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In order for agents in multi-agent systems (MAS) to be safe, they need to take into account the risks posed by the actions of other agents. However, the dominant paradigm in game theory (GT) assumes that agents are not affected by risk from other agents and only strive to maximise their expected utility. For example, in hybrid human-AI driving systems, it is necessary to limit large deviations in reward resulting from car crashes. Although there are equilibrium concepts in game theory that take into account risk aversion, they either assume that agents are risk-neutral with respect to the uncertainty caused by the actions of other agents, or they are not guaranteed to exist. We introduce a new GT-based Risk-Averse Equilibrium (RAE) that always produces a solution that minimises the potential variance in reward accounting for the strategy of other agents. Theoretically and empirically, we show RAE shares many properties with a Nash Equilibrium (NE), establishing convergence properties and generalising to risk-dominant NE in certain cases. To tackle large-scale problems, we extend RAE to the PSRO multi-agent reinforcement learning (MARL) framework. We empirically demonstrate the minimum reward variance benefits of RAE in matrix games with high-risk outcomes. Results on MARL experiments show RAE generalises to risk-dominant NE in a trust dilemma game and that it reduces instances of crashing by 7x in an autonomous driving setting versus the best performing baseline.

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Assessing predictive models can be challenging. Modelers must navigate a wide array of evaluation methodologies implemented with incompatible interfaces across multiple packages which may give different or even contradictory results, while ensuring that their chosen approach properly estimates the performance of their model when generalizing to new observations. Assessing models fit to spatial data can be particularly difficult, given that model errors may exhibit spatial autocorrelation, model predictions are often aggregated to multiple spatial scales by end users, and models are often tasked with generalizing into spatial regions outside the boundaries of their initial training data. The waywiser package for the R language attempts to make assessing spatial models easier by providing an ergonomic toolkit for model evaluation tasks, with functions for multiple assessment methodologies sharing a unified interface. Functions from waywiser share standardized argument names and default values, making the user-facing interface simple and easy to learn. These functions are additionally designed to be easy to integrate into a wide variety of modeling workflows, accepting standard classes as inputs and returning size- and type-stable outputs, ensuring that their results are of consistent and predictable data types and dimensions. Additional features make it particularly easy to use waywiser along packages and workflows in the tidymodels ecosystem.

Despite the promising results achieved, state-of-the-art interactive reinforcement learning schemes rely on passively receiving supervision signals from advisor experts, in the form of either continuous monitoring or pre-defined rules, which inevitably result in a cumbersome and expensive learning process. In this paper, we introduce a novel initiative advisor-in-the-loop actor-critic framework, termed as Ask-AC, that replaces the unilateral advisor-guidance mechanism with a bidirectional learner-initiative one, and thereby enables a customized and efficacious message exchange between learner and advisor. At the heart of Ask-AC are two complementary components, namely action requester and adaptive state selector, that can be readily incorporated into various discrete actor-critic architectures. The former component allows the agent to initiatively seek advisor intervention in the presence of uncertain states, while the latter identifies the unstable states potentially missed by the former especially when environment changes, and then learns to promote the ask action on such states. Experimental results on both stationary and non-stationary environments and across different actor-critic backbones demonstrate that the proposed framework significantly improves the learning efficiency of the agent, and achieves the performances on par with those obtained by continuous advisor monitoring.

Learning precise surrogate models of complex computer simulations and physical machines often require long-lasting or expensive experiments. Furthermore, the modeled physical dependencies exhibit nonlinear and nonstationary behavior. Machine learning methods that are used to produce the surrogate model should therefore address these problems by providing a scheme to keep the number of queries small, e.g. by using active learning and be able to capture the nonlinear and nonstationary properties of the system. One way of modeling the nonstationarity is to induce input-partitioning, a principle that has proven to be advantageous in active learning for Gaussian processes. However, these methods either assume a known partitioning, need to introduce complex sampling schemes or rely on very simple geometries. In this work, we present a simple, yet powerful kernel family that incorporates a partitioning that: i) is learnable via gradient-based methods, ii) uses a geometry that is more flexible than previous ones, while still being applicable in the low data regime. Thus, it provides a good prior for active learning procedures. We empirically demonstrate excellent performance on various active learning tasks.

Understanding and analyzing markets is crucial, yet analytical equilibrium solutions remain largely infeasible. Recent breakthroughs in equilibrium computation rely on zeroth-order policy gradient estimation. These approaches commonly suffer from high variance and are computationally expensive. The use of fully differentiable simulators would enable more efficient gradient estimation. However, the discrete allocation of goods in economic simulations is a non-differentiable operation. This renders the first-order Monte Carlo gradient estimator inapplicable and the learning feedback systematically misleading. We propose a novel smoothing technique that creates a surrogate market game, in which first-order methods can be applied. We provide theoretical bounds on the resulting bias which justifies solving the smoothed game instead. These bounds also allow choosing the smoothing strength a priori such that the resulting estimate has low variance. Furthermore, we validate our approach via numerous empirical experiments. Our method theoretically and empirically outperforms zeroth-order methods in approximation quality and computational efficiency.

