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In narrow spaces, motion planning based on the traditional hierarchical autonomous system could cause collisions due to mapping, localization, and control noises. Additionally, it is disabled when mapless. To tackle these problems, we leverage deep reinforcement learning which is verified to be effective in self-decision-making, to self-explore in narrow spaces without a map while avoiding collisions. Specifically, based on our Ackermann-steering rectangular-shaped ZebraT robot and its Gazebo simulator, we propose the rectangular safety region to represent states and detect collisions for rectangular-shaped robots, and a carefully crafted reward function for reinforcement learning that does not require the destination information. Then we benchmark five reinforcement learning algorithms including DDPG, DQN, SAC, PPO, and PPO-discrete, in a simulated narrow track. After training, the well-performed DDPG and DQN models can be transferred to three brand new simulated tracks, and furthermore to three real-world tracks.

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Deep Neural Networks (DNNs) have been widely used to perform real-world tasks in cyber-physical systems such as Autonomous Diving Systems (ADS). Ensuring the correct behavior of such DNN-Enabled Systems (DES) is a crucial topic. Online testing is one of the promising modes for testing such systems with their application environments (simulated or real) in a closed loop taking into account the continuous interaction between the systems and their environments. However, the environmental variables (e.g., lighting conditions) that might change during the systems' operation in the real world, causing the DES to violate requirements (safety, functional), are often kept constant during the execution of an online test scenario due to the two major challenges: (1) the space of all possible scenarios to explore would become even larger if they changed and (2) there are typically many requirements to test simultaneously. In this paper, we present MORLOT (Many-Objective Reinforcement Learning for Online Testing), a novel online testing approach to address these challenges by combining Reinforcement Learning (RL) and many-objective search. MORLOT leverages RL to incrementally generate sequences of environmental changes while relying on many-objective search to determine the changes so that they are more likely to achieve any of the uncovered objectives. We empirically evaluate MORLOT using CARLA, a high-fidelity simulator widely used for autonomous driving research, integrated with Transfuser, a DNN-enabled ADS for end-to-end driving. The evaluation results show that MORLOT is significantly more effective and efficient than alternatives with a large effect size. In other words, MORLOT is a good option to test DES with dynamically changing environments while accounting for multiple safety requirements.

Nowadays, Deep Learning (DL) methods often overcome the limitations of traditional signal processing approaches. Nevertheless, DL methods are barely applied in real-life applications. This is mainly due to limited robustness and distributional shift between training and test data. To this end, recent work has proposed uncertainty mechanisms to increase their reliability. Besides, meta-learning aims at improving the generalization capability of DL models. By taking advantage of that, this paper proposes an uncertainty-based Meta-Reinforcement Learning (Meta-RL) approach with Out-of-Distribution (OOD) detection. The presented method performs a given task in unseen environments and provides information about its complexity. This is done by determining first and second-order statistics on the estimated reward. Using information about its complexity, the proposed algorithm is able to point out when tracking is reliable. To evaluate the proposed method, we benchmark it on a radar-tracking dataset. There, we show that our method outperforms related Meta-RL approaches on unseen tracking scenarios in peak performance by 16% and the baseline by 35% while detecting OOD data with an F1-Score of 72%. This shows that our method is robust to environmental changes and reliably detects OOD scenarios.

Exploration is critical for deep reinforcement learning in complex environments with high-dimensional observations and sparse rewards. To address this problem, recent approaches proposed to leverage intrinsic rewards to improve exploration, such as novelty-based exploration and prediction-based exploration. However, many intrinsic reward modules require sophisticated structures and representation learning, resulting in prohibitive computational complexity and unstable performance. In this paper, we propose Rewarding Episodic Visitation Discrepancy (REVD), a computation-efficient and quantified exploration method. More specifically, REVD provides intrinsic rewards by evaluating the R\'enyi divergence-based visitation discrepancy between episodes. To make efficient divergence estimation, a k-nearest neighbor estimator is utilized with a randomly-initialized state encoder. Finally, the REVD is tested on Atari games and PyBullet Robotics Environments. Extensive experiments demonstrate that REVD can significantly improves the sample efficiency of reinforcement learning algorithms and outperforms the benchmarking methods.

Policies produced by deep reinforcement learning are typically characterised by their learning curves, but they remain poorly understood in many other respects. ReLU-based policies result in a partitioning of the input space into piecewise linear regions. We seek to understand how observed region counts and their densities evolve during deep reinforcement learning using empirical results that span a range of continuous control tasks and policy network dimensions. Intuitively, we may expect that during training, the region density increases in the areas that are frequently visited by the policy, thereby affording fine-grained control. We use recent theoretical and empirical results for the linear regions induced by neural networks in supervised learning settings for grounding and comparison of our results. Empirically, we find that the region density increases only moderately throughout training, as measured along fixed trajectories coming from the final policy. However, the trajectories themselves also increase in length during training, and thus the region densities decrease as seen from the perspective of the current trajectory. Our findings suggest that the complexity of deep reinforcement learning policies does not principally emerge from a significant growth in the complexity of functions observed on-and-around trajectories of the policy.

