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We study the offline reinforcement learning (RL) in the face of unmeasured confounders. Due to the lack of online interaction with the environment, offline RL is facing the following two significant challenges: (i) the agent may be confounded by the unobserved state variables; (ii) the offline data collected a prior does not provide sufficient coverage for the environment. To tackle the above challenges, we study the policy learning in the confounded MDPs with the aid of instrumental variables. Specifically, we first establish value function (VF)-based and marginalized importance sampling (MIS)-based identification results for the expected total reward in the confounded MDPs. Then by leveraging pessimism and our identification results, we propose various policy learning methods with the finite-sample suboptimality guarantee of finding the optimal in-class policy under minimal data coverage and modeling assumptions. Lastly, our extensive theoretical investigations and one numerical study motivated by the kidney transplantation demonstrate the promising performance of the proposed methods.

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The method of instrumental variables provides a fundamental and practical tool for causal inference in many empirical studies where unmeasured confounding between the treatments and the outcome is present. Modern data such as the genetical genomics data from these studies are often high-dimensional. The high-dimensional linear instrumental-variables regression has been considered in the literature due to its simplicity albeit a true nonlinear relationship may exist. We propose a more data-driven approach by considering the nonparametric additive models between the instruments and the treatments while keeping a linear model between the treatments and the outcome so that the coefficients therein can directly bear causal interpretation. We provide a two-stage framework for estimation and inference under this more general setup. The group lasso regularization is first employed to select optimal instruments from the high-dimensional additive models, and the outcome variable is then regressed on the fitted values from the additive models to identify and estimate important treatment effects. We provide non-asymptotic analysis of the estimation error of the proposed estimator. A debiasing procedure is further employed to yield valid inference. Extensive numerical experiments show that our method can rival or outperform existing approaches in the literature. We finally analyze the mouse obesity data and discuss new findings from our method.

Peer prediction refers to a collection of mechanisms for eliciting information from human agents when direct verification of the obtained information is unavailable. They are designed to have a game-theoretic equilibrium where everyone reveals their private information truthfully. This result holds under the assumption that agents are Bayesian and they each adopt a fixed strategy across all tasks. Human agents however are observed in many domains to exhibit learning behavior in sequential settings. In this paper, we explore the dynamics of sequential peer prediction mechanisms when participants are learning agents. We first show that the notion of no regret alone for the agents' learning algorithms cannot guarantee convergence to the truthful strategy. We then focus on a family of learning algorithms where strategy updates only depend on agents' cumulative rewards and prove that agents' strategies in the popular Correlated Agreement (CA) mechanism converge to truthful reporting when they use algorithms from this family. This family of algorithms is not necessarily no-regret, but includes several familiar no-regret learning algorithms (e.g multiplicative weight update and Follow the Perturbed Leader) as special cases. Simulation of several algorithms in this family as well as the $\epsilon$-greedy algorithm, which is outside of this family, shows convergence to the truthful strategy in the CA mechanism.

The curse of dimensionality is a widely known issue in reinforcement learning (RL). In the tabular setting where the state space $\mathcal{S}$ and the action space $\mathcal{A}$ are both finite, to obtain a nearly optimal policy with sampling access to a generative model, the minimax optimal sample complexity scales linearly with $|\mathcal{S}|\times|\mathcal{A}|$, which can be prohibitively large when $\mathcal{S}$ or $\mathcal{A}$ is large. This paper considers a Markov decision process (MDP) that admits a set of state-action features, which can linearly express (or approximate) its probability transition kernel. We show that a model-based approach (resp.$~$Q-learning) provably learns an $\varepsilon$-optimal policy (resp.$~$Q-function) with high probability as soon as the sample size exceeds the order of $\frac{K}{(1-\gamma)^{3}\varepsilon^{2}}$ (resp.$~$$\frac{K}{(1-\gamma)^{4}\varepsilon^{2}}$), up to some logarithmic factor. Here $K$ is the feature dimension and $\gamma\in(0,1)$ is the discount factor of the MDP. Both sample complexity bounds are provably tight, and our result for the model-based approach matches the minimax lower bound. Our results show that for arbitrarily large-scale MDP, both the model-based approach and Q-learning are sample-efficient when $K$ is relatively small, and hence the title of this paper.

While combining imitation learning (IL) and reinforcement learning (RL) is a promising way to address poor sample efficiency in autonomous behavior acquisition, methods that do so typically assume that the requisite behavior demonstrations are provided by an expert that behaves optimally with respect to a task reward. If, however, suboptimal demonstrations are provided, a fundamental challenge appears in that the demonstration-matching objective of IL conflicts with the return-maximization objective of RL. This paper introduces D-Shape, a new method for combining IL and RL that uses ideas from reward shaping and goal-conditioned RL to resolve the above conflict. D-Shape allows learning from suboptimal demonstrations while retaining the ability to find the optimal policy with respect to the task reward. We experimentally validate D-Shape in sparse-reward gridworld domains, showing that it both improves over RL in terms of sample efficiency and converges consistently to the optimal policy in the presence of suboptimal demonstrations.

