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The deployment of multi-access edge computing (MEC) is paving the way towards pervasive intelligence in future 6G networks. This new paradigm also proposes emerging requirements of dependable communications, which goes beyond the ultra-reliable low latency communication (URLLC), focusing on the performance of a closed loop instead of that of an unidirectional link. This work studies the simple but efficient one-shot transmission scheme, investigating the closed-loop-reliability-optimal policy of blocklength allocation under stringent time and energy constraints.

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In this paper, we propose GT-GDA, a distributed optimization method to solve saddle point problems of the form: $\min_{\mathbf{x}} \max_{\mathbf{y}} \{F(\mathbf{x},\mathbf{y}) :=G(\mathbf{x}) + \langle \mathbf{y}, \overline{P} \mathbf{x} \rangle - H(\mathbf{y})\}$, where the functions $G(\cdot)$, $H(\cdot)$, and the the coupling matrix $\overline{P}$ are distributed over a strongly connected network of nodes. GT-GDA is a first-order method that uses gradient tracking to eliminate the dissimilarity caused by heterogeneous data distribution among the nodes. In the most general form, GT-GDA includes a consensus over the local coupling matrices to achieve the optimal (unique) saddle point, however, at the expense of increased communication. To avoid this, we propose a more efficient variant GT-GDA-Lite that does not incur the additional communication and analyze its convergence in various scenarios. We show that GT-GDA converges linearly to the unique saddle point solution when $G(\cdot)$ is smooth and convex, $H(\cdot)$ is smooth and strongly convex, and the global coupling matrix $\overline{P}$ has full column rank. We further characterize the regime under which GT-GDA exhibits a network topology-independent convergence behavior. We next show the linear convergence of GT-GDA to an error around the unique saddle point, which goes to zero when the coupling cost ${\langle \mathbf y, \overline{P} \mathbf x \rangle}$ is common to all nodes, or when $G(\cdot)$ and $H(\cdot)$ are quadratic. Numerical experiments illustrate the convergence properties and importance of GT-GDA and GT-GDA-Lite for several applications.

Wireless energy transfer (WET) is a ground-breaking technology for cutting the last wire between mobile sensors and power grids in smart cities. Yet, WET only offers effective transmission of energy over a short distance. Robotic WET is an emerging paradigm that mounts the energy transmitter on a mobile robot and navigates the robot through different regions in a large area to charge remote energy harvesters. However, it is challenging to determine the robotic charging strategy in an unknown and dynamic environment due to the uncertainty of obstacles. This paper proposes a hardware-in-the-loop joint optimization framework that offers three distinctive features: 1) efficient model updates and re-optimization based on the last-round experimental data; 2) iterative refinement of the anchor list for adaptation to different environments; 3) verification of algorithms in a high-fidelity Gazebo simulator and a multi-robot testbed. Experimental results show that the proposed framework significantly saves the WET mission completion time while satisfying collision avoidance and energy harvesting constraints.

Developing reinforcement learning algorithms that satisfy safety constraints is becoming increasingly important in real-world applications. In multi-agent reinforcement learning (MARL) settings, policy optimisation with safety awareness is particularly challenging because each individual agent has to not only meet its own safety constraints, but also consider those of others so that their joint behaviour can be guaranteed safe. Despite its importance, the problem of safe multi-agent learning has not been rigorously studied; very few solutions have been proposed, nor a sharable testing environment or benchmarks. To fill these gaps, in this work, we formulate the safe MARL problem as a constrained Markov game and solve it with policy optimisation methods. Our solutions -- Multi-Agent Constrained Policy Optimisation (MACPO) and MAPPO-Lagrangian -- leverage the theories from both constrained policy optimisation and multi-agent trust region learning. Crucially, our methods enjoy theoretical guarantees of both monotonic improvement in reward and satisfaction of safety constraints at every iteration. To examine the effectiveness of our methods, we develop the benchmark suite of Safe Multi-Agent MuJoCo that involves a variety of MARL baselines. Experimental results justify that MACPO/MAPPO-Lagrangian can consistently satisfy safety constraints, meanwhile achieving comparable performance to strong baselines.

We propose a projection-free conditional gradient-type algorithm for smooth stochastic multi-level composition optimization, where the objective function is a nested composition of $T$ functions and the constraint set is a closed convex set. Our algorithm assumes access to noisy evaluations of the functions and their gradients, through a stochastic first-order oracle satisfying certain standard unbiasedness and second moment assumptions. We show that the number of calls to the stochastic first-order oracle and the linear-minimization oracle required by the proposed algorithm, to obtain an $\epsilon$-stationary solution, are of order $\mathcal{O}_T(\epsilon^{-2})$ and $\mathcal{O}_T(\epsilon^{-3})$ respectively, where $\mathcal{O}_T$ hides constants in $T$. Notably, the dependence of these complexity bounds on $\epsilon$ and $T$ are separate in the sense that changing one does not impact the dependence of the bounds on the other. Moreover, our algorithm is parameter-free and does not require any (increasing) order of mini-batches to converge unlike the common practice in the analysis of stochastic conditional gradient-type algorithms.

