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In large-scale machine learning, recent works have studied the effects of compressing gradients in stochastic optimization in order to alleviate the communication bottleneck. These works have collectively revealed that stochastic gradient descent (SGD) is robust to structured perturbations such as quantization, sparsification, and delays. Perhaps surprisingly, despite the surge of interest in large-scale, multi-agent reinforcement learning, almost nothing is known about the analogous question: Are common reinforcement learning (RL) algorithms also robust to similar perturbations? In this paper, we investigate this question by studying a variant of the classical temporal difference (TD) learning algorithm with a perturbed update direction, where a general compression operator is used to model the perturbation. Our main technical contribution is to show that compressed TD algorithms, coupled with an error-feedback mechanism used widely in optimization, exhibit the same non-asymptotic theoretical guarantees as their SGD counterparts. We then extend our results significantly to nonlinear stochastic approximation algorithms and multi-agent settings. In particular, we prove that for multi-agent TD learning, one can achieve linear convergence speedups in the number of agents while communicating just $\tilde{O}(1)$ bits per agent at each time step. Our work is the first to provide finite-time results in RL that account for general compression operators and error-feedback in tandem with linear function approximation and Markovian sampling. Our analysis hinges on studying the drift of a novel Lyapunov function that captures the dynamics of a memory variable introduced by error feedback.

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Over the past few years, Reinforcement Learning combined with Deep Learning techniques has successfully proven to solve complex problems in various domains including robotics, self-driving cars, finance, and gaming. In this paper, we are introducing Reinforcement Learning (RL) to another domain - visualization. Our novel point-feature label placement method utilizes Multi-Agent Deep Reinforcement Learning (MADRL) to learn label placement strategy, which is the first machine-learning-driven labeling method in contrast to existing hand-crafted algorithms designed by human experts. To facilitate the RL learning paradigm, we developed an environment where an agent acts as a proxy for a label, a short textual annotation that augments visualizations like geographical maps, illustrations, and technical drawings. Our results demonstrate that the strategy trained by our method significantly outperforms the random strategy of an untrained agent and also performs superior to the compared methods designed by human experts in terms of completeness (i.e., the number of placed labels). The trade-off is increased computation time, making the proposed method slower than compared methods. Nevertheless, our method is ideal for situations where the labeling can be computed in advance, and completeness is essential, such as cartographic maps, technical drawings, and medical atlases. Additionally, we conducted a user study to assess the perceived performance. The outcomes revealed that the participants considered the proposed method to be significantly better than the other examined methods. This indicates that the improved completeness is not just reflected in the quantitative metrics but also in the subjective evaluation of the participants.

Previous deep multi-agent reinforcement learning (MARL) algorithms have achieved impressive results, typically in homogeneous scenarios. However, heterogeneous scenarios are also very common and usually harder to solve. In this paper, we mainly discuss cooperative heterogeneous MARL problems in Starcraft Multi-Agent Challenges (SMAC) environment. We firstly define and describe the heterogeneous problems in SMAC. In order to comprehensively reveal and study the problem, we make new maps added to the original SMAC maps. We find that baseline algorithms fail to perform well in those heterogeneous maps. To address this issue, we propose the Grouped Individual-Global-Max Consistency (GIGM) and a novel MARL algorithm, Grouped Hybrid Q Learning (GHQ). GHQ separates agents into several groups and keeps individual parameters for each group, along with a novel hybrid structure for factorization. To enhance coordination between groups, we maximize the Inter-group Mutual Information (IGMI) between groups' trajectories. Experiments on original and new heterogeneous maps show the fabulous performance of GHQ compared to other state-of-the-art algorithms.

A core issue in multi-agent federated reinforcement learning is defining how to aggregate insights from multiple agents. This is commonly done by taking the average of each participating agent's model weights into one common model (FedAvg). We instead propose FedFormer, a novel federation strategy that utilizes Transformer Attention to contextually aggregate embeddings from models originating from different learner agents. In so doing, we attentively weigh the contributions of other agents with respect to the current agent's environment and learned relationships, thus providing a more effective and efficient federation. We evaluate our methods on the Meta-World environment and find that our approach yields significant improvements over FedAvg and non-federated Soft Actor-Critic single-agent methods. Our results compared to Soft Actor-Critic show that FedFormer achieves higher episodic return while still abiding by the privacy constraints of federated learning. Finally, we also demonstrate improvements in effectiveness with increased agent pools across all methods in certain tasks. This is contrasted by FedAvg, which fails to make noticeable improvements when scaled.

In this paper, we propose a new mutual information framework for multi-agent reinforcement learning to enable multiple agents to learn coordinated behaviors by regularizing the accumulated return with the simultaneous mutual information between multi-agent actions. By introducing a latent variable to induce nonzero mutual information between multi-agent actions and applying a variational bound, we derive a tractable lower bound on the considered MMI-regularized objective function. The derived tractable objective can be interpreted as maximum entropy reinforcement learning combined with uncertainty reduction of other agents actions. Applying policy iteration to maximize the derived lower bound, we propose a practical algorithm named variational maximum mutual information multi-agent actor-critic, which follows centralized learning with decentralized execution. We evaluated VM3-AC for several games requiring coordination, and numerical results show that VM3-AC outperforms other MARL algorithms in multi-agent tasks requiring high-quality coordination.

