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Treatment planning for chronic diseases is a critical task in medical artificial intelligence, particularly in traditional Chinese medicine (TCM). However, generating optimized sequential treatment strategies for patients with chronic diseases in different clinical encounters remains a challenging issue that requires further exploration. In this study, we proposed a TCM herbal prescription planning framework based on deep reinforcement learning for chronic disease treatment (PrescDRL). PrescDRL is a sequential herbal prescription optimization model that focuses on long-term effectiveness rather than achieving maximum reward at every step, thereby ensuring better patient outcomes. We constructed a high-quality benchmark dataset for sequential diagnosis and treatment of diabetes and evaluated PrescDRL against this benchmark. Our results showed that PrescDRL achieved a higher curative effect, with the single-step reward improving by 117% and 153% compared to doctors. Furthermore, PrescDRL outperformed the benchmark in prescription prediction, with precision improving by 40.5% and recall improving by 63%. Overall, our study demonstrates the potential of using artificial intelligence to improve clinical intelligent diagnosis and treatment in TCM.

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The widespread adoption of edge computing has emerged as a prominent trend for alleviating task processing delays and reducing energy consumption. However, the dynamic nature of network conditions and the varying computation capacities of edge servers (ESs) can introduce disparities between computation loads and available computing resources in edge computing networks, potentially leading to inadequate service quality. To address this challenge, this paper investigates a practical scenario characterized by dynamic task offloading. Initially, we examine traditional Multi-armed Bandit (MAB) algorithms, namely the $\varepsilon$-greedy algorithm and the UCB1-based algorithm. However, both algorithms exhibit certain weaknesses in effectively addressing the tidal data traffic patterns. Consequently, based on MAB, we propose an adaptive task offloading algorithm (ATOA) that overcomes these limitations. By conducting extensive simulations, we demonstrate the superiority of our ATOA solution in reducing task processing latency compared to conventional MAB methods. This substantiates the effectiveness of our approach in enhancing the performance of edge computing networks and improving overall service quality.

Offline reinforcement learning (RL) seeks to derive an effective control policy from previously collected data. To circumvent errors due to inadequate data coverage, behavior-regularized methods optimize the control policy while concurrently minimizing deviation from the data collection policy. Nevertheless, these methods often exhibit subpar practical performance, particularly when the offline dataset is collected by sub-optimal policies. In this paper, we propose a novel algorithm employing in-sample policy iteration that substantially enhances behavior-regularized methods in offline RL. The core insight is that by continuously refining the policy used for behavior regularization, in-sample policy iteration gradually improves itself while implicitly avoids querying out-of-sample actions to avert catastrophic learning failures. Our theoretical analysis verifies its ability to learn the in-sample optimal policy, exclusively utilizing actions well-covered by the dataset. Moreover, we propose competitive policy improvement, a technique applying two competitive policies, both of which are trained by iteratively improving over the best competitor. We show that this simple yet potent technique significantly enhances learning efficiency when function approximation is applied. Lastly, experimental results on the D4RL benchmark indicate that our algorithm outperforms previous state-of-the-art methods in most tasks.

Large language models (LLMs) encode a vast amount of world knowledge acquired from massive text datasets. Recent studies have demonstrated that LLMs can assist an agent in solving complex sequential decision making tasks in embodied environments by providing high-level instructions. However, interacting with LLMs can be time-consuming, as in many practical scenarios, they require a significant amount of storage space that can only be deployed on remote cloud server nodes. Additionally, using commercial LLMs can be costly since they may charge based on usage frequency. In this paper, we explore how to enable intelligent cost-effective interactions between the agent and an LLM. We propose a reinforcement learning based mediator model that determines when it is necessary to consult LLMs for high-level instructions to accomplish a target task. Experiments on 4 MiniGrid environments that entail planning sub-goals demonstrate that our method can learn to solve target tasks with only a few necessary interactions with an LLM, significantly reducing interaction costs in testing environments, compared with baseline methods. Experimental results also suggest that by learning a mediator model to interact with the LLM, the agent's performance becomes more robust against partial observability of the environment. Our Code is available at //github.com/ZJLAB-AMMI/LLM4RL.

Deep neural networks (DNNs) exploit many layers and a large number of parameters to achieve excellent performance. The training process of DNN models generally handles large-scale input data with many sparse features, which incurs high Input/Output (IO) cost, while some layers are compute-intensive. The training process generally exploits distributed computing resources to reduce training time. In addition, heterogeneous computing resources, e.g., CPUs, GPUs of multiple types, are available for the distributed training process. Thus, the scheduling of multiple layers to diverse computing resources is critical for the training process. To efficiently train a DNN model using the heterogeneous computing resources, we propose a distributed framework, i.e., Paddle-Heterogeneous Parameter Server (Paddle-HeterPS), composed of a distributed architecture and a Reinforcement Learning (RL)-based scheduling method. The advantages of Paddle-HeterPS are three-fold compared with existing frameworks. First, Paddle-HeterPS enables efficient training process of diverse workloads with heterogeneous computing resources. Second, Paddle-HeterPS exploits an RL-based method to efficiently schedule the workload of each layer to appropriate computing resources to minimize the cost while satisfying throughput constraints. Third, Paddle-HeterPS manages data storage and data communication among distributed computing resources. We carry out extensive experiments to show that Paddle-HeterPS significantly outperforms state-of-the-art approaches in terms of throughput (14.5 times higher) and monetary cost (312.3% smaller). The codes of the framework are publicly available at: //github.com/PaddlePaddle/Paddle.

