theoretical analysis.

Offline reinforcement learning (RL), which aims to learn an optimal policy using a previously collected static dataset, is an important paradigm of RL. Standard RL methods often perform poorly in this regime due to the function approximation errors on out-of-distribution actions. While a variety of regularization methods have been proposed to mitigate this issue, they are often constrained by policy classes with limited expressiveness that can lead to highly suboptimal solutions. In this paper, we propose representing the policy as a diffusion model, a recent class of highly-expressive deep generative models. We introduce Diffusion Q-learning (Diffusion-QL) that utilizes a conditional diffusion model to represent the policy. In our approach, we learn an action-value function and we add a term maximizing action-values into the training loss of the conditional diffusion model, which results in a loss that seeks optimal actions that are near the behavior policy. We show the expressiveness of the diffusion model-based policy, and the coupling of the behavior cloning and policy improvement under the diffusion model both contribute to the outstanding performance of Diffusion-QL. We illustrate the superiority of our method compared to prior works in a simple 2D bandit example with a multimodal behavior policy. We then show that our method can achieve state-of-the-art performance on the majority of the D4RL benchmark tasks.

In Reinforcement Learning (RL), the goal of agents is to discover an optimal policy that maximizes the expected cumulative rewards. This objective may also be viewed as finding a policy that optimizes a linear function of its state-action occupancy measure, hereafter referred as Linear RL. However, many supervised and unsupervised RL problems are not covered in the Linear RL framework, such as apprenticeship learning, pure exploration and variational intrinsic control, where the objectives are non-linear functions of the occupancy measures. RL with non-linear utilities looks unwieldy, as methods like Bellman equation, value iteration, policy gradient, dynamic programming that had tremendous success in Linear RL, fail to trivially generalize. In this paper, we derive the policy gradient theorem for RL with general utilities. The policy gradient theorem proves to be a cornerstone in Linear RL due to its elegance and ease of implementability. Our policy gradient theorem for RL with general utilities shares the same elegance and ease of implementability. Based on the policy gradient theorem derived, we also present a simple sample-based algorithm. We believe our results will be of interest to the community and offer inspiration to future works in this generalized setting.

Offline reinforcement learning, which aims at optimizing sequential decision-making strategies with historical data, has been extensively applied in real-life applications. State-Of-The-Art algorithms usually leverage powerful function approximators (e.g. neural networks) to alleviate the sample complexity hurdle for better empirical performances. Despite the successes, a more systematic understanding of the statistical complexity for function approximation remains lacking. Towards bridging the gap, we take a step by considering offline reinforcement learning with differentiable function class approximation (DFA). This function class naturally incorporates a wide range of models with nonlinear/nonconvex structures. Most importantly, we show offline RL with differentiable function approximation is provably efficient by analyzing the pessimistic fitted Q-learning (PFQL) algorithm, and our results provide the theoretical basis for understanding a variety of practical heuristics that rely on Fitted Q-Iteration style design. In addition, we further improve our guarantee with a tighter instance-dependent characterization. We hope our work could draw interest in studying reinforcement learning with differentiable function approximation beyond the scope of current research.

We study the problem of deployment efficient reinforcement learning (RL) with linear function approximation under the \emph{reward-free} exploration setting. This is a well-motivated problem because deploying new policies is costly in real-life RL applications. Under the linear MDP setting with feature dimension $d$ and planning horizon $H$, we propose a new algorithm that collects at most $\widetilde{O}(\frac{d^2H^5}{\epsilon^2})$ trajectories within $H$ deployments to identify $\epsilon$-optimal policy for any (possibly data-dependent) choice of reward functions. To the best of our knowledge, our approach is the first to achieve optimal deployment complexity and optimal $d$ dependence in sample complexity at the same time, even if the reward is known ahead of time. Our novel techniques include an exploration-preserving policy discretization and a generalized G-optimal experiment design, which could be of independent interest. Lastly, we analyze the related problem of regret minimization in low-adaptive RL and provide information-theoretic lower bounds for switching cost and batch complexity.

