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Reinforcement learning is a framework for interactive decision-making with incentives sequentially revealed across time without a system dynamics model. Due to its scaling to continuous spaces, we focus on policy search where one iteratively improves a parameterized policy with stochastic policy gradient (PG) updates. In tabular Markov Decision Problems (MDPs), under persistent exploration and suitable parameterization, global optimality may be obtained. By contrast, in continuous space, the non-convexity poses a pathological challenge as evidenced by existing convergence results being mostly limited to stationarity or arbitrary local extrema. To close this gap, we step towards persistent exploration in continuous space through policy parameterizations defined by distributions of heavier tails defined by tail-index parameter alpha, which increases the likelihood of jumping in state space. Doing so invalidates smoothness conditions of the score function common to PG. Thus, we establish how the convergence rate to stationarity depends on the policy's tail index alpha, a Holder continuity parameter, integrability conditions, and an exploration tolerance parameter introduced here for the first time. Further, we characterize the dependence of the set of local maxima on the tail index through an exit and transition time analysis of a suitably defined Markov chain, identifying that policies associated with Levy Processes of a heavier tail converge to wider peaks. This phenomenon yields improved stability to perturbations in supervised learning, which we corroborate also manifests in improved performance of policy search, especially when myopic and farsighted incentives are misaligned.

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This paper presents a hierarchical reinforcement learning algorithm constrained by differentiable signal temporal logic. Previous work on logic-constrained reinforcement learning consider encoding these constraints with a reward function, constraining policy updates with a sample-based policy gradient. However, such techniques oftentimes tend to be inefficient because of the significant number of samples required to obtain accurate policy gradients. In this paper, instead of implicitly constraining policy search with sample-based policy gradients, we directly constrain policy search by backpropagating through formal constraints, enabling training hierarchical policies with substantially fewer training samples. The use of hierarchical policies is recognized as a crucial component of reinforcement learning with task constraints. We show that we can stably constrain policy updates, thus enabling different levels of the policy to be learned simultaneously, yielding superior performance compared with training them separately. Experiment results on several simulated high-dimensional robot dynamics and a real-world differential drive robot (TurtleBot3) demonstrate the effectiveness of our approach on five different types of task constraints. Demo videos, code, and models can be found at our project website: //sites.google.com/view/dscrl

Sim-to-real transfer trains RL agents in the simulated environments and then deploys them in the real world. Sim-to-real transfer has been widely used in practice because it is often cheaper, safer and much faster to collect samples in simulation than in the real world. Despite the empirical success of the sim-to-real transfer, its theoretical foundation is much less understood. In this paper, we study the sim-to-real transfer in continuous domain with partial observations, where the simulated environments and real-world environments are modeled by linear quadratic Gaussian (LQG) systems. We show that a popular robust adversarial training algorithm is capable of learning a policy from the simulated environment that is competitive to the optimal policy in the real-world environment. To achieve our results, we design a new algorithm for infinite-horizon average-cost LQGs and establish a regret bound that depends on the intrinsic complexity of the model class. Our algorithm crucially relies on a novel history clipping scheme, which might be of independent interest.

Although parallelism has been extensively used in reinforcement learning (RL), the quantitative effects of parallel exploration are not well understood theoretically. We study the benefits of simple parallel exploration for reward-free RL in linear Markov decision processes (MDPs) and two-player zero-sum Markov games (MGs). In contrast to the existing literature, which focuses on approaches that encourage agents to explore a diverse set of policies, we show that using a single policy to guide exploration across all agents is sufficient to obtain an almost-linear speedup in all cases compared to their fully sequential counterpart. Furthermore, we demonstrate that this simple procedure is near-minimax optimal in the reward-free setting for linear MDPs. From a practical perspective, our paper shows that a single policy is sufficient and provably near-optimal for incorporating parallelism during the exploration phase.

Motivated by applications such as machine repair, project monitoring, and anti-poaching patrol scheduling, we study intervention planning of stochastic processes under resource constraints. This planning problem has previously been modeled as restless multi-armed bandits (RMAB), where each arm is an intervention-dependent Markov Decision Process. However, the existing literature assumes all intervention resources belong to a single uniform pool, limiting their applicability to real-world settings where interventions are carried out by a set of workers, each with their own costs, budgets, and intervention effects. In this work, we consider a novel RMAB setting, called multi-worker restless bandits (MWRMAB) with heterogeneous workers. The goal is to plan an intervention schedule that maximizes the expected reward while satisfying budget constraints on each worker as well as fairness in terms of the load assigned to each worker. Our contributions are two-fold: (1) we provide a multi-worker extension of the Whittle index to tackle heterogeneous costs and per-worker budget and (2) we develop an index-based scheduling policy to achieve fairness. Further, we evaluate our method on various cost structures and show that our method significantly outperforms other baselines in terms of fairness without sacrificing much in reward accumulated.

We present a cut finite element method for the heat equation on two overlapping meshes: a stationary background mesh and an overlapping mesh that moves around inside/"on top" of it. Here the overlapping mesh is prescribed a simple continuous motion, meaning that its location as a function of time is continuous and piecewise linear. For the discrete function space, we use continuous Galerkin in space and discontinuous Galerkin in time, with the addition of a discontinuity on the boundary between the two meshes. The finite element formulation is based on Nitsche's method and also includes an integral term over the space-time boundary between the two meshes that mimics the standard discontinuous Galerkin time-jump term. The simple continuous mesh motion results in a space-time discretization for which standard analysis methodologies either fail or are unsuitable. We therefore employ what seems to be a relatively new energy analysis framework that is general and robust enough to be applicable to the current setting. The energy analysis consists of a stability estimate that is slightly stronger than the standard basic one and an a priori error estimate that is of optimal order with respect to both time step and mesh size. We also present numerical results for a problem in one spatial dimension that verify the analytic error convergence orders.

