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In multi-agent informative path planning (MAIPP), agents must collectively construct a global belief map of an underlying distribution of interest (e.g., gas concentration, light intensity, or pollution levels) over a given domain, based on measurements taken along their trajectory. They must frequently replan their path to balance the distributed exploration of new areas and the collective, meticulous exploitation of known high-interest areas, to maximize the information gained within a predefined budget (e.g., path length or working time). A common approach to achieving such cooperation relies on planning the agents' paths reactively, conditioned on other agents' future actions. However, as the agent's belief is updated continuously, these predicted future actions may not end up being the ones executed by agents, introducing a form of noise/inaccuracy in the system and often decreasing performance. In this work, we propose a decentralized deep reinforcement learning (DRL) approach to MAIPP, which relies on an attention-based neural network, where agents optimize long-term individual and cooperative objectives by explicitly sharing their intent (i.e., medium-/long-term future positions distribution, obtained from their individual policy) in a reactive, asynchronous manner. That is, in our work, intent sharing allows agents to learn to claim/avoid broader areas of the world. Moreover, since our approach relies on learned attention over these shared intents, agents are able to learn to recognize the useful portion(s) of these (imperfect) predictions to maximize cooperation even in the presence of imperfect information. Our comparison experiments demonstrate the performance of our approach compared to its variants and high-quality baselines over a large set of MAIPP simulations.

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2023 年 5 月 1 日

Representation learning and exploration are among the key challenges for any deep reinforcement learning agent. In this work, we provide a singular value decomposition based method that can be used to obtain representations that preserve the underlying transition structure in the domain. Perhaps interestingly, we show that these representations also capture the relative frequency of state visitations, thereby providing an estimate for pseudo-counts for free. To scale this decomposition method to large-scale domains, we provide an algorithm that never requires building the transition matrix, can make use of deep networks, and also permits mini-batch training. Further, we draw inspiration from predictive state representations and extend our decomposition method to partially observable environments. With experiments on multi-task settings with partially observable domains, we show that the proposed method can not only learn useful representation on DM-Lab-30 environments (that have inputs involving language instructions, pixel images, and rewards, among others) but it can also be effective at hard exploration tasks in DM-Hard-8 environments.

Meta-reinforcement learning enables artificial agents to learn from related training tasks and adapt to new tasks efficiently with minimal interaction data. However, most existing research is still limited to narrow task distributions that are parametric and stationary, and does not consider out-of-distribution tasks during the evaluation, thus, restricting its application. In this paper, we propose MoSS, a context-based Meta-reinforcement learning algorithm based on Self-Supervised task representation learning to address this challenge. We extend meta-RL to broad non-parametric task distributions which have never been explored before, and also achieve state-of-the-art results in non-stationary and out-of-distribution tasks. Specifically, MoSS consists of a task inference module and a policy module. We utilize the Gaussian mixture model for task representation to imitate the parametric and non-parametric task variations. Additionally, our online adaptation strategy enables the agent to react at the first sight of a task change, thus being applicable in non-stationary tasks. MoSS also exhibits strong generalization robustness in out-of-distributions tasks which benefits from the reliable and robust task representation. The policy is built on top of an off-policy RL algorithm and the entire network is trained completely off-policy to ensure high sample efficiency. On MuJoCo and Meta-World benchmarks, MoSS outperforms prior works in terms of asymptotic performance, sample efficiency (3-50x faster), adaptation efficiency, and generalization robustness on broad and diverse task distributions.

Next-generation Wi-Fi networks are looking forward to introducing new features like multi-link operation (MLO) to both achieve higher throughput and lower latency. However, given the limited number of available channels, the use of multiple links by a group of contending Basic Service Sets (BSSs) can result in higher interference and channel contention, thus potentially leading to lower performance and reliability. In such a situation, it could be better for all contending BSSs to use less links if that contributes to reduce channel access contention. Recently, reinforcement learning (RL) has proven its potential for optimizing resource allocation in wireless networks. However, the independent operation of each wireless network makes difficult -- if not almost impossible -- for each individual network to learn a good configuration. To solve this issue, in this paper, we propose the use of a Federated Reinforcement Learning (FRL) framework, i.e., a collaborative machine learning approach to train models across multiple distributed agents without exchanging data, to collaboratively learn the the best MLO-Link Allocation (LA) strategy by a group of neighboring BSSs. The simulation results show that the FRL-based decentralized MLO-LA strategy achieves a better throughput fairness, and so a higher reliability -- because it allows the different BSSs to find a link allocation strategy which maximizes the minimum achieved data rate -- compared to fixed, random and RL-based MLO-LA schemes.