Combating an epidemic entails finding a plan that describes when and how to apply different interventions, such as mask-wearing mandates, vaccinations, school or workplace closures. An optimal plan will curb an epidemic with minimal loss of life, disease burden, and economic cost. Finding an optimal plan is an intractable computational problem in realistic settings. Policy-makers, however, would greatly benefit from tools that can efficiently search for plans that minimize disease and economic costs especially when considering multiple possible interventions over a continuous and complex action space given a continuous and equally complex state space. We formulate this problem as a Markov decision process. Our formulation is unique in its ability to represent multiple continuous interventions over any disease model defined by ordinary differential equations. We illustrate how to effectively apply state-of-the-art actor-critic reinforcement learning algorithms (PPO and SAC) to search for plans that minimize overall costs. We empirically evaluate the learning performance of these algorithms and compare their performance to hand-crafted baselines that mimic plans constructed by policy-makers. Our method outperforms baselines. Our work confirms the viability of a computational approach to support policy-makers

The shift from the understanding and prediction of processes to their optimization offers great benefits to businesses and other organizations. Precisely timed process interventions are the cornerstones of effective optimization. Prescriptive process monitoring (PresPM) is the sub-field of process mining that concentrates on process optimization. The emerging PresPM literature identifies state-of-the-art methods, causal inference (CI) and reinforcement learning (RL), without presenting a quantitative comparison. Most experiments are carried out using historical data, causing problems with the accuracy of the methods' evaluations and preempting online RL. Our contribution consists of experiments on timed process interventions with synthetic data that renders genuine online RL and the comparison to CI possible, and allows for an accurate evaluation of the results. Our experiments reveal that RL's policies outperform those from CI and are more robust at the same time. Indeed, the RL policies approach perfect policies. Unlike CI, the unaltered online RL approach can be applied to other, more generic PresPM problems such as next best activity recommendations. Nonetheless, CI has its merits in settings where online learning is not an option.

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.

Advances in artificial intelligence often stem from the development of new environments that abstract real-world situations into a form where research can be done conveniently. This paper contributes such an environment based on ideas inspired by elementary Microeconomics. Agents learn to produce resources in a spatially complex world, trade them with one another, and consume those that they prefer. We show that the emergent production, consumption, and pricing behaviors respond to environmental conditions in the directions predicted by supply and demand shifts in Microeconomics. We also demonstrate settings where the agents' emergent prices for goods vary over space, reflecting the local abundance of goods. After the price disparities emerge, some agents then discover a niche of transporting goods between regions with different prevailing prices -- a profitable strategy because they can buy goods where they are cheap and sell them where they are expensive. Finally, in a series of ablation experiments, we investigate how choices in the environmental rewards, bartering actions, agent architecture, and ability to consume tradable goods can either aid or inhibit the emergence of this economic behavior. This work is part of the environment development branch of a research program that aims to build human-like artificial general intelligence through multi-agent interactions in simulated societies. By exploring which environment features are needed for the basic phenomena of elementary microeconomics to emerge automatically from learning, we arrive at an environment that differs from those studied in prior multi-agent reinforcement learning work along several dimensions. For example, the model incorporates heterogeneous tastes and physical abilities, and agents negotiate with one another as a grounded form of communication.

Graph mining tasks arise from many different application domains, ranging from social networks, transportation, E-commerce, etc., which have been receiving great attention from the theoretical and algorithm design communities in recent years, and there has been some pioneering work using the hotly researched reinforcement learning (RL) techniques to address graph data mining tasks. However, these graph mining algorithms and RL models are dispersed in different research areas, which makes it hard to compare different algorithms with each other. In this survey, we provide a comprehensive overview of RL models and graph mining and generalize these algorithms to Graph Reinforcement Learning (GRL) as a unified formulation. We further discuss the applications of GRL methods across various domains and summarize the method description, open-source codes, and benchmark datasets of GRL methods. Finally, we propose possible important directions and challenges to be solved in the future. This is the latest work on a comprehensive survey of GRL literature, and this work provides a global view for researchers as well as a learning resource for researchers outside the domain. In addition, we create an online open-source for both interested researchers who want to enter this rapidly developing domain and experts who would like to compare GRL methods.

In recent years, a specific machine learning method called deep learning has gained huge attraction, as it has obtained astonishing results in broad applications such as pattern recognition, speech recognition, computer vision, and natural language processing. Recent research has also been shown that deep learning techniques can be combined with reinforcement learning methods to learn useful representations for the problems with high dimensional raw data input. This chapter reviews the recent advances in deep reinforcement learning with a focus on the most used deep architectures such as autoencoders, convolutional neural networks and recurrent neural networks which have successfully been come together with the reinforcement learning framework.

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