亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

In many real-world settings agents engage in strategic interactions with multiple opposing agents who can employ a wide variety of strategies. The standard approach for designing agents for such settings is to compute or approximate a relevant game-theoretic solution concept such as Nash equilibrium and then follow the prescribed strategy. However, such a strategy ignores any observations of opponents' play, which may indicate shortcomings that can be exploited. We present an approach for opponent modeling in multiplayer imperfect-information games where we collect observations of opponents' play through repeated interactions. We run experiments against a wide variety of real opponents and exact Nash equilibrium strategies in three-player Kuhn poker and show that our algorithm significantly outperforms all of the agents, including the exact Nash equilibrium strategies.

相關內容

Behavior trees represent a modular way to create an overall controller from a set of sub-controllers solving different sub-problems. These sub-controllers can be created in different ways, such as classical model based control or reinforcement learning (RL). If each sub-controller satisfies the preconditions of the next sub-controller, the overall controller will achieve the overall goal. However, even if all sub-controllers are locally optimal in achieving the preconditions of the next, with respect to some performance metric such as completion time, the overall controller might be far from optimal with respect to the same performance metric. In this paper we show how the performance of the overall controller can be improved if we use approximations of value functions to inform the design of a sub-controller of the needs of the next one. We also show how, under certain assumptions, this leads to a globally optimal controller when the process is executed on all sub-controllers. Finally, this result also holds when some of the sub-controllers are already given, i.e., if we are constrained to use some existing sub-controllers the overall controller will be globally optimal given this constraint.

In the realm of EEG decoding, enhancing the performance of artificial neural networks (ANNs) carries significant potential. This study introduces a novel approach, termed "weight freezing", that is anchored on the principles of ANN regularization and neuroscience prior knowledge. The concept of weight freezing revolves around the idea of reducing certain neurons' influence on the decision-making process for a specific EEG task by freezing specific weights in the fully connected layer during the backpropagation process. This is actualized through the use of a mask matrix and a threshold to determine the proportion of weights to be frozen during backpropagation. Moreover, by setting the masked weights to zero, weight freezing can not only realize sparse connections in networks with a fully connected layer as the classifier but also function as an efficacious regularization method for fully connected layers. Through experiments involving three distinct ANN architectures and three widely recognized EEG datasets, we validate the potency of weight freezing. Our method significantly surpasses previous peak performances in classification accuracy across all examined datasets. Supplementary control experiments offer insights into performance differences pre and post weight freezing implementation and scrutinize the influence of the threshold in the weight freezing process. Our study underscores the superior efficacy of weight freezing compared to traditional fully connected networks for EEG feature classification tasks. With its proven effectiveness, this innovative approach holds substantial promise for contributing to future strides in EEG decoding research.

Ensuring the security of networked systems is a significant problem, considering the susceptibility of modern infrastructures and technologies to adversarial interference. A central component of this problem is how defensive resources should be allocated to mitigate the severity of potential attacks on the system. In this paper, we consider this in the context of a General Lotto game, where a defender and attacker deploys resources on the nodes of a network, and the objective is to secure as many links as possible. The defender secures a link only if it out-competes the attacker on both of its associated nodes. For bipartite networks, we completely characterize equilibrium payoffs and strategies for both the defender and attacker. Surprisingly, the resulting payoffs are the same for any bipartite graph. On arbitrary network structures, we provide lower and upper bounds on the defender's max-min value. Notably, the equilibrium payoff from bipartite networks serves as the lower bound. These results suggest that more connected networks are easier to defend against attacks. We confirm these findings with simulations that compute deterministic allocation strategies on large random networks. This also highlights the importance of randomization in the equilibrium strategies.

Researchers have integrated exploration techniques into multi-agent reinforcement learning (MARL) algorithms, drawing on their remarkable success in deep reinforcement learning. Nonetheless, exploration in MARL presents a more substantial challenge, as agents need to coordinate their efforts in order to achieve comprehensive state coverage. Reaching a unanimous agreement on which kinds of states warrant exploring can be a struggle for agents in this context. We introduce \textbf{M}ulti-agent \textbf{E}xploration based on \textbf{S}ub-state \textbf{E}ntropy (MESE) to address this limitation. This novel approach incentivizes agents to explore states cooperatively by directing them to achieve consensus via an extra team reward. Calculating the additional reward is based on the novelty of the current sub-state that merits cooperative exploration. MESE employs a conditioned entropy approach to select the sub-state, using particle-based entropy estimation to calculate the entropy. MESE is a plug-and-play module that can be seamlessly integrated into most existing MARL algorithms, which makes it a highly effective tool for reinforcement learning. Our experiments demonstrate that MESE can substantially improve the MAPPO's performance on various tasks in the StarCraft multi-agent challenge (SMAC).