The policy represented by the deep neural network can overfit the spurious features in observations, which hamper a reinforcement learning agent from learning effective policy. This issue becomes severe in high-dimensional state, where the agent struggles to learn a useful policy. Data augmentation can provide a performance boost to RL agents by mitigating the effect of overfitting. However, such data augmentation is a form of prior knowledge, and naively applying them in environments might worsen an agent's performance. In this paper, we propose a novel RL algorithm to mitigate the above issue and improve the efficiency of the learned policy. Our approach consists of a max-min game theoretic objective where a perturber network modifies the state to maximize the agent's probability of taking a different action while minimizing the distortion in the state. In contrast, the policy network updates its parameters to minimize the effect of perturbation while maximizing the expected future reward. Based on this objective, we propose a practical deep reinforcement learning algorithm, Adversarial Policy Optimization (APO). Our method is agnostic to the type of policy optimization, and thus data augmentation can be incorporated to harness the benefit. We evaluated our approaches on several DeepMind Control robotic environments with high-dimensional and noisy state settings. Empirical results demonstrate that our method APO consistently outperforms the state-of-the-art on-policy PPO agent. We further compare our method with state-of-the-art data augmentation, RAD, and regularization-based approach DRAC. Our agent APO shows better performance compared to these baselines.

It is essential for autonomous robots to be socially compliant while navigating in human-populated environments. Machine Learning and, especially, Deep Reinforcement Learning have recently gained considerable traction in the field of Social Navigation. This can be partially attributed to the resulting policies not being bound by human limitations in terms of code complexity or the number of variables that are handled. Unfortunately, the lack of safety guarantees and the large data requirements by DRL algorithms make learning in the real world unfeasible. To bridge this gap, simulation environments are frequently used. We propose SocNavGym, an advanced simulation environment for social navigation that can generate a wide variety of social navigation scenarios and facilitates the development of intelligent social agents. SocNavGym is light-weight, fast, easy-to-use, and can be effortlessly configured to generate different types of social navigation scenarios. It can also be configured to work with different hand-crafted and data-driven social reward signals and to yield a variety of evaluation metrics to benchmark agents' performance. Further, we also provide a case study where a Dueling-DQN agent is trained to learn social-navigation policies using SocNavGym. The results provides evidence that SocNavGym can be used to train an agent from scratch to navigate in simple as well as complex social scenarios. Our experiments also show that the agents trained using the data-driven reward function displays more advanced social compliance in comparison to the heuristic-based reward function.

The development of autonomous agents which can interact with other agents to accomplish a given task is a core area of research in artificial intelligence and machine learning. Towards this goal, the Autonomous Agents Research Group develops novel machine learning algorithms for autonomous systems control, with a specific focus on deep reinforcement learning and multi-agent reinforcement learning. Research problems include scalable learning of coordinated agent policies and inter-agent communication; reasoning about the behaviours, goals, and composition of other agents from limited observations; and sample-efficient learning based on intrinsic motivation, curriculum learning, causal inference, and representation learning. This article provides a broad overview of the ongoing research portfolio of the group and discusses open problems for future directions.

Advances in artificial intelligence often stem from the development of new environments that abstract real-world situations into a form where research can be done conveniently. This paper contributes such an environment based on ideas inspired by elementary Microeconomics. Agents learn to produce resources in a spatially complex world, trade them with one another, and consume those that they prefer. We show that the emergent production, consumption, and pricing behaviors respond to environmental conditions in the directions predicted by supply and demand shifts in Microeconomics. We also demonstrate settings where the agents' emergent prices for goods vary over space, reflecting the local abundance of goods. After the price disparities emerge, some agents then discover a niche of transporting goods between regions with different prevailing prices -- a profitable strategy because they can buy goods where they are cheap and sell them where they are expensive. Finally, in a series of ablation experiments, we investigate how choices in the environmental rewards, bartering actions, agent architecture, and ability to consume tradable goods can either aid or inhibit the emergence of this economic behavior. This work is part of the environment development branch of a research program that aims to build human-like artificial general intelligence through multi-agent interactions in simulated societies. By exploring which environment features are needed for the basic phenomena of elementary microeconomics to emerge automatically from learning, we arrive at an environment that differs from those studied in prior multi-agent reinforcement learning work along several dimensions. For example, the model incorporates heterogeneous tastes and physical abilities, and agents negotiate with one another as a grounded form of communication.

This paper aims to mitigate straggler effects in synchronous distributed learning for multi-agent reinforcement learning (MARL) problems. Stragglers arise frequently in a distributed learning system, due to the existence of various system disturbances such as slow-downs or failures of compute nodes and communication bottlenecks. To resolve this issue, we propose a coded distributed learning framework, which speeds up the training of MARL algorithms in the presence of stragglers, while maintaining the same accuracy as the centralized approach. As an illustration, a coded distributed version of the multi-agent deep deterministic policy gradient(MADDPG) algorithm is developed and evaluated. Different coding schemes, including maximum distance separable (MDS)code, random sparse code, replication-based code, and regular low density parity check (LDPC) code are also investigated. Simulations in several multi-robot problems demonstrate the promising performance of the proposed framework.

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.

We study the problem of learning to reason in large scale knowledge graphs (KGs). More specifically, we describe a novel reinforcement learning framework for learning multi-hop relational paths: we use a policy-based agent with continuous states based on knowledge graph embeddings, which reasons in a KG vector space by sampling the most promising relation to extend its path. In contrast to prior work, our approach includes a reward function that takes the accuracy, diversity, and efficiency into consideration. Experimentally, we show that our proposed method outperforms a path-ranking based algorithm and knowledge graph embedding methods on Freebase and Never-Ending Language Learning datasets.

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