AlphaZero is a self-play reinforcement learning algorithm that achieves superhuman play in chess, shogi, and Go via policy iteration. To be an effective policy improvement operator, AlphaZero's search requires accurate value estimates for the states appearing in its search tree. AlphaZero trains upon self-play matches beginning from the initial state of a game and only samples actions over the first few moves, limiting its exploration of states deeper in the game tree. We introduce Go-Exploit, a novel search control strategy for AlphaZero. Go-Exploit samples the start state of its self-play trajectories from an archive of states of interest. Beginning self-play trajectories from varied starting states enables Go-Exploit to more effectively explore the game tree and to learn a value function that generalizes better. Producing shorter self-play trajectories allows Go-Exploit to train upon more independent value targets, improving value training. Finally, the exploration inherent in Go-Exploit reduces its need for exploratory actions, enabling it to train under more exploitative policies. In the games of Connect Four and 9x9 Go, we show that Go-Exploit learns with a greater sample efficiency than standard AlphaZero, resulting in stronger performance against reference opponents and in head-to-head play. We also compare Go-Exploit to KataGo, a more sample efficient reimplementation of AlphaZero, and demonstrate that Go-Exploit has a more effective search control strategy. Furthermore, Go-Exploit's sample efficiency improves when KataGo's other innovations are incorporated.

A common technique in reinforcement learning is to evaluate the value function from Monte Carlo simulations of a given policy, and use the estimated value function to obtain a new policy which is greedy with respect to the estimated value function. A well-known longstanding open problem in this context is to prove the convergence of such a scheme when the value function of a policy is estimated from data collected from a single sample path obtained from implementing the policy (see page 99 of [Sutton and Barto, 2018], page 8 of [Tsitsiklis, 2002]). We present a solution to the open problem by showing that a first-visit version of such a policy iteration scheme indeed converges to the optimal policy provided that the policy improvement step uses lookahead [Silver et al., 2016, Mnih et al., 2016, Silver et al., 2017b] rather than a simple greedy policy improvement. We provide results both for the original open problem in the tabular setting and also present extensions to the function approximation setting, where we show that the policy resulting from the algorithm performs close to the optimal policy within a function approximation error.

Markov Decision Process (MDP) presents a mathematical framework to formulate the learning processes of agents in reinforcement learning. MDP is limited by the Markovian assumption that a reward only depends on the immediate state and action. However, a reward sometimes depends on the history of states and actions, which may result in the decision process in a non-Markovian environment. In such environments, agents receive rewards via temporally-extended behaviors sparsely, and the learned policies may be similar. This leads the agents acquired with similar policies generally overfit to the given task and can not quickly adapt to perturbations of environments. To resolve this problem, this paper tries to learn the diverse policies from the history of state-action pairs under a non-Markovian environment, in which a policy dispersion scheme is designed for seeking diverse policy representation. Specifically, we first adopt a transformer-based method to learn policy embeddings. Then, we stack the policy embeddings to construct a dispersion matrix to induce a set of diverse policies. Finally, we prove that if the dispersion matrix is positive definite, the dispersed embeddings can effectively enlarge the disagreements across policies, yielding a diverse expression for the original policy embedding distribution. Experimental results show that this dispersion scheme can obtain more expressive diverse policies, which then derive more robust performance than recent learning baselines under various learning environments.

With apparently all research on estimation-of-distribution algorithms (EDAs) concentrated on pseudo-Boolean optimization and permutation problems, we undertake the first steps towards using EDAs for problems in which the decision variables can take more than two values, but which are not permutation problems. To this aim, we propose a natural way to extend the known univariate EDAs to such variables. Different from a naive reduction to the binary case, it avoids additional constraints. Since understanding genetic drift is crucial for an optimal parameter choice, we extend the known quantitative analysis of genetic drift to EDAs for multi-valued variables. Roughly speaking, when the variables take $r$ different values, the time for genetic drift to become significant is $r$ times shorter than in the binary case. Consequently, the update strength of the probabilistic model has to be chosen $r$ times lower now. To investigate how desired model updates take place in this framework, we undertake a mathematical runtime analysis on the $r$-valued LeadingOnes problem. We prove that with the right parameters, the multi-valued UMDA solves this problem efficiently in $O(r\log(r)^2 n^2 \log(n))$ function evaluations. Overall, our work shows that EDAs can be adjusted to multi-valued problems, and it gives advice on how to set the main parameters.

We study optimality for the safety-constrained Markov decision process which is the underlying framework for safe reinforcement learning. Specifically, we consider a constrained Markov decision process (with finite states and finite actions) where the goal of the decision maker is to reach a target set while avoiding an unsafe set(s) with certain probabilistic guarantees. Therefore the underlying Markov chain for any control policy will be multichain since by definition there exists a target set and an unsafe set. The decision maker also has to be optimal (with respect to a cost function) while navigating to the target set. This gives rise to a multi-objective optimization problem. We highlight the fact that Bellman's principle of optimality may not hold for constrained Markov decision problems with an underlying multichain structure (as shown by the counterexample). We resolve the counterexample by formulating the aforementioned multi-objective optimization problem as a zero-sum game and thereafter construct an asynchronous value iteration scheme for the Lagrangian (similar to Shapley's algorithm. Finally, we consider the reinforcement learning problem for the same and construct a modified Q-learning algorithm for learning the Lagrangian from data. We also provide a lower bound on the number of iterations required for learning the Lagrangian and corresponding error bounds.

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