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Smooth coordination within a swarm robotic system is essential for the effective execution of collective robot missions. Having efficient communication is key to the successful coordination of swarm robots. This paper proposes a new communication-efficient decentralized cooperative reinforcement learning algorithm for coordinating swarm robots. It is made efficient by hierarchically building on the use of local information exchanges. We consider a case study application of maze solving through cooperation among a group of robots, where the time and costs are minimized while avoiding inter-robot collisions and path overlaps during exploration. With a solid theoretical basis, we extensively analyze the algorithm with realistic CORE network simulations and evaluate it against state-of-the-art solutions in terms of maze coverage percentage and efficiency under communication-degraded environments. The results demonstrate significantly higher coverage accuracy and efficiency while reducing costs and overlaps even in high packet loss and low communication range scenarios.

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Networking:IFIP International Conferences on Networking。 Explanation:國際網絡會議。 Publisher:IFIP。 SIT:

Active Simultaneous Localisation and Mapping (SLAM) is a critical problem in autonomous robotics, enabling robots to navigate to new regions while building an accurate model of their surroundings. Visual SLAM is a popular technique that uses virtual elements to enhance the experience. However, existing frontier-based exploration strategies can lead to a non-optimal path in scenarios where there are multiple frontiers with similar distance. This issue can impact the efficiency and accuracy of Visual SLAM, which is crucial for a wide range of robotic applications, such as search and rescue, exploration, and mapping. To address this issue, this research combines both an existing Visual-Graph SLAM known as ExploreORB with reinforcement learning. The proposed algorithm allows the robot to learn and optimize exploration routes through a reward-based system to create an accurate map of the environment with proper frontier selection. Frontier-based exploration is used to detect unexplored areas, while reinforcement learning optimizes the robot's movement by assigning rewards for optimal frontier points. Graph SLAM is then used to integrate the robot's sensory data and build an accurate map of the environment. The proposed algorithm aims to improve the efficiency and accuracy of ExploreORB by optimizing the exploration process of frontiers to build a more accurate map. To evaluate the effectiveness of the proposed approach, experiments will be conducted in various virtual environments using Gazebo, a robot simulation software. Results of these experiments will be compared with existing methods to demonstrate the potential of the proposed approach as an optimal solution for SLAM in autonomous robotics.

The field of Tiny Machine Learning (TinyML) has made substantial advancements in democratizing machine learning on low-footprint devices, such as microcontrollers. The prevalence of these miniature devices raises the question of whether aggregating their knowledge can benefit TinyML applications. Federated meta-learning is a promising answer to this question, as it addresses the scarcity of labeled data and heterogeneous data distribution across devices in the real world. However, deploying TinyML hardware faces unique resource constraints, making existing methods impractical due to energy, privacy, and communication limitations. We introduce TinyMetaFed, a model-agnostic meta-learning framework suitable for TinyML. TinyMetaFed facilitates collaborative training of a neural network initialization that can be quickly fine-tuned on new devices. It offers communication savings and privacy protection through partial local reconstruction and Top-P% selective communication, computational efficiency via online learning, and robustness to client heterogeneity through few-shot learning. The evaluations on three TinyML use cases demonstrate that TinyMetaFed can significantly reduce energy consumption and communication overhead, accelerate convergence, and stabilize the training process.

The integrated development of city clusters has given rise to an increasing demand for intercity travel. Intercity ride-pooling service exhibits considerable potential in upgrading traditional intercity bus services by implementing demand-responsive enhancements. Nevertheless, its online operations suffer the inherent complexities due to the coupling of vehicle resource allocation among cities and pooled-ride vehicle routing. To tackle these challenges, this study proposes a two-level framework designed to facilitate online fleet management. Specifically, a novel multi-agent feudal reinforcement learning model is proposed at the upper level of the framework to cooperatively assign idle vehicles to different intercity lines, while the lower level updates the routes of vehicles using an adaptive large neighborhood search heuristic. Numerical studies based on the realistic dataset of Xiamen and its surrounding cities in China show that the proposed framework effectively mitigates the supply and demand imbalances, and achieves significant improvement in both the average daily system profit and order fulfillment ratio.

Bimanual manipulation with tactile feedback will be key to human-level robot dexterity. However, this topic is less explored than single-arm settings, partly due to the availability of suitable hardware along with the complexity of designing effective controllers for tasks with relatively large state-action spaces. Here we introduce a dual-arm tactile robotic system (Bi-Touch) based on the Tactile Gym 2.0 setup that integrates two affordable industrial-level robot arms with low-cost high-resolution tactile sensors (TacTips). We present a suite of bimanual manipulation tasks tailored towards tactile feedback: bi-pushing, bi-reorienting and bi-gathering. To learn effective policies, we introduce appropriate reward functions for these tasks and propose a novel goal-update mechanism with deep reinforcement learning. We also apply these policies to real-world settings with a tactile sim-to-real approach. Our analysis highlights and addresses some challenges met during the sim-to-real application, e.g. the learned policy tended to squeeze an object in the bi-reorienting task due to the sim-to-real gap. Finally, we demonstrate the generalizability and robustness of this system by experimenting with different unseen objects with applied perturbations in the real world. Code and videos are available at //sites.google.com/view/bi-touch/.

