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Proximal Policy Optimization (PPO) is a ubiquitous on-policy reinforcement learning algorithm but is significantly less utilized than off-policy learning algorithms in multi-agent settings. This is often due to the belief that PPO is significantly less sample efficient than off-policy methods in multi-agent systems. In this work, we carefully study the performance of PPO in cooperative multi-agent settings. We show that PPO-based multi-agent algorithms achieve surprisingly strong performance in four popular multi-agent testbeds: the particle-world environments, the StarCraft multi-agent challenge, the Hanabi challenge, and Google Research Football, with minimal hyperparameter tuning and without any domain-specific algorithmic modifications or architectures. Importantly, compared to strong off-policy methods, PPO often achieves competitive or superior results in both final rewards and sample efficiency. Finally, through ablation studies, we analyze implementation and hyperparameter factors that are critical to PPO's empirical performance, and give concrete practical suggestions regarding these factors. Our results show that when using these practices, simple PPO-based methods are a strong baseline in cooperative multi-agent reinforcement learning. Source code is released at //github.com/marlbenchmark/on-policy.

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Studying the properties of stochastic noise to optimize complex non-convex functions has been an active area of research in the field of machine learning. Prior work has shown that the noise of stochastic gradient descent improves optimization by overcoming undesirable obstacles in the landscape. Moreover, injecting artificial Gaussian noise has become a popular idea to quickly escape saddle points. Indeed, in the absence of reliable gradient information, the noise is used to explore the landscape, but it is unclear what type of noise is optimal in terms of exploration ability. In order to narrow this gap in our knowledge, we study a general type of continuous-time non-Markovian process, based on fractional Brownian motion, that allows for the increments of the process to be correlated. This generalizes processes based on Brownian motion, such as the Ornstein-Uhlenbeck process. We demonstrate how to discretize such processes which gives rise to the new algorithm fPGD. This method is a generalization of the known algorithms PGD and Anti-PGD. We study the properties of fPGD both theoretically and empirically, demonstrating that it possesses exploration abilities that, in some cases, are favorable over PGD and Anti-PGD. These results open the field to novel ways to exploit noise for training machine learning models.

The reinforcement learning (RL) research area is very active, with an important number of new contributions; especially considering the emergent field of deep RL (DRL). However a number of scientific and technical challenges still need to be resolved, amongst which we can mention the ability to abstract actions or the difficulty to explore the environment in sparse-reward settings which can be addressed by intrinsic motivation (IM). We propose to survey these research works through a new taxonomy based on information theory: we computationally revisit the notions of surprise, novelty and skill learning. This allows us to identify advantages and disadvantages of methods and exhibit current outlooks of research. Our analysis suggests that novelty and surprise can assist the building of a hierarchy of transferable skills that further abstracts the environment and makes the exploration process more robust.

Flocking control is a significant problem in multi-agent systems such as multi-agent unmanned aerial vehicles and multi-agent autonomous underwater vehicles, which enhances the cooperativity and safety of agents. In contrast to traditional methods, multi-agent reinforcement learning (MARL) solves the problem of flocking control more flexibly. However, methods based on MARL suffer from sample inefficiency, since they require a huge number of experiences to be collected from interactions between agents and the environment. We propose a novel method Pretraining with Demonstrations for MARL (PwD-MARL), which can utilize non-expert demonstrations collected in advance with traditional methods to pretrain agents. During the process of pretraining, agents learn policies from demonstrations by MARL and behavior cloning simultaneously, and are prevented from overfitting demonstrations. By pretraining with non-expert demonstrations, PwD-MARL improves sample efficiency in the process of online MARL with a warm start. Experiments show that PwD-MARL improves sample efficiency and policy performance in the problem of flocking control, even with bad or few demonstrations.

Feature transformation aims to extract a good representation (feature) space by mathematically transforming existing features. It is crucial to address the curse of dimensionality, enhance model generalization, overcome data sparsity, and expand the availability of classic models. Current research focuses on domain knowledge-based feature engineering or learning latent representations; nevertheless, these methods are not entirely automated and cannot produce a traceable and optimal representation space. When rebuilding a feature space for a machine learning task, can these limitations be addressed concurrently? In this extension study, we present a self-optimizing framework for feature transformation. To achieve a better performance, we improved the preliminary work by (1) obtaining an advanced state representation for enabling reinforced agents to comprehend the current feature set better; and (2) resolving Q-value overestimation in reinforced agents for learning unbiased and effective policies. Finally, to make experiments more convincing than the preliminary work, we conclude by adding the outlier detection task with five datasets, evaluating various state representation approaches, and comparing different training strategies. Extensive experiments and case studies show that our work is more effective and superior.