We examine global non-asymptotic convergence properties of policy gradient methods for multi-agent reinforcement learning (RL) problems in Markov potential games (MPG). To learn a Nash equilibrium of an MPG in which the size of state space and/or the number of players can be very large, we propose new independent policy gradient algorithms that are run by all players in tandem. When there is no uncertainty in the gradient evaluation, we show that our algorithm finds an $\epsilon$-Nash equilibrium with $O(1/\epsilon^2)$ iteration complexity which does not explicitly depend on the state space size. When the exact gradient is not available, we establish $O(1/\epsilon^5)$ sample complexity bound in a potentially infinitely large state space for a sample-based algorithm that utilizes function approximation. Moreover, we identify a class of independent policy gradient algorithms that enjoys convergence for both zero-sum Markov games and Markov cooperative games with the players that are oblivious to the types of games being played. Finally, we provide computational experiments to corroborate the merits and the effectiveness of our theoretical developments.

We study constrained reinforcement learning (CRL) from a novel perspective by setting constraints directly on state density functions, rather than the value functions considered by previous works. State density has a clear physical and mathematical interpretation, and is able to express a wide variety of constraints such as resource limits and safety requirements. Density constraints can also avoid the time-consuming process of designing and tuning cost functions required by value function-based constraints to encode system specifications. We leverage the duality between density functions and Q functions to develop an effective algorithm to solve the density constrained RL problem optimally and the constrains are guaranteed to be satisfied. We prove that the proposed algorithm converges to a near-optimal solution with a bounded error even when the policy update is imperfect. We use a set of comprehensive experiments to demonstrate the advantages of our approach over state-of-the-art CRL methods, with a wide range of density constrained tasks as well as standard CRL benchmarks such as Safety-Gym.

We present a challenging and realistic novel dataset for evaluating 6-DOF object tracking algorithms. Existing datasets show serious limitations---notably, unrealistic synthetic data, or real data with large fiducial markers---preventing the community from obtaining an accurate picture of the state-of-the-art. Our key contribution is a novel pipeline for acquiring accurate ground truth poses of real objects w.r.t a Kinect V2 sensor by using a commercial motion capture system. A total of 100 calibrated sequences of real objects are acquired in three different scenarios to evaluate the performance of trackers in various scenarios: stability, robustness to occlusion and accuracy during challenging interactions between a person and the object. We conduct an extensive study of a deep 6-DOF tracking architecture and determine a set of optimal parameters. We enhance the architecture and the training methodology to train a 6-DOF tracker that can robustly generalize to objects never seen during training, and demonstrate favorable performance compared to previous approaches trained specifically on the objects to track.

In this paper, an interference-aware path planning scheme for a network of cellular-connected unmanned aerial vehicles (UAVs) is proposed. In particular, each UAV aims at achieving a tradeoff between maximizing energy efficiency and minimizing both wireless latency and the interference level caused on the ground network along its path. The problem is cast as a dynamic game among UAVs. To solve this game, a deep reinforcement learning algorithm, based on echo state network (ESN) cells, is proposed. The introduced deep ESN architecture is trained to allow each UAV to map each observation of the network state to an action, with the goal of minimizing a sequence of time-dependent utility functions. Each UAV uses ESN to learn its optimal path, transmission power level, and cell association vector at different locations along its path. The proposed algorithm is shown to reach a subgame perfect Nash equilibrium (SPNE) upon convergence. Moreover, an upper and lower bound for the altitude of the UAVs is derived thus reducing the computational complexity of the proposed algorithm. Simulation results show that the proposed scheme achieves better wireless latency per UAV and rate per ground user (UE) while requiring a number of steps that is comparable to a heuristic baseline that considers moving via the shortest distance towards the corresponding destinations. The results also show that the optimal altitude of the UAVs varies based on the ground network density and the UE data rate requirements and plays a vital role in minimizing the interference level on the ground UEs as well as the wireless transmission delay of the UAV.

Current convolutional neural networks algorithms for video object tracking spend the same amount of computation for each object and video frame. However, it is harder to track an object in some frames than others, due to the varying amount of clutter, scene complexity, amount of motion, and object's distinctiveness against its background. We propose a depth-adaptive convolutional Siamese network that performs video tracking adaptively at multiple neural network depths. Parametric gating functions are trained to control the depth of the convolutional feature extractor by minimizing a joint loss of computational cost and tracking error. Our network achieves accuracy comparable to the state-of-the-art on the VOT2016 benchmark. Furthermore, our adaptive depth computation achieves higher accuracy for a given computational cost than traditional fixed-structure neural networks. The presented framework extends to other tasks that use convolutional neural networks and enables trading speed for accuracy at runtime.

In this paper, we study the optimal convergence rate for distributed convex optimization problems in networks. We model the communication restrictions imposed by the network as a set of affine constraints and provide optimal complexity bounds for four different setups, namely: the function $F(\xb) \triangleq \sum_{i=1}^{m}f_i(\xb)$ is strongly convex and smooth, either strongly convex or smooth or just convex. Our results show that Nesterov's accelerated gradient descent on the dual problem can be executed in a distributed manner and obtains the same optimal rates as in the centralized version of the problem (up to constant or logarithmic factors) with an additional cost related to the spectral gap of the interaction matrix. Finally, we discuss some extensions to the proposed setup such as proximal friendly functions, time-varying graphs, improvement of the condition numbers.

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