Over recent years, Reinforcement Learning combined with Deep Learning techniques has successfully proven to solve complex problems in various domains, including robotics, self-driving cars, and finance. In this paper, we are introducing Reinforcement Learning (RL) to label placement, a complex task in data visualization that seeks optimal positioning for labels to avoid overlap and ensure legibility. Our novel point-feature label placement method utilizes Multi-Agent Deep Reinforcement Learning (MADRL) to learn the label placement strategy, which is the first machine-learning-driven labeling method in contrast to existing hand-crafted algorithms designed by human experts. To facilitate RL learning, we developed an environment where an agent acts as a proxy for a label, a short textual annotation that augments visualization. Our results show that the strategy trained by our method significantly outperforms the random strategy of an untrained agent and compared methods designed by human experts in terms of completeness (i.e., the number of placed labels). The trade-off is increased computation time, making the proposed method slower than compared methods. Nevertheless, our method is ideal for scenarios where the labeling can be computed in advance, and completeness is essential, such as cartographic maps, technical drawings, and medical atlases. Additionally, we conducted a user study to assess the perceived performance. The outcomes revealed that the participants considered the proposed method to be significantly better than the other examined methods. This indicates that the improved completeness is not just reflected in the quantitative metrics but also in the subjective evaluation of the participants.

With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.

The past few years have seen rapid progress in combining reinforcement learning (RL) with deep learning. Various breakthroughs ranging from games to robotics have spurred the interest in designing sophisticated RL algorithms and systems. However, the prevailing workflow in RL is to learn tabula rasa, which may incur computational inefficiency. This precludes continuous deployment of RL algorithms and potentially excludes researchers without large-scale computing resources. In many other areas of machine learning, the pretraining paradigm has shown to be effective in acquiring transferable knowledge, which can be utilized for a variety of downstream tasks. Recently, we saw a surge of interest in Pretraining for Deep RL with promising results. However, much of the research has been based on different experimental settings. Due to the nature of RL, pretraining in this field is faced with unique challenges and hence requires new design principles. In this survey, we seek to systematically review existing works in pretraining for deep reinforcement learning, provide a taxonomy of these methods, discuss each sub-field, and bring attention to open problems and future directions.

Deep learning is usually described as an experiment-driven field under continuous criticizes of lacking theoretical foundations. This problem has been partially fixed by a large volume of literature which has so far not been well organized. This paper reviews and organizes the recent advances in deep learning theory. The literature is categorized in six groups: (1) complexity and capacity-based approaches for analyzing the generalizability of deep learning; (2) stochastic differential equations and their dynamic systems for modelling stochastic gradient descent and its variants, which characterize the optimization and generalization of deep learning, partially inspired by Bayesian inference; (3) the geometrical structures of the loss landscape that drives the trajectories of the dynamic systems; (4) the roles of over-parameterization of deep neural networks from both positive and negative perspectives; (5) theoretical foundations of several special structures in network architectures; and (6) the increasingly intensive concerns in ethics and security and their relationships with generalizability.

Reinforcement learning is one of the core components in designing an artificial intelligent system emphasizing real-time response. Reinforcement learning influences the system to take actions within an arbitrary environment either having previous knowledge about the environment model or not. In this paper, we present a comprehensive study on Reinforcement Learning focusing on various dimensions including challenges, the recent development of different state-of-the-art techniques, and future directions. The fundamental objective of this paper is to provide a framework for the presentation of available methods of reinforcement learning that is informative enough and simple to follow for the new researchers and academics in this domain considering the latest concerns. First, we illustrated the core techniques of reinforcement learning in an easily understandable and comparable way. Finally, we analyzed and depicted the recent developments in reinforcement learning approaches. My analysis pointed out that most of the models focused on tuning policy values rather than tuning other things in a particular state of reasoning.

As a new classification platform, deep learning has recently received increasing attention from researchers and has been successfully applied to many domains. In some domains, like bioinformatics and robotics, it is very difficult to construct a large-scale well-annotated dataset due to the expense of data acquisition and costly annotation, which limits its development. Transfer learning relaxes the hypothesis that the training data must be independent and identically distributed (i.i.d.) with the test data, which motivates us to use transfer learning to solve the problem of insufficient training data. This survey focuses on reviewing the current researches of transfer learning by using deep neural network and its applications. We defined deep transfer learning, category and review the recent research works based on the techniques used in deep transfer learning.

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