Sparse decision trees are one of the most common forms of interpretable models. While recent advances have produced algorithms that fully optimize sparse decision trees for prediction, that work does not address policy design, because the algorithms cannot handle weighted data samples. Specifically, they rely on the discreteness of the loss function, which means that real-valued weights cannot be directly used. For example, none of the existing techniques produce policies that incorporate inverse propensity weighting on individual data points. We present three algorithms for efficient sparse weighted decision tree optimization. The first approach directly optimizes the weighted loss function; however, it tends to be computationally inefficient for large datasets. Our second approach, which scales more efficiently, transforms weights to integer values and uses data duplication to transform the weighted decision tree optimization problem into an unweighted (but larger) counterpart. Our third algorithm, which scales to much larger datasets, uses a randomized procedure that samples each data point with a probability proportional to its weight. We present theoretical bounds on the error of the two fast methods and show experimentally that these methods can be two orders of magnitude faster than the direct optimization of the weighted loss, without losing significant accuracy.

Recently introduced distributed zeroth-order optimization (ZOO) algorithms have shown their utility in distributed reinforcement learning (RL). Unfortunately, in the gradient estimation process, almost all of them require random samples with the same dimension as the global variable and/or require evaluation of the global cost function, which may induce high estimation variance for large-scale networks. In this paper, we propose a novel distributed zeroth-order algorithm by leveraging the network structure inherent in the optimization objective, which allows each agent to estimate its local gradient by local cost evaluation independently, without use of any consensus protocol. The proposed algorithm exhibits an asynchronous update scheme, and is designed for stochastic non-convex optimization with a possibly non-convex feasible domain based on the block coordinate descent method. The algorithm is later employed as a distributed model-free RL algorithm for distributed linear quadratic regulator design, where a learning graph is designed to describe the required interaction relationship among agents in distributed learning. We provide an empirical validation of the proposed algorithm to benchmark its performance on convergence rate and variance against a centralized ZOO algorithm.

Causal discovery (CD) from time-varying data is important in neuroscience, medicine, and machine learning. Techniques for CD include randomized experiments which are generally unbiased but expensive. It also includes algorithms like regression, matching, and Granger causality, which are only correct under strong assumptions made by human designers. However, as we found in other areas of machine learning, humans are usually not quite right and human expertise is usually outperformed by data-driven approaches. Here we test if we can improve causal discovery in a data-driven way. We take a perturbable system with a large number of causal components (transistors), the MOS 6502 processor, acquire the causal ground truth, and learn the causal discovery procedure represented as a neural network. We find that this procedure far outperforms human-designed causal discovery procedures, such as Mutual Information, LiNGAM, and Granger Causality both on MOS 6502 processor and the NetSim dataset which simulates functional magnetic resonance imaging (fMRI) results. We argue that the causality field should consider, where possible, a supervised approach, where CD procedures are learned from large datasets with known causal relations instead of being designed by a human specialist. Our findings promise a new approach toward improving CD in neural and medical data and for the broader machine learning community.

Policies produced by deep reinforcement learning are typically characterised by their learning curves, but they remain poorly understood in many other respects. ReLU-based policies result in a partitioning of the input space into piecewise linear regions. We seek to understand how observed region counts and their densities evolve during deep reinforcement learning using empirical results that span a range of continuous control tasks and policy network dimensions. Intuitively, we may expect that during training, the region density increases in the areas that are frequently visited by the policy, thereby affording fine-grained control. We use recent theoretical and empirical results for the linear regions induced by neural networks in supervised learning settings for grounding and comparison of our results. Empirically, we find that the region density increases only moderately throughout training, as measured along fixed trajectories coming from the final policy. However, the trajectories themselves also increase in length during training, and thus the region densities decrease as seen from the perspective of the current trajectory. Our findings suggest that the complexity of deep reinforcement learning policies does not principally emerge from a significant growth in the complexity of functions observed on-and-around trajectories of the policy.

In this paper, we consider recent progress in estimating the average treatment effect when extreme inverse probability weights are present and focus on methods that account for a possible violation of the positivity assumption. These methods aim at estimating the treatment effect on the subpopulation of patients for whom there is a clinical equipoise. We propose a systematic approach to determine their related causal estimands and develop new insights into the properties of the weights targeting such a subpopulation. Then, we examine the roles of overlap weights, matching weights, Shannon's entropy weights, and beta weights. This helps us characterize and compare their underlying estimators, analytically and via simulations, in terms of the accuracy, precision, and root mean squared error. Moreover, we study the asymptotic behaviors of their augmented estimators (that mimic doubly robust estimators), which lead to improved estimations when either the propensity or the regression models are correctly specified. Based on the analytical and simulation results, we conclude that overall overlap weights are preferable to matching weights, especially when there is moderate or extreme violations of the positivity assumption. Finally, we illustrate the methods using a real data example marked by extreme inverse probability weights.

Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm. During centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level's benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system's global Q-values into individual agents' Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.

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