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With the continuous growth in communication network complexity and traffic volume, communication load balancing solutions are receiving increasing attention. Specifically, reinforcement learning (RL)-based methods have shown impressive performance compared with traditional rule-based methods. However, standard RL methods generally require an enormous amount of data to train, and generalize poorly to scenarios that are not encountered during training. We propose a policy reuse framework in which a policy selector chooses the most suitable pre-trained RL policy to execute based on the current traffic condition. Our method hinges on a policy bank composed of policies trained on a diverse set of traffic scenarios. When deploying to an unknown traffic scenario, we select a policy from the policy bank based on the similarity between the previous-day traffic of the current scenario and the traffic observed during training. Experiments demonstrate that this framework can outperform classical and adaptive rule-based methods by a large margin.

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Unmanned aerial vehicle (UAV)-enabled integrated sensing and communication (ISAC) has attracted growing research interests in the context of sixth-generation (6G) wireless networks, in which UAVs will be exploited as aerial wireless platforms to provide better coverage and enhanced sensing and communication (S&C) services. However, due to the UAVs' size, weight, and power (SWAP) constraints, controllable mobility, and line-of-sight (LoS) air-ground channels, UAV-enabled ISAC introduces both new opportunities and challenges. This article provides an overview of UAV-enabled ISAC, and proposes various solutions for optimizing the S&C performance. In particular, we first introduce UAV-enabled joint S&C, and discuss UAV motion control, wireless resource allocation, and interference management for the cases of single and multiple UAVs. Then, we present two application scenarios for exploiting the synergy between S&C, namely sensing-assisted UAV communication and communication-assisted UAV sensing. Finally, we highlight several interesting research directions to guide and motivate future work.

Recently, reward-conditioned reinforcement learning (RCRL) has gained popularity due to its simplicity, flexibility, and off-policy nature. However, we will show that current RCRL approaches are fundamentally limited and fail to address two critical challenges of RCRL -- improving generalization on high reward-to-go (RTG) inputs, and avoiding out-of-distribution (OOD) RTG queries during testing time. To address these challenges when training vanilla RCRL architectures, we propose Bayesian Reparameterized RCRL (BR-RCRL), a novel set of inductive biases for RCRL inspired by Bayes' theorem. BR-RCRL removes a core obstacle preventing vanilla RCRL from generalizing on high RTG inputs -- a tendency that the model treats different RTG inputs as independent values, which we term ``RTG Independence". BR-RCRL also allows us to design an accompanying adaptive inference method, which maximizes total returns while avoiding OOD queries that yield unpredictable behaviors in vanilla RCRL methods. We show that BR-RCRL achieves state-of-the-art performance on the Gym-Mujoco and Atari offline RL benchmarks, improving upon vanilla RCRL by up to 11%.

Owing to the promising ability of saving hardware cost and spectrum resources, integrated sensing and communication (ISAC) is regarded as a revolutionary technology for future sixth-generation (6G) networks. The mono-static ISAC systems considered in most of existing works can only obtain limited sensing performance due to the single observation angle and easily blocked transmission links, which motivates researchers to investigate cooperative ISAC networks. In order to further improve the degrees of freedom (DoFs) of cooperative ISAC networks, the transmitter-receiver selection, i.e., BS mode selection problem, is meaningful to be studied. However, to our best knowledge, this crucial problem has not been extensively studied in existing works. In this paper, we consider the joint BS mode selection, transmit beamforming, and receive filter design for cooperative cell-free ISAC networks, where multi-base stations (BSs) cooperatively serve communication users and detect targets. We aim to maximize the sum of sensing signal-to-interference-plus-noise ratio (SINR) under the communication SINR requirements, total power budget, and constraints on the numbers of transmitters and receivers. An efficient joint beamforming design algorithm and three different heuristic BS mode selection methods are proposed to solve this non-convex NP-hard problem. Simulation results demonstrates the advantages of cooperative ISAC networks, the importance of BS mode selection, and the effectiveness of our proposed joint design algorithms.

This paper studies tabular reinforcement learning (RL) in the hybrid setting, which assumes access to both an offline dataset and online interactions with the unknown environment. A central question boils down to how to efficiently utilize online data collection to strengthen and complement the offline dataset and enable effective policy fine-tuning. Leveraging recent advances in reward-agnostic exploration and model-based offline RL, we design a three-stage hybrid RL algorithm that beats the best of both worlds -- pure offline RL and pure online RL -- in terms of sample complexities. The proposed algorithm does not require any reward information during data collection. Our theory is developed based on a new notion called single-policy partial concentrability, which captures the trade-off between distribution mismatch and miscoverage and guides the interplay between offline and online data.

