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Actor-critic (AC) algorithms are known for their efficacy and high performance in solving reinforcement learning problems, but they also suffer from low sampling efficiency. An AC based policy optimization process is iterative and needs to frequently access the agent-environment system to evaluate and update the policy by rolling out the policy, collecting rewards and states (i.e. samples), and learning from them. It ultimately requires a huge number of samples to learn an optimal policy. To improve sampling efficiency, we propose a strategy to optimize the training dataset that contains significantly less samples collected from the AC process. The dataset optimization is made of a best episode only operation, a policy parameter-fitness model, and a genetic algorithm module. The optimal policy network trained by the optimized training dataset exhibits superior performance compared to many contemporary AC algorithms in controlling autonomous dynamical systems. Evaluation on standard benchmarks show that the method improves sampling efficiency, ensures faster convergence to optima, and is more data-efficient than its counterparts.

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We study the model-based reward-free reinforcement learning with linear function approximation for episodic Markov decision processes (MDPs). In this setting, the agent works in two phases. In the exploration phase, the agent interacts with the environment and collects samples without the reward. In the planning phase, the agent is given a specific reward function and uses samples collected from the exploration phase to learn a good policy. We propose a new provably efficient algorithm, called UCRL-RFE under the Linear Mixture MDP assumption, where the transition probability kernel of the MDP can be parameterized by a linear function over certain feature mappings defined on the triplet of state, action, and next state. We show that to obtain an $\epsilon$-optimal policy for arbitrary reward function, UCRL-RFE needs to sample at most $\tilde O(H^5d^2\epsilon^{-2})$ episodes during the exploration phase. Here, $H$ is the length of the episode, $d$ is the dimension of the feature mapping. We also propose a variant of UCRL-RFE using Bernstein-type bonus and show that it needs to sample at most $\tilde O(H^4d(H + d)\epsilon^{-2})$ to achieve an $\epsilon$-optimal policy. By constructing a special class of linear Mixture MDPs, we also prove that for any reward-free algorithm, it needs to sample at least $\tilde \Omega(H^2d\epsilon^{-2})$ episodes to obtain an $\epsilon$-optimal policy. Our upper bound matches the lower bound in terms of the dependence on $\epsilon$ and the dependence on $d$ if $H \ge d$.

Offline reinforcement learning requires reconciling two conflicting aims: learning a policy that improves over the behavior policy that collected the dataset, while at the same time minimizing the deviation from the behavior policy so as to avoid errors due to distributional shift. This trade-off is critical, because most current offline reinforcement learning methods need to query the value of unseen actions during training to improve the policy, and therefore need to either constrain these actions to be in-distribution, or else regularize their values. We propose an offline RL method that never needs to evaluate actions outside of the dataset, but still enables the learned policy to improve substantially over the best behavior in the data through generalization. The main insight in our work is that, instead of evaluating unseen actions from the latest policy, we can approximate the policy improvement step implicitly by treating the state value function as a random variable, with randomness determined by the action (while still integrating over the dynamics to avoid excessive optimism), and then taking a state conditional upper expectile of this random variable to estimate the value of the best actions in that state. This leverages the generalization capacity of the function approximator to estimate the value of the best available action at a given state without ever directly querying a Q-function with this unseen action. Our algorithm alternates between fitting this upper expectile value function and backing it up into a Q-function. Then, we extract the policy via advantage-weighted behavioral cloning. We dub our method implicit Q-learning (IQL). IQL demonstrates the state-of-the-art performance on D4RL, a standard benchmark for offline reinforcement learning. We also demonstrate that IQL achieves strong performance fine-tuning using online interaction after offline initialization.