With the increasing need for handling large state and action spaces, general function approximation has become a key technique in reinforcement learning (RL). In this paper, we propose a general framework that unifies model-based and model-free RL, and an Admissible Bellman Characterization (ABC) class that subsumes nearly all Markov Decision Process (MDP) models in the literature for tractable RL. We propose a novel estimation function with decomposable structural properties for optimization-based exploration and the functional eluder dimension as a complexity measure of the ABC class. Under our framework, a new sample-efficient algorithm namely OPtimization-based ExploRation with Approximation (OPERA) is proposed, achieving regret bounds that match or improve over the best-known results for a variety of MDP models. In particular, for MDPs with low Witness rank, under a slightly stronger assumption, OPERA improves the state-of-the-art sample complexity results by a factor of $dH$. Our framework provides a generic interface to design and analyze new RL models and algorithms.

Reinforcement learning is a promising paradigm for learning robot control, allowing complex control policies to be learned without requiring a dynamics model. However, even state of the art algorithms can be difficult to tune for optimum performance. We propose employing an ensemble of multiple reinforcement learning agents, each with a different set of hyperparameters, along with a mechanism for choosing the best performing set(s) on-line. In the literature, the ensemble technique is used to improve performance in general, but the current work specifically addresses decreasing the hyperparameter tuning effort. Furthermore, our approach targets on-line learning on a single robotic system, and does not require running multiple simulators in parallel. Although the idea is generic, the Deep Deterministic Policy Gradient was the model chosen, being a representative deep learning actor-critic method with good performance in continuous action settings but known high variance. We compare our online weighted q-ensemble approach to q-average ensemble strategies addressed in literature using alternate policy training, as well as online training, demonstrating the advantage of the new approach in eliminating hyperparameter tuning. The applicability to real-world systems was validated in common robotic benchmark environments: the bipedal robot half cheetah and the swimmer. Online Weighted Q-Ensemble presented overall lower variance and superior results when compared with q-average ensembles using randomized parameterizations.

Graph mining tasks arise from many different application domains, ranging from social networks, transportation, E-commerce, etc., which have been receiving great attention from the theoretical and algorithm design communities in recent years, and there has been some pioneering work using the hotly researched reinforcement learning (RL) techniques to address graph data mining tasks. However, these graph mining algorithms and RL models are dispersed in different research areas, which makes it hard to compare different algorithms with each other. In this survey, we provide a comprehensive overview of RL models and graph mining and generalize these algorithms to Graph Reinforcement Learning (GRL) as a unified formulation. We further discuss the applications of GRL methods across various domains and summarize the method description, open-source codes, and benchmark datasets of GRL methods. Finally, we propose possible important directions and challenges to be solved in the future. This is the latest work on a comprehensive survey of GRL literature, and this work provides a global view for researchers as well as a learning resource for researchers outside the domain. In addition, we create an online open-source for both interested researchers who want to enter this rapidly developing domain and experts who would like to compare GRL methods.

Reinforcement learning (RL) is a popular paradigm for addressing sequential decision tasks in which the agent has only limited environmental feedback. Despite many advances over the past three decades, learning in many domains still requires a large amount of interaction with the environment, which can be prohibitively expensive in realistic scenarios. To address this problem, transfer learning has been applied to reinforcement learning such that experience gained in one task can be leveraged when starting to learn the next, harder task. More recently, several lines of research have explored how tasks, or data samples themselves, can be sequenced into a curriculum for the purpose of learning a problem that may otherwise be too difficult to learn from scratch. In this article, we present a framework for curriculum learning (CL) in reinforcement learning, and use it to survey and classify existing CL methods in terms of their assumptions, capabilities, and goals. Finally, we use our framework to find open problems and suggest directions for future RL curriculum learning research.

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