One unexpected technique that emerged in recent years consists in training a Deep Network (DN) with a Self-Supervised Learning (SSL) method, and using this network on downstream tasks but with its last few projector layers entirely removed. This trick of throwing away the projector is actually critical for SSL methods to display competitive performances on ImageNet for which more than 30 percentage points can be gained that way. This is a little vexing, as one would hope that the network layer at which invariance is explicitly enforced by the SSL criterion during training (the last projector layer) should be the one to use for best generalization performance downstream. But it seems not to be, and this study sheds some light on why. This trick, which we name Guillotine Regularization (GR), is in fact a generically applicable method that has been used to improve generalization performance in transfer learning scenarios. In this work, we identify the underlying reasons behind its success and show that the optimal layer to use might change significantly depending on the training setup, the data or the downstream task. Lastly, we give some insights on how to reduce the need for a projector in SSL by aligning the pretext SSL task and the downstream task.

For a federated learning model to perform well, it is crucial to have a diverse and representative dataset. However, the data contributors may only be concerned with the performance on a specific subset of the population, which may not reflect the diversity of the wider population. This creates a tension between the principal (the FL platform designer) who cares about global performance and the agents (the data collectors) who care about local performance. In this work, we formulate this tension as a game between the principal and multiple agents, and focus on the linear experiment design problem to formally study their interaction. We show that the statistical criterion used to quantify the diversity of the data, as well as the choice of the federated learning algorithm used, has a significant effect on the resulting equilibrium. We leverage this to design simple optimal federated learning mechanisms that encourage data collectors to contribute data representative of the global population, thereby maximizing global performance.

Driving automation holds significant potential for enhancing traffic safety. However, effectively handling interactions with human drivers in mixed traffic remains a challenging task. Several models exist that attempt to capture human behavior in traffic interactions, often focusing on gap acceptance. However, it is not clear how models of an individual driver's gap acceptance can be translated to dynamic human-AV interactions in the context of high-speed scenarios like overtaking. In this study, we address this issue by employing a cognitive process approach to describe the dynamic interactions by the oncoming vehicle during overtaking maneuvers. Our findings reveal that by incorporating an initial decision-making bias dependent on the initial velocity into existing drift-diffusion models, we can accurately describe the qualitative patterns of overtaking gap acceptance observed previously. Our results demonstrate the potential of the cognitive process approach in modeling human overtaking behavior when the oncoming vehicle is an AV. To this end, this study contributes to the development of effective strategies for ensuring safe and efficient overtaking interactions between human drivers and AVs.

System logs play a critical role in maintaining the reliability of software systems. Fruitful studies have explored automatic log-based anomaly detection and achieved notable accuracy on benchmark datasets. However, when applied to large-scale cloud systems, these solutions face limitations due to high resource consumption and lack of adaptability to evolving logs. In this paper, we present an accurate, lightweight, and adaptive log-based anomaly detection framework, referred to as SeaLog. Our method introduces a Trie-based Detection Agent (TDA) that employs a lightweight, dynamically-growing trie structure for real-time anomaly detection. To enhance TDA's accuracy in response to evolving log data, we enable it to receive feedback from experts. Interestingly, our findings suggest that contemporary large language models, such as ChatGPT, can provide feedback with a level of consistency comparable to human experts, which can potentially reduce manual verification efforts. We extensively evaluate SeaLog on two public datasets and an industrial dataset. The results show that SeaLog outperforms all baseline methods in terms of effectiveness, runs 2X to 10X faster and only consumes 5% to 41% of the memory resource.

Value function factorization via centralized training and decentralized execution is promising for solving cooperative multi-agent reinforcement tasks. One of the approaches in this area, QMIX, has become state-of-the-art and achieved the best performance on the StarCraft II micromanagement benchmark. However, the monotonic-mixing of per agent estimates in QMIX is known to restrict the joint action Q-values it can represent, as well as the insufficient global state information for single agent value function estimation, often resulting in suboptimality. To this end, we present LSF-SAC, a novel framework that features a variational inference-based information-sharing mechanism as extra state information to assist individual agents in the value function factorization. We demonstrate that such latent individual state information sharing can significantly expand the power of value function factorization, while fully decentralized execution can still be maintained in LSF-SAC through a soft-actor-critic design. We evaluate LSF-SAC on the StarCraft II micromanagement challenge and demonstrate that it outperforms several state-of-the-art methods in challenging collaborative tasks. We further set extensive ablation studies for locating the key factors accounting for its performance improvements. We believe that this new insight can lead to new local value estimation methods and variational deep learning algorithms. A demo video and code of implementation can be found at //sites.google.com/view/sacmm.

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.

北京阿比特科技有限公司