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Importance sampling (IS) is often used to perform off-policy policy evaluation but is prone to several issues, especially when the behavior policy is unknown and must be estimated from data. Significant differences between the target and behavior policies can result in uncertain value estimates due to, for example, high variance and non-evaluated actions. If the behavior policy is estimated using black-box models, it can be hard to diagnose potential problems and to determine for which inputs the policies differ in their suggested actions and resulting values. To address this, we propose estimating the behavior policy for IS using prototype learning. We apply this approach in the evaluation of policies for sepsis treatment, demonstrating how the prototypes give a condensed summary of differences between the target and behavior policies while retaining an accuracy comparable to baseline estimators. We also describe estimated values in terms of the prototypes to better understand which parts of the target policies have the most impact on the estimates. Using a simulator, we study the bias resulting from restricting models to use prototypes.

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Verification of probabilistic forecasts for extreme events has been a very active field of research, stirred by media and public opinions who naturally focus their attention on extreme events, and easily draw biased onclusions. In this context, classical verification methodologies tailored for extreme events, such as thresholded and weighted scoring rules, have undesirable properties that cannot be mitigated; the well-known Continuous Ranked Probability Score (CRPS) makes no exception. In this paper, we define a formal framework to assess the behavior of forecast evaluation procedures with respect to extreme events, that we use to point out that assessment based on the expectation of a proper score is not suitable for extremes. As an alternative, we propose to study the properties of the CRPS as a random variable using extreme value theory to address extreme events verification. To compare calibrated forecasts, an index is introduced that summarizes the ability of probabilistic forecasts to predict extremes. Its strengths and limitations are discussed using both theoretical arguments and simulations.

Explaining to users why some items are recommended is critical, as it can help users to make better decisions, increase their satisfaction, and gain their trust in recommender systems (RS). However, existing explainable RS usually consider explanation as a side output of the recommendation model, which has two problems: (1) it is difficult to evaluate the produced explanations because they are usually model-dependent, and (2) as a result, how the explanations impact the recommendation performance is less investigated. In this paper, explaining recommendations is formulated as a ranking task, and learned from data, similar to item ranking for recommendation. This makes it possible for standard evaluation of explanations via ranking metrics (e.g., NDCG). Furthermore, this paper extends traditional item ranking to an item-explanation joint-ranking formalization to study if purposely selecting explanations could reach certain learning goals, e.g., improving recommendation performance. A great challenge, however, is that the sparsity issue in the user-item-explanation data would be inevitably severer than that in traditional user-item interaction data, since not every user-item pair can be associated with all explanations. To mitigate this issue, this paper proposes to perform two sets of matrix factorization by considering the ternary relationship as two groups of binary relationships. Experiments on three large datasets verify the solution's effectiveness on both explanation ranking and item recommendation.

Explainability of graph neural networks (GNNs) aims to answer ``Why the GNN made a certain prediction?'', which is crucial to interpret the model prediction. The feature attribution framework distributes a GNN's prediction to its input features (e.g., edges), identifying an influential subgraph as the explanation. When evaluating the explanation (i.e., subgraph importance), a standard way is to audit the model prediction based on the subgraph solely. However, we argue that a distribution shift exists between the full graph and the subgraph, causing the out-of-distribution problem. Furthermore, with an in-depth causal analysis, we find the OOD effect acts as the confounder, which brings spurious associations between the subgraph importance and model prediction, making the evaluation less reliable. In this work, we propose Deconfounded Subgraph Evaluation (DSE) which assesses the causal effect of an explanatory subgraph on the model prediction. While the distribution shift is generally intractable, we employ the front-door adjustment and introduce a surrogate variable of the subgraphs. Specifically, we devise a generative model to generate the plausible surrogates that conform to the data distribution, thus approaching the unbiased estimation of subgraph importance. Empirical results demonstrate the effectiveness of DSE in terms of explanation fidelity.

The difficulty in specifying rewards for many real-world problems has led to an increased focus on learning rewards from human feedback, such as demonstrations. However, there are often many different reward functions that explain the human feedback, leaving agents with uncertainty over what the true reward function is. While most policy optimization approaches handle this uncertainty by optimizing for expected performance, many applications demand risk-averse behavior. We derive a novel policy gradient-style robust optimization approach, PG-BROIL, that optimizes a soft-robust objective that balances expected performance and risk. To the best of our knowledge, PG-BROIL is the first policy optimization algorithm robust to a distribution of reward hypotheses which can scale to continuous MDPs. Results suggest that PG-BROIL can produce a family of behaviors ranging from risk-neutral to risk-averse and outperforms state-of-the-art imitation learning algorithms when learning from ambiguous demonstrations by hedging against uncertainty, rather than seeking to uniquely identify the demonstrator's reward function.