Recently vision transformers have been shown to be competitive with convolution-based methods (CNNs) broadly across multiple vision tasks. The less restrictive inductive bias of transformers endows greater representational capacity in comparison with CNNs. However, in the image classification setting this flexibility comes with a trade-off with respect to sample efficiency, where transformers require ImageNet-scale training. This notion has carried over to video where transformers have not yet been explored for video classification in the low-labeled or semi-supervised settings. Our work empirically explores the low data regime for video classification and discovers that, surprisingly, transformers perform extremely well in the low-labeled video setting compared to CNNs. We specifically evaluate video vision transformers across two contrasting video datasets (Kinetics-400 and SomethingSomething-V2) and perform thorough analysis and ablation studies to explain this observation using the predominant features of video transformer architectures. We even show that using just the labeled data, transformers significantly outperform complex semi-supervised CNN methods that leverage large-scale unlabeled data as well. Our experiments inform our recommendation that semi-supervised learning video work should consider the use of video transformers in the future.

Mean-Field Control (MFC) has recently been proven to be a scalable tool to approximately solve large-scale multi-agent reinforcement learning (MARL) problems. However, these studies are typically limited to unconstrained cumulative reward maximization framework. In this paper, we show that one can use the MFC approach to approximate the MARL problem even in the presence of constraints. Specifically, we prove that, an $N$-agent constrained MARL problem, with state, and action spaces of each individual agents being of sizes $|\mathcal{X}|$, and $|\mathcal{U}|$ respectively, can be approximated by an associated constrained MFC problem with an error, $e\triangleq \mathcal{O}\left([\sqrt{|\mathcal{X}|}+\sqrt{|\mathcal{U}|}]/\sqrt{N}\right)$. In a special case where the reward, cost, and state transition functions are independent of the action distribution of the population, we prove that the error can be improved to $e=\mathcal{O}(\sqrt{|\mathcal{X}|}/\sqrt{N})$. Also, we provide a Natural Policy Gradient based algorithm and prove that it can solve the constrained MARL problem within an error of $\mathcal{O}(e)$ with a sample complexity of $\mathcal{O}(e^{-6})$.

Neural Architecture Search (NAS) has fostered the automatic discovery of neural architectures, which achieve state-of-the-art accuracy in image recognition. Despite the progress achieved with NAS, so far there is little attention to theoretical guarantees on NAS. In this work, we study the generalization properties of NAS under a unifying framework enabling (deep) layer skip connection search and activation function search. To this end, we derive the lower (and upper) bounds of the minimum eigenvalue of Neural Tangent Kernel under the (in)finite width regime from a search space including mixed activation functions, fully connected, and residual neural networks. Our analysis is non-trivial due to the coupling of various architectures and activation functions under the unifying framework. Then, we leverage the eigenvalue bounds to establish generalization error bounds of NAS in the stochastic gradient descent training. Importantly, we theoretically and experimentally show how the derived results can guide NAS to select the top-performing architectures, even in the case without training, leading to a training-free algorithm based on our theory. Accordingly, our numerical validation shed light on the design of computationally efficient methods for NAS.

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.

With the rapid increase of large-scale, real-world datasets, it becomes critical to address the problem of long-tailed data distribution (i.e., a few classes account for most of the data, while most classes are under-represented). Existing solutions typically adopt class re-balancing strategies such as re-sampling and re-weighting based on the number of observations for each class. In this work, we argue that as the number of samples increases, the additional benefit of a newly added data point will diminish. We introduce a novel theoretical framework to measure data overlap by associating with each sample a small neighboring region rather than a single point. The effective number of samples is defined as the volume of samples and can be calculated by a simple formula $(1-\beta^{n})/(1-\beta)$, where $n$ is the number of samples and $\beta \in [0,1)$ is a hyperparameter. We design a re-weighting scheme that uses the effective number of samples for each class to re-balance the loss, thereby yielding a class-balanced loss. Comprehensive experiments are conducted on artificially induced long-tailed CIFAR datasets and large-scale datasets including ImageNet and iNaturalist. Our results show that when trained with the proposed class-balanced loss, the network is able to achieve significant performance gains on long-tailed datasets.

While it is nearly effortless for humans to quickly assess the perceptual similarity between two images, the underlying processes are thought to be quite complex. Despite this, the most widely used perceptual metrics today, such as PSNR and SSIM, are simple, shallow functions, and fail to account for many nuances of human perception. Recently, the deep learning community has found that features of the VGG network trained on the ImageNet classification task has been remarkably useful as a training loss for image synthesis. But how perceptual are these so-called "perceptual losses"? What elements are critical for their success? To answer these questions, we introduce a new Full Reference Image Quality Assessment (FR-IQA) dataset of perceptual human judgments, orders of magnitude larger than previous datasets. We systematically evaluate deep features across different architectures and tasks and compare them with classic metrics. We find that deep features outperform all previous metrics by huge margins. More surprisingly, this result is not restricted to ImageNet-trained VGG features, but holds across different deep architectures and levels of supervision (supervised, self-supervised, or even unsupervised). Our results suggest that perceptual similarity is an emergent property shared across deep visual representations.

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