Due to the huge surge in the traffic of IoT devices and applications, mobile networks require a new paradigm shift to handle such demand roll out. With the 5G economics, those networks should provide virtualized multi-vendor and intelligent systems that can scale and efficiently optimize the investment of the underlying infrastructure. Therefore, the market stakeholders have proposed the Open Radio Access Network (O-RAN) as one of the solutions to improve the network performance, agility, and time-to-market of new applications. O-RAN harnesses the power of artificial intelligence, cloud computing, and new network technologies (NFV and SDN) to allow operators to manage their infrastructure in a cost-efficient manner. Therefore, it is necessary to address the O-RAN performance and availability challenges autonomously while maintaining the quality of service. In this work, we propose an optimized deployment strategy for the virtualized O-RAN units in the O-Cloud to minimize the network's outage while complying with the performance and operational requirements. The model's evaluation provides an optimal deployment strategy that maximizes the network's overall availability and adheres to the O-RAN-specific requirements.

This paper addresses the problem of learning an equilibrium efficiently in general-sum Markov games through decentralized multi-agent reinforcement learning. Given the fundamental difficulty of calculating a Nash equilibrium (NE), we instead aim at finding a coarse correlated equilibrium (CCE), a solution concept that generalizes NE by allowing possible correlations among the agents' strategies. We propose an algorithm in which each agent independently runs optimistic V-learning (a variant of Q-learning) to efficiently explore the unknown environment, while using a stabilized online mirror descent (OMD) subroutine for policy updates. We show that the agents can find an $\epsilon$-approximate CCE in at most $\widetilde{O}( H^6S A /\epsilon^2)$ episodes, where $S$ is the number of states, $A$ is the size of the largest individual action space, and $H$ is the length of an episode. This appears to be the first sample complexity result for learning in generic general-sum Markov games. Our results rely on a novel investigation of an anytime high-probability regret bound for OMD with a dynamic learning rate and weighted regret, which would be of independent interest. One key feature of our algorithm is that it is fully \emph{decentralized}, in the sense that each agent has access to only its local information, and is completely oblivious to the presence of others. This way, our algorithm can readily scale up to an arbitrary number of agents, without suffering from the exponential dependence on the number of agents.

We present temporally abstract actor-critic (TAAC), a simple but effective off-policy RL algorithm that incorporates closed-loop temporal abstraction into the actor-critic framework. TAAC adds a second-stage binary policy to choose between the previous action and a new action output by an actor. Crucially, its "act-or-repeat" decision hinges on the actually sampled action instead of the expected behavior of the actor. This post-acting switching scheme let the overall policy make more informed decisions. TAAC has two important features: a) persistent exploration, and b) a new compare-through Q operator for multi-step TD backup, specially tailored to the action repetition scenario. We demonstrate TAAC's advantages over several strong baselines across 14 continuous control tasks. Our surprising finding reveals that while achieving top performance, TAAC is able to "mine" a significant number of repeated actions with the trained policy even on continuous tasks whose problem structures on the surface seem to repel action repetition. This suggests that aside from encouraging persistent exploration, action repetition can find its place in a good policy behavior. Code is available at //github.com/hnyu/taac.

Multi-agent reinforcement learning (MARL) has attracted much research attention recently. However, unlike its single-agent counterpart, many theoretical and algorithmic aspects of MARL have not been well-understood. In this paper, we study the emergence of coordinated behavior by autonomous agents using an actor-critic (AC) algorithm. Specifically, we propose and analyze a class of coordinated actor-critic algorithms (CAC) in which individually parametrized policies have a {\it shared} part (which is jointly optimized among all agents) and a {\it personalized} part (which is only locally optimized). Such kind of {\it partially personalized} policy allows agents to learn to coordinate by leveraging peers' past experience and adapt to individual tasks. The flexibility in our design allows the proposed MARL-CAC algorithm to be used in a {\it fully decentralized} setting, where the agents can only communicate with their neighbors, as well as a {\it federated} setting, where the agents occasionally communicate with a server while optimizing their (partially personalized) local models. Theoretically, we show that under some standard regularity assumptions, the proposed MARL-CAC algorithm requires $\mathcal{O}(\epsilon^{-\frac{5}{2}})$ samples to achieve an $\epsilon$-stationary solution (defined as the solution whose squared norm of the gradient of the objective function is less than $\epsilon$). To the best of our knowledge, this work provides the first finite-sample guarantee for decentralized AC algorithm with partially personalized policies.