In this paper we pursue the question of a fully online trading algorithm (i.e. one that does not need offline training on previously gathered data). For this task we use Double Deep $Q$-learning in the episodic setting with Fast Learning Networks approximating the expected reward $Q$. Additionally, we define the possible terminal states of an episode in such a way as to introduce a mechanism to conserve some of the money in the trading pool when market conditions are seen as unfavourable. Some of these money are taken as profit and some are reused at a later time according to certain criteria. After describing the algorithm, we test it using the 1-minute-tick data for Cardano's price on Binance. We see that the agent performs better than trading with randomly chosen actions on each timestep. And it does so when tested on the whole dataset as well as on different subsets, capturing different market trends.

Achieving and maintaining cooperation between agents to accomplish a common objective is one of the central goals of Multi-Agent Reinforcement Learning (MARL). Nevertheless in many real-world scenarios, separately trained and specialized agents are deployed into a shared environment, or the environment requires multiple objectives to be achieved by different coexisting parties. These variations among specialties and objectives are likely to cause mixed motives that eventually result in a social dilemma where all the parties are at a loss. In order to resolve this issue, we propose the Incentive Q-Flow (IQ-Flow) algorithm, which modifies the system's reward setup with an incentive regulator agent such that the cooperative policy also corresponds to the self-interested policy for the agents. Unlike the existing methods that learn to incentivize self-interested agents, IQ-Flow does not make any assumptions about agents' policies or learning algorithms, which enables the generalization of the developed framework to a wider array of applications. IQ-Flow performs an offline evaluation of the optimality of the learned policies using the data provided by other agents to determine cooperative and self-interested policies. Next, IQ-Flow uses meta-gradient learning to estimate how policy evaluation changes according to given incentives and modifies the incentive such that the greedy policy for cooperative objective and self-interested objective yield the same actions. We present the operational characteristics of IQ-Flow in Iterated Matrix Games. We demonstrate that IQ-Flow outperforms the state-of-the-art incentive design algorithm in Escape Room and 2-Player Cleanup environments. We further demonstrate that the pretrained IQ-Flow mechanism significantly outperforms the performance of the shared reward setup in the 2-Player Cleanup environment.

Reinforcement learning (RL) agents can leverage batches of previously collected data to extract a reasonable control policy. An emerging issue in this offline RL setting, however, is that the bootstrapping update underlying many of our methods suffers from insufficient action-coverage: standard max operator may select a maximal action that has not been seen in the dataset. Bootstrapping from these inaccurate values can lead to overestimation and even divergence. There are a growing number of methods that attempt to approximate an \emph{in-sample} max, that only uses actions well-covered by the dataset. We highlight a simple fact: it is more straightforward to approximate an in-sample \emph{softmax} using only actions in the dataset. We show that policy iteration based on the in-sample softmax converges, and that for decreasing temperatures it approaches the in-sample max. We derive an In-Sample Actor-Critic (AC), using this in-sample softmax, and show that it is consistently better or comparable to existing offline RL methods, and is also well-suited to fine-tuning.

Offline reinforcement learning (RL) struggles in environments with rich and noisy inputs, where the agent only has access to a fixed dataset without environment interactions. Past works have proposed common workarounds based on the pre-training of state representations, followed by policy training. In this work, we introduce a simple, yet effective approach for learning state representations. Our method, Behavior Prior Representation (BPR), learns state representations with an easy-to-integrate objective based on behavior cloning of the dataset: we first learn a state representation by mimicking actions from the dataset, and then train a policy on top of the fixed representation, using any off-the-shelf Offline RL algorithm. Theoretically, we prove that BPR carries out performance guarantees when integrated into algorithms that have either policy improvement guarantees (conservative algorithms) or produce lower bounds of the policy values (pessimistic algorithms). Empirically, we show that BPR combined with existing state-of-the-art Offline RL algorithms leads to significant improvements across several offline control benchmarks. The code is available at \url{//github.com/bit1029public/offline_bpr}.

Off-policy learning ability is an important feature of reinforcement learning (RL) for practical applications. However, even one of the most elementary RL algorithms, temporal-difference (TD) learning, is known to suffer form divergence issue when the off-policy scheme is used together with linear function approximation. To overcome the divergent behavior, several off-policy TD-learning algorithms, including gradient-TD learning (GTD), and TD-learning with correction (TDC), have been developed until now. In this work, we provide a unified view of such algorithms from a purely control-theoretic perspective, and propose a new convergent algorithm. Our method relies on the backstepping technique, which is widely used in nonlinear control theory. Finally, convergence of the proposed algorithm is experimentally verified in environments where the standard TD-learning is known to be unstable.

This paper aims to mitigate straggler effects in synchronous distributed learning for multi-agent reinforcement learning (MARL) problems. Stragglers arise frequently in a distributed learning system, due to the existence of various system disturbances such as slow-downs or failures of compute nodes and communication bottlenecks. To resolve this issue, we propose a coded distributed learning framework, which speeds up the training of MARL algorithms in the presence of stragglers, while maintaining the same accuracy as the centralized approach. As an illustration, a coded distributed version of the multi-agent deep deterministic policy gradient(MADDPG) algorithm is developed and evaluated. Different coding schemes, including maximum distance separable (MDS)code, random sparse code, replication-based code, and regular low density parity check (LDPC) code are also investigated. Simulations in several multi-robot problems demonstrate the promising performance of the proposed framework.

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