Due to the highly dynamic changes in wireless network topologies, efficiently obtaining network status information and flexibly forwarding data to improve communication quality of service are important challenges. This article introduces an intelligent routing algorithm (DRL-PPONSA) based on proximal policy optimization deep reinforcement learning with network situational awareness under a software-defined wireless networking architecture. First, a specific data plane is designed for network topology construction and data forwarding. The control plane collects network traffic information, sends flow tables, and uses a GCN-GRU prediction mechanism to perceive future traffic change trends to achieve network situational awareness. Second, a DRL-based data forwarding mechanism is designed in the knowledge plane. The predicted network traffic matrix and topology information matrix are treated as the environment for DRL agents, while next-hop adjacent nodes are treated as executable actions. Accordingly, action selection strategies are designed for different network conditions to achieve more intelligent, flexible, and efficient routing control. The reward function is designed using network link information and various reward and penalty mechanisms. Additionally, importance sampling and gradient clipping techniques are employed during gradient updating to enhance convergence speed and stability. Experimental results show that DRL-PPONSA outperforms traditional routing methods in network throughput, delay, packet loss rate, and wireless node distance. Compared to value-function-based Dueling DQN routing, the convergence speed is significantly improved, and the convergence effect is more stable. Simultaneously, its consumption of hardware storage space is reduced, and efficient routing decisions can be made in real-time using the current network state information.

We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.

It has been shown that deep neural networks are prone to overfitting on biased training data. Towards addressing this issue, meta-learning employs a meta model for correcting the training bias. Despite the promising performances, super slow training is currently the bottleneck in the meta learning approaches. In this paper, we introduce a novel Faster Meta Update Strategy (FaMUS) to replace the most expensive step in the meta gradient computation with a faster layer-wise approximation. We empirically find that FaMUS yields not only a reasonably accurate but also a low-variance approximation of the meta gradient. We conduct extensive experiments to verify the proposed method on two tasks. We show our method is able to save two-thirds of the training time while still maintaining the comparable or achieving even better generalization performance. In particular, our method achieves the state-of-the-art performance on both synthetic and realistic noisy labels, and obtains promising performance on long-tailed recognition on standard benchmarks.

The Q-learning algorithm is known to be affected by the maximization bias, i.e. the systematic overestimation of action values, an important issue that has recently received renewed attention. Double Q-learning has been proposed as an efficient algorithm to mitigate this bias. However, this comes at the price of an underestimation of action values, in addition to increased memory requirements and a slower convergence. In this paper, we introduce a new way to address the maximization bias in the form of a "self-correcting algorithm" for approximating the maximum of an expected value. Our method balances the overestimation of the single estimator used in conventional Q-learning and the underestimation of the double estimator used in Double Q-learning. Applying this strategy to Q-learning results in Self-correcting Q-learning. We show theoretically that this new algorithm enjoys the same convergence guarantees as Q-learning while being more accurate. Empirically, it performs better than Double Q-learning in domains with rewards of high variance, and it even attains faster convergence than Q-learning in domains with rewards of zero or low variance. These advantages transfer to a Deep Q Network implementation that we call Self-correcting DQN and which outperforms regular DQN and Double DQN on several tasks in the Atari 2600 domain.

This paper presents a new multi-objective deep reinforcement learning (MODRL) framework based on deep Q-networks. We propose the use of linear and non-linear methods to develop the MODRL framework that includes both single-policy and multi-policy strategies. The experimental results on two benchmark problems including the two-objective deep sea treasure environment and the three-objective mountain car problem indicate that the proposed framework is able to converge to the optimal Pareto solutions effectively. The proposed framework is generic, which allows implementation of different deep reinforcement learning algorithms in different complex environments. This therefore overcomes many difficulties involved with standard multi-objective reinforcement learning (MORL) methods existing in the current literature. The framework creates a platform as a testbed environment to develop methods for solving various problems associated with the current MORL. Details of the framework implementation can be referred to //www.deakin.edu.au/~thanhthi/drl.htm.

Many natural language processing tasks solely rely on sparse dependencies between a few tokens in a sentence. Soft attention mechanisms show promising performance in modeling local/global dependencies by soft probabilities between every two tokens, but they are not effective and efficient when applied to long sentences. By contrast, hard attention mechanisms directly select a subset of tokens but are difficult and inefficient to train due to their combinatorial nature. In this paper, we integrate both soft and hard attention into one context fusion model, "reinforced self-attention (ReSA)", for the mutual benefit of each other. In ReSA, a hard attention trims a sequence for a soft self-attention to process, while the soft attention feeds reward signals back to facilitate the training of the hard one. For this purpose, we develop a novel hard attention called "reinforced sequence sampling (RSS)", selecting tokens in parallel and trained via policy gradient. Using two RSS modules, ReSA efficiently extracts the sparse dependencies between each pair of selected tokens. We finally propose an RNN/CNN-free sentence-encoding model, "reinforced self-attention network (ReSAN)", solely based on ReSA. It achieves state-of-the-art performance on both Stanford Natural Language Inference (SNLI) and Sentences Involving Compositional Knowledge (SICK) datasets.

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