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In this work we present a hierarchical framework for solving discrete stochastic pursuit-evasion games (PEGs) in large grid worlds. With a partition of the grid world into superstates (e.g., "rooms"), the proposed approach creates a two-resolution decision-making process, which consists of a set of local PEGs at the original state level and an aggregated PEG at the superstate level. Having much smaller cardinality, both the local games and the aggregated game can be easily solved to a Nash equilibrium. To connect the decision-making at the two resolutions, we use the Nash values of the local PEGs as the rewards for the aggregated game. Through numerical simulations, we show that the proposed hierarchical framework significantly reduces the computation overhead, while still maintaining a satisfactory level of performance when competing against the flat Nash policies.

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A new approach to calculating the finite Fourier transform is suggested throughout the process of this study. The idea that the series has been updated with the appropriate modification and purification, which serves as the basis for the study, and that this update functions as the basis for the investigation is the conceptual goal of this method, which was designed especially for the purpose of this study. It is provided here that this methodology, which was designed especially for the purpose of this study, has been updated with the appropriate modification and purification, which serves as the basis for the study, is provided here. This study also used this update as the premise to get started. In order for this approach to be successful, the starting point must be the presumption that the series has been appropriately purified and organized to the point where it can be considered adequate. The attributes of this series were discovered as a result of the work that was ordered to choose an acceptable application of the Fourier series, to apply it, and to conduct an analysis of it in relation to the finite Fourier transform. These qualities were determined this study. The results of this study provided a better understanding of the characteristics of this series.

Domain adaptation arises as an important problem in statistical learning theory when the data-generating processes differ between training and test samples, respectively called source and target domains. Recent theoretical advances show that the success of domain adaptation algorithms heavily relies on their ability to minimize the divergence between the probability distributions of the source and target domains. However, minimizing this divergence cannot be done independently of the minimization of other key ingredients such as the source risk or the combined error of the ideal joint hypothesis. The trade-off between these terms is often ensured by algorithmic solutions that remain implicit and not directly reflected by the theoretical guarantees. To get to the bottom of this issue, we propose in this paper a new theoretical framework for domain adaptation through hierarchical optimal transport. This framework provides more explicit generalization bounds and allows us to consider the natural hierarchical organization of samples in both domains into classes or clusters. Additionally, we provide a new divergence measure between the source and target domains called Hierarchical Wasserstein distance that indicates under mild assumptions, which structures have to be aligned to lead to a successful adaptation.

Deep Reinforcement Learning (RL) is mainly studied in a setting where the training and the testing environments are similar. But in many practical applications, these environments may differ. For instance, in control systems, the robot(s) on which a policy is learned might differ from the robot(s) on which a policy will run. It can be caused by different internal factors (e.g., calibration issues, system attrition, defective modules) or also by external changes (e.g., weather conditions). There is a need to develop RL methods that generalize well to variations of the training conditions. In this article, we consider the simplest yet hard to tackle generalization setting where the test environment is unknown at train time, forcing the agent to adapt to the system's new dynamics. This online adaptation process can be computationally expensive (e.g., fine-tuning) and cannot rely on meta-RL techniques since there is just a single train environment. To do so, we propose an approach where we learn a subspace of policies within the parameter space. This subspace contains an infinite number of policies that are trained to solve the training environment while having different parameter values. As a consequence, two policies in that subspace process information differently and exhibit different behaviors when facing variations of the train environment. Our experiments carried out over a large variety of benchmarks compare our approach with baselines, including diversity-based methods. In comparison, our approach is simple to tune, does not need any extra component (e.g., discriminator) and learns policies able to gather a high reward on unseen environments.

We present a lazy incremental search algorithm, Lifelong-GLS (L-GLS), along with its bounded suboptimal version, Bounded L-GLS (B-LGLS) that combine the search efficiency of incremental search algorithms with the evaluation efficiency of lazy search algorithms for fast replanning in problem domains where edge-evaluations are more expensive than vertex-expansions. The proposed algorithms generalize Lifelong Planning A* (LPA*) and its bounded suboptimal version, Truncated LPA* (TLPA*), within the Generalized Lazy Search (GLS) framework, so as to restrict expensive edge evaluations only to the current shortest subpath when the cost-to-come inconsistencies are propagated during repair. We also present dynamic versions of the L-GLS and B-LGLS algorithms, called Generalized D* (GD*) and Bounded Generalized D* (B-GD*), respectively, for efficient replanning with non-stationary queries, designed specifically for navigation of mobile robots. We prove that the proposed algorithms are complete and correct in finding a solution that is guaranteed not to exceed the optimal solution cost by a user-chosen factor. Our numerical and experimental results support the claim that the proposed integration of the incremental and lazy search frameworks can help find solutions faster compared to the regular incremental or regular lazy search algorithms when the underlying graph representation changes often.

Stochastic versions of proximal methods have gained much attention in statistics and machine learning. These algorithms tend to admit simple, scalable forms, and enjoy numerical stability via implicit updates. In this work, we propose and analyze a stochastic version of the recently proposed proximal distance algorithm, a class of iterative optimization methods that recover a desired constrained estimation problem as a penalty parameter $\rho \rightarrow \infty$. By uncovering connections to related stochastic proximal methods and interpreting the penalty parameter as the learning rate, we justify heuristics used in practical manifestations of the proximal distance method, establishing their convergence guarantees for the first time. Moreover, we extend recent theoretical devices to establish finite error bounds and a complete characterization of convergence rates regimes. We validate our analysis via a thorough empirical study, also showing that unsurprisingly, the proposed method outpaces batch versions on popular learning tasks.