Despite the fast development of multi-agent reinforcement learning (MARL) methods, there is a lack of commonly-acknowledged baseline implementation and evaluation platforms. As a result, an urgent need for MARL researchers is to develop an integrated library suite, similar to the role of RLlib in single-agent RL, that delivers reliable MARL implementation and replicable evaluation in various benchmarks. To fill such a research gap, in this paper, we propose Multi-Agent RLlib (MARLlib), a comprehensive MARL algorithm library that facilitates RLlib for solving multi-agent problems. With a novel design of agent-level distributed dataflow, MARLlib manages to unify tens of algorithms, including different types of independent learning, centralized critic, and value decomposition methods; this leads to a highly composable integration of MARL algorithms that are not possible to unify before. Furthermore, MARLlib goes beyond current work by integrating diverse environment interfaces and providing flexible parameter sharing strategies; this allows to create versatile solutions to cooperative, competitive, and mixed tasks with minimal code modifications for end users. A plethora of experiments are conducted to substantiate the correctness of our implementation, based on which we further derive new insights on the relationship between the performance and the design of algorithmic components. With MARLlib, we expect researchers to be able to tackle broader real-world multi-agent problems with trustworthy solutions. Our code\footnote{\url{//github.com/Replicable-MARL/MARLlib}} and documentation\footnote{\url{//marllib.readthedocs.io/}} are released for reference.

The transformer architecture and variants presented remarkable success across many machine learning tasks in recent years. This success is intrinsically related to the capability of handling long sequences and the presence of context-dependent weights from the attention mechanism. We argue that these capabilities suit the central role of a Meta-Reinforcement Learning algorithm. Indeed, a meta-RL agent needs to infer the task from a sequence of trajectories. Furthermore, it requires a fast adaptation strategy to adapt its policy for a new task -- which can be achieved using the self-attention mechanism. In this work, we present TrMRL (Transformers for Meta-Reinforcement Learning), a meta-RL agent that mimics the memory reinstatement mechanism using the transformer architecture. It associates the recent past of working memories to build an episodic memory recursively through the transformer layers. We show that the self-attention computes a consensus representation that minimizes the Bayes Risk at each layer and provides meaningful features to compute the best actions. We conducted experiments in high-dimensional continuous control environments for locomotion and dexterous manipulation. Results show that TrMRL presents comparable or superior asymptotic performance, sample efficiency, and out-of-distribution generalization compared to the baselines in these environments.

The advent of artificial intelligence technology paved the way of many researches to be made within air combat sector. Academicians and many other researchers did a research on a prominent research direction called autonomous maneuver decision of UAV. Elaborative researches produced some outcomes, but decisions that include Reinforcement Learning(RL) came out to be more efficient. There have been many researches and experiments done to make an agent reach its target in an optimal way, most prominent are Genetic Algorithm(GA) , A star, RRT and other various optimization techniques have been used. But Reinforcement Learning is the well known one for its success. In DARPHA Alpha Dogfight Trials, reinforcement learning prevailed against a real veteran F16 human pilot who was trained by Boeing. This successor model was developed by Heron Systems. After this accomplishment, reinforcement learning bring tremendous attention on itself. In this research we aimed our UAV which has a dubin vehicle dynamic property to move to the target in two dimensional space in an optimal path using Twin Delayed Deep Deterministic Policy Gradients (TD3) and used in experience replay Hindsight Experience Replay(HER).We did tests on two different environments and used simulations.

Meta-reinforcement learning algorithms can enable robots to acquire new skills much more quickly, by leveraging prior experience to learn how to learn. However, much of the current research on meta-reinforcement learning focuses on task distributions that are very narrow. For example, a commonly used meta-reinforcement learning benchmark uses different running velocities for a simulated robot as different tasks. When policies are meta-trained on such narrow task distributions, they cannot possibly generalize to more quickly acquire entirely new tasks. Therefore, if the aim of these methods is to enable faster acquisition of entirely new behaviors, we must evaluate them on task distributions that are sufficiently broad to enable generalization to new behaviors. In this paper, we propose an open-source simulated benchmark for meta-reinforcement learning and multi-task learning consisting of 50 distinct robotic manipulation tasks. Our aim is to make it possible to develop algorithms that generalize to accelerate the acquisition of entirely new, held-out tasks. We evaluate 6 state-of-the-art meta-reinforcement learning and multi-task learning algorithms on these tasks. Surprisingly, while each task and its variations (e.g., with different object positions) can be learned with reasonable success, these algorithms struggle to learn with multiple tasks at the same time, even with as few as ten distinct training tasks. Our analysis and open-source environments pave the way for future research in multi-task learning and meta-learning that can enable meaningful generalization, thereby unlocking the full potential of these methods.

In this paper, we propose a deep reinforcement learning framework called GCOMB to learn algorithms that can solve combinatorial problems over large graphs. GCOMB mimics the greedy algorithm in the original problem and incrementally constructs a solution. The proposed framework utilizes Graph Convolutional Network (GCN) to generate node embeddings that predicts the potential nodes in the solution set from the entire node set. These embeddings enable an efficient training process to learn the greedy policy via Q-learning. Through extensive evaluation on several real and synthetic datasets containing up to a million nodes, we establish that GCOMB is up to 41% better than the state of the art, up to seven times faster than the greedy algorithm, robust and scalable to large dynamic networks.

This paper presents a new multi-objective deep reinforcement learning (MODRL) framework based on deep Q-networks. We propose the use of linear and non-linear methods to develop the MODRL framework that includes both single-policy and multi-policy strategies. The experimental results on two benchmark problems including the two-objective deep sea treasure environment and the three-objective mountain car problem indicate that the proposed framework is able to converge to the optimal Pareto solutions effectively. The proposed framework is generic, which allows implementation of different deep reinforcement learning algorithms in different complex environments. This therefore overcomes many difficulties involved with standard multi-objective reinforcement learning (MORL) methods existing in the current literature. The framework creates a platform as a testbed environment to develop methods for solving various problems associated with the current MORL. Details of the framework implementation can be referred to //www.deakin.edu.au/~thanhthi/drl.htm.

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