We address the issue of tuning hyperparameters (HPs) for imitation learning algorithms in the context of continuous-control, when the underlying reward function of the demonstrating expert cannot be observed at any time. The vast literature in imitation learning mostly considers this reward function to be available for HP selection, but this is not a realistic setting. Indeed, would this reward function be available, it could then directly be used for policy training and imitation would not be necessary. To tackle this mostly ignored problem, we propose a number of possible proxies to the external reward. We evaluate them in an extensive empirical study (more than 10'000 agents across 9 environments) and make practical recommendations for selecting HPs. Our results show that while imitation learning algorithms are sensitive to HP choices, it is often possible to select good enough HPs through a proxy to the reward function.

We address the question of characterizing and finding optimal representations for supervised learning. Traditionally, this question has been tackled using the Information Bottleneck, which compresses the inputs while retaining information about the targets, in a decoder-agnostic fashion. In machine learning, however, our goal is not compression but rather generalization, which is intimately linked to the predictive family or decoder of interest (e.g. linear classifier). We propose the Decodable Information Bottleneck (DIB) that considers information retention and compression from the perspective of the desired predictive family. As a result, DIB gives rise to representations that are optimal in terms of expected test performance and can be estimated with guarantees. Empirically, we show that the framework can be used to enforce a small generalization gap on downstream classifiers and to predict the generalization ability of neural networks.

Discovering causal structure among a set of variables is a fundamental problem in many empirical sciences. Traditional score-based casual discovery methods rely on various local heuristics to search for a Directed Acyclic Graph (DAG) according to a predefined score function. While these methods, e.g., greedy equivalence search, may have attractive results with infinite samples and certain model assumptions, they are usually less satisfactory in practice due to finite data and possible violation of assumptions. Motivated by recent advances in neural combinatorial optimization, we propose to use Reinforcement Learning (RL) to search for the DAG with the best scoring. Our encoder-decoder model takes observable data as input and generates graph adjacency matrices that are used to compute rewards. The reward incorporates both the predefined score function and two penalty terms for enforcing acyclicity. In contrast with typical RL applications where the goal is to learn a policy, we use RL as a search strategy and our final output would be the graph, among all graphs generated during training, that achieves the best reward. We conduct experiments on both synthetic and real datasets, and show that the proposed approach not only has an improved search ability but also allows a flexible score function under the acyclicity constraint.

Eligibility traces are an effective technique to accelerate reinforcement learning by smoothly assigning credit to recently visited states. However, their online implementation is incompatible with modern deep reinforcement learning algorithms, which rely heavily on i.i.d. training data and offline learning. We utilize an efficient, recursive method for computing {\lambda}-returns offline that can provide the benefits of eligibility traces to any value-estimation or actor-critic method. We demonstrate how our method can be combined with DQN, DRQN, and A3C to greatly enhance the learning speed of these algorithms when playing Atari 2600 games, even under partial observability. Our results indicate several-fold improvements to sample efficiency on Seaquest and Q*bert. We expect similar results for other algorithms and domains not considered here, including those with continuous actions.

Deep reinforcement learning has recently shown many impressive successes. However, one major obstacle towards applying such methods to real-world problems is their lack of data-efficiency. To this end, we propose the Bottleneck Simulator: a model-based reinforcement learning method which combines a learned, factorized transition model of the environment with rollout simulations to learn an effective policy from few examples. The learned transition model employs an abstract, discrete (bottleneck) state, which increases sample efficiency by reducing the number of model parameters and by exploiting structural properties of the environment. We provide a mathematical analysis of the Bottleneck Simulator in terms of fixed points of the learned policy, which reveals how performance is affected by four distinct sources of error: an error related to the abstract space structure, an error related to the transition model estimation variance, an error related to the transition model estimation bias, and an error related to the transition model class bias. Finally, we evaluate the Bottleneck Simulator on two natural language processing tasks: a text adventure game and a real-world, complex dialogue response selection task. On both tasks, the Bottleneck Simulator yields excellent performance beating competing approaches.

Like any large software system, a full-fledged DBMS offers an overwhelming amount of configuration knobs. These range from static initialisation parameters like buffer sizes, degree of concurrency, or level of replication to complex runtime decisions like creating a secondary index on a particular column or reorganising the physical layout of the store. To simplify the configuration, industry grade DBMSs are usually shipped with various advisory tools, that provide recommendations for given workloads and machines. However, reality shows that the actual configuration, tuning, and maintenance is usually still done by a human administrator, relying on intuition and experience. Recent work on deep reinforcement learning has shown very promising results in solving problems, that require such a sense of intuition. For instance, it has been applied very successfully in learning how to play complicated games with enormous search spaces. Motivated by these achievements, in this work we explore how deep reinforcement learning can be used to administer a DBMS. First, we will describe how deep reinforcement learning can be used to automatically tune an arbitrary software system like a DBMS by defining a problem environment. Second, we showcase our concept of NoDBA at the concrete example of index selection and evaluate how well it recommends indexes for given workloads.

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