Independent learners are learning agents that naively employ single-agent learning algorithms in multi-agent systems, intentionally ignoring the effect of other strategic agents present in their environment. This paper studies $N$-player mean-field games from a decentralized learning perspective with two primary objectives: (i) to study the convergence properties of independent learners, and (ii) to identify structural properties of $N$-player mean-field games that can guide algorithm design. Toward the first objective, we study the learning iterates obtained by independent learners, and we use recent results from POMDP theory to show that these iterates converge under mild conditions. In particular, we consider four information structures corresponding to information at each agent: (1) global state + local action; (2) local state, mean-field state + local action; (3) local state, compressed mean-field state + local action; (4) local state with local action. We present a notion of subjective equilibrium suitable for the analysis of independent learners. Toward the second objective, we study a family of dynamical systems on the set of joint policies. The dynamical systems under consideration are subject to a so-called $\epsilon$-satisficing condition: agents who are subjectively $\epsilon$-best-responding at a given joint policy do not change their policy. We establish a useful structural property relating to such dynamical systems. Finally, we develop an independent learning algorithm for $N$-player mean-field games that drives play to subjective $\epsilon$-equilibrium under self-play, exploiting the aforementioned structural properties to guarantee convergence of policies. Notably, we avoid requiring agents to follow the same policy (via a representative agent) during the learning process, which has been the typical approach in the existing literature on learning for mean-field games.

We propose a new stochastic primal-dual optimization algorithm for planning in a large discounted Markov decision process with a generative model and linear function approximation. Assuming that the feature map approximately satisfies standard realizability and Bellman-closedness conditions and also that the feature vectors of all state-action pairs are representable as convex combinations of a small core set of state-action pairs, we show that our method outputs a near-optimal policy after a polynomial number of queries to the generative model. Our method is computationally efficient and comes with the major advantage that it outputs a single softmax policy that is compactly represented by a low-dimensional parameter vector, and does not need to execute computationally expensive local planning subroutines in runtime.

In this paper, we address the dichotomy between heterogeneous models and simultaneous training in Federated Learning (FL) via a clustering framework. We define a new clustering model for FL based on the (optimal) local models of the users: two users belong to the same cluster if their local models are close; otherwise they belong to different clusters. A standard algorithm for clustered FL is proposed in \cite{ghosh_efficient_2021}, called \texttt{IFCA}, which requires \emph{suitable} initialization and the knowledge of hyper-parameters like the number of clusters (which is often quite difficult to obtain in practical applications) to converge. We propose an improved algorithm, \emph{Successive Refine Federated Clustering Algorithm} (\texttt{SR-FCA}), which removes such restrictive assumptions. \texttt{SR-FCA} treats each user as a singleton cluster as an initialization, and then successively refine the cluster estimation via exploiting similar users belonging to the same cluster. In any intermediate step, \texttt{SR-FCA} uses a robust federated learning algorithm within each cluster to exploit simultaneous training and to correct clustering errors. Furthermore, \texttt{SR-FCA} does not require any \emph{good} initialization (warm start), both in theory and practice. We show that with proper choice of learning rate, \texttt{SR-FCA} incurs arbitrarily small clustering error. Additionally, we validate the performance of our algorithm on standard FL datasets in non-convex problems like neural nets, and we show the benefits of \texttt{SR-FCA} over baselines.

Bid optimization for online advertising from single advertiser's perspective has been thoroughly investigated in both academic research and industrial practice. However, existing work typically assume competitors do not change their bids, i.e., the wining price is fixed, leading to poor performance of the derived solution. Although a few studies use multi-agent reinforcement learning to set up a cooperative game, they still suffer the following drawbacks: (1) They fail to avoid collusion solutions where all the advertisers involved in an auction collude to bid an extremely low price on purpose. (2) Previous works cannot well handle the underlying complex bidding environment, leading to poor model convergence. This problem could be amplified when handling multiple objectives of advertisers which are practical demands but not considered by previous work. In this paper, we propose a novel multi-objective cooperative bid optimization formulation called Multi-Agent Cooperative bidding Games (MACG). MACG sets up a carefully designed multi-objective optimization framework where different objectives of advertisers are incorporated. A global objective to maximize the overall profit of all advertisements is added in order to encourage better cooperation and also to protect self-bidding advertisers. To avoid collusion, we also introduce an extra platform revenue constraint. We analyze the optimal functional form of the bidding formula theoretically and design a policy network accordingly to generate auction-level bids. Then we design an efficient multi-agent evolutionary strategy for model optimization. Offline experiments and online A/B tests conducted on the Taobao platform indicate both single advertiser's objective and global profit have been significantly improved compared to state-of-art methods.

Recent advances in maximizing mutual information (MI) between the source and target have demonstrated its effectiveness in text generation. However, previous works paid little attention to modeling the backward network of MI (i.e., dependency from the target to the source), which is crucial to the tightness of the variational information maximization lower bound. In this paper, we propose Adversarial Mutual Information (AMI): a text generation framework which is formed as a novel saddle point (min-max) optimization aiming to identify joint interactions between the source and target. Within this framework, the forward and backward networks are able to iteratively promote or demote each other's generated instances by comparing the real and synthetic data distributions. We also develop a latent noise sampling strategy that leverages random variations at the high-level semantic space to enhance the long term dependency in the generation process. Extensive experiments based on different text generation tasks demonstrate that the proposed AMI framework can significantly outperform several strong baselines, and we also show that AMI has potential to lead to a tighter lower bound of maximum mutual information for the variational information maximization problem.

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