We consider the subset selection problem for function $f$ with constraint bound $B$ that changes over time. Within the area of submodular optimization, various greedy approaches are commonly used. For dynamic environments we observe that the adaptive variants of these greedy approaches are not able to maintain their approximation quality. Investigating the recently introduced POMC Pareto optimization approach, we show that this algorithm efficiently computes a $\phi= (\alpha_f/2)(1-\frac{1}{e^{\alpha_f}})$-approximation, where $\alpha_f$ is the submodularity ratio of $f$, for each possible constraint bound $b \leq B$. Furthermore, we show that POMC is able to adapt its set of solutions quickly in the case that $B$ increases. Our experimental investigations for the influence maximization in social networks show the advantage of POMC over generalized greedy algorithms. We also consider EAMC, a new evolutionary algorithm with polynomial expected time guarantee to maintain $\phi$ approximation ratio, and NSGA-II with two different population sizes as advanced multi-objective optimization algorithm, to demonstrate their challenges in optimizing the maximum coverage problem. Our empirical analysis shows that, within the same number of evaluations, POMC is able to perform as good as NSGA-II under linear constraint, while EAMC performs significantly worse than all considered algorithms in most cases.

We study query and computationally efficient planning algorithms with linear function approximation and a simulator. We assume that the agent only has local access to the simulator, meaning that the agent can only query the simulator at states that have been visited before. This setting is more practical than many prior works on reinforcement learning with a generative model. We propose an algorithm named confident Monte Carlo least square policy iteration (Confident MC-LSPI) for this setting. Under the assumption that the Q-functions of all deterministic policies are linear in known features of the state-action pairs, we show that our algorithm has polynomial query and computational complexities in the dimension of the features, the effective planning horizon and the targeted sub-optimality, while these complexities are independent of the size of the state space. One technical contribution of our work is the introduction of a novel proof technique that makes use of a virtual policy iteration algorithm. We use this method to leverage existing results on $\ell_\infty$-bounded approximate policy iteration to show that our algorithm can learn the optimal policy for the given initial state even only with local access to the simulator. We believe that this technique can be extended to broader settings beyond this work.

Reinforcement learning, mathematically described by Markov Decision Problems, may be approached either through dynamic programming or policy search. Actor-critic algorithms combine the merits of both approaches by alternating between steps to estimate the value function and policy gradient updates. Due to the fact that the updates exhibit correlated noise and biased gradient updates, only the asymptotic behavior of actor-critic is known by connecting its behavior to dynamical systems. This work puts forth a new variant of actor-critic that employs Monte Carlo rollouts during the policy search updates, which results in controllable bias that depends on the number of critic evaluations. As a result, we are able to provide for the first time the convergence rate of actor-critic algorithms when the policy search step employs policy gradient, agnostic to the choice of policy evaluation technique. In particular, we establish conditions under which the sample complexity is comparable to stochastic gradient method for non-convex problems or slower as a result of the critic estimation error, which is the main complexity bottleneck. These results hold in continuous state and action spaces with linear function approximation for the value function. We then specialize these conceptual results to the case where the critic is estimated by Temporal Difference, Gradient Temporal Difference, and Accelerated Gradient Temporal Difference. These learning rates are then corroborated on a navigation problem involving an obstacle, providing insight into the interplay between optimization and generalization in reinforcement learning.

This paper proposes a Reinforcement Learning (RL) algorithm to synthesize policies for a Markov Decision Process (MDP), such that a linear time property is satisfied. We convert the property into a Limit Deterministic Buchi Automaton (LDBA), then construct a product MDP between the automaton and the original MDP. A reward function is then assigned to the states of the product automaton, according to accepting conditions of the LDBA. With this reward function, our algorithm synthesizes a policy that 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.

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