In this paper, we formulate a Collaborative Pure Exploration in Kernel Bandit problem (CoPE-KB), which provides a novel model for multi-agent multi-task decision making under limited communication and general reward functions, and is applicable to many online learning tasks, e.g., recommendation systems and network scheduling. We consider two settings of CoPE-KB, i.e., Fixed-Confidence (FC) and Fixed-Budget (FB), and design two optimal algorithms CoopKernelFC (for FC) and CoopKernelFB (for FB). Our algorithms are equipped with innovative and efficient kernelized estimators to simultaneously achieve computation and communication efficiency. Matching upper and lower bounds under both the statistical and communication metrics are established to demonstrate the optimality of our algorithms. The theoretical bounds successfully quantify the influences of task similarities on learning acceleration and only depend on the effective dimension of the kernelized feature space. Our analytical techniques, including data dimension decomposition, linear structured instance transformation and (communication) round-speedup induction, are novel and applicable to other bandit problems. Empirical evaluations are provided to validate our theoretical results and demonstrate the performance superiority of our algorithms.

The global pandemic situation has severely affected all countries. As a result, almost all countries had to adjust to online technologies to continue their processes. In addition, Sri Lanka is yearly spending ten billion on elections. We have examined a proper way of minimizing the cost of hosting these events online. To solve the existing problems and increase the time potency and cost reduction we have used IoT and ML-based technologies. IoT-based data will identify, register, and be used to secure from fraud, while ML algorithms manipulate the election data and produce winning predictions, weather-based voters attendance, and election violence. All the data will be saved in cloud computing and a standard database to store and access the data. This study mainly focuses on four aspects of an E-voting system. The most frequent problems across the world in E-voting are the security, accuracy, and reliability of the systems. E-government systems must be secured against various cyber-attacks and ensure that only authorized users can access valuable, and sometimes sensitive information. Being able to access a system without passwords but using biometric details has been there for a while now, however, our proposed system has a different approach to taking the credentials, processing, and combining the images, reformatting and producing the output, and tracking. In addition, we ensure to enhance e-voting safety. While ML-based algorithms use different data sets and provide predictions in advance.

When is heterogeneity in the composition of an autonomous robotic team beneficial and when is it detrimental? We investigate and answer this question in the context of a minimally viable model that examines the role of heterogeneous speeds in perimeter defense problems, where defenders share a total allocated speed budget. We consider two distinct problem settings and develop strategies based on dynamic programming and on local interaction rules. We present a theoretical analysis of both approaches and our results are extensively validated using simulations. Interestingly, our results demonstrate that the viability of heterogeneous teams depends on the amount of information available to the defenders. Moreover, our results suggest a universality property: across a wide range of problem parameters the optimal ratio of the speeds of the defenders remains nearly constant.

Exploration-exploitation is a powerful and practical tool in multi-agent learning (MAL), however, its effects are far from understood. To make progress in this direction, we study a smooth analogue of Q-learning. We start by showing that our learning model has strong theoretical justification as an optimal model for studying exploration-exploitation. Specifically, we prove that smooth Q-learning has bounded regret in arbitrary games for a cost model that explicitly captures the balance between game and exploration costs and that it always converges to the set of quantal-response equilibria (QRE), the standard solution concept for games under bounded rationality, in weighted potential games with heterogeneous learning agents. In our main task, we then turn to measure the effect of exploration in collective system performance. We characterize the geometry of the QRE surface in low-dimensional MAL systems and link our findings with catastrophe (bifurcation) theory. In particular, as the exploration hyperparameter evolves over-time, the system undergoes phase transitions where the number and stability of equilibria can change radically given an infinitesimal change to the exploration parameter. Based on this, we provide a formal theoretical treatment of how tuning the exploration parameter can provably lead to equilibrium selection with both positive as well as negative (and potentially unbounded) effects to system performance.

The Q-learning algorithm is known to be affected by the maximization bias, i.e. the systematic overestimation of action values, an important issue that has recently received renewed attention. Double Q-learning has been proposed as an efficient algorithm to mitigate this bias. However, this comes at the price of an underestimation of action values, in addition to increased memory requirements and a slower convergence. In this paper, we introduce a new way to address the maximization bias in the form of a "self-correcting algorithm" for approximating the maximum of an expected value. Our method balances the overestimation of the single estimator used in conventional Q-learning and the underestimation of the double estimator used in Double Q-learning. Applying this strategy to Q-learning results in Self-correcting Q-learning. We show theoretically that this new algorithm enjoys the same convergence guarantees as Q-learning while being more accurate. Empirically, it performs better than Double Q-learning in domains with rewards of high variance, and it even attains faster convergence than Q-learning in domains with rewards of zero or low variance. These advantages transfer to a Deep Q Network implementation that we call Self-correcting DQN and which outperforms regular DQN and Double DQN on several tasks in the Atari 2600 domain.

Explainable recommendation attempts to develop models that generate not only high-quality recommendations but also intuitive explanations. The explanations may either be post-hoc or directly come from an explainable model (also called interpretable or transparent model in some context). Explainable recommendation tries to address the problem of why: by providing explanations to users or system designers, it helps humans to understand why certain items are recommended by the algorithm, where the human can either be users or system designers. Explainable recommendation helps to improve the transparency, persuasiveness, effectiveness, trustworthiness, and satisfaction of recommendation systems. In this survey, we review works on explainable recommendation in or before the year of 2019. We first highlight the position of explainable recommendation in recommender system research by categorizing recommendation problems into the 5W, i.e., what, when, who, where, and why. We then conduct a comprehensive survey of explainable recommendation on three perspectives: 1) We provide a chronological research timeline of explainable recommendation, including user study approaches in the early years and more recent model-based approaches. 2) We provide a two-dimensional taxonomy to classify existing explainable recommendation research: one dimension is the information source (or display style) of the explanations, and the other dimension is the algorithmic mechanism to generate explainable recommendations. 3) We summarize how explainable recommendation applies to different recommendation tasks, such as product recommendation, social recommendation, and POI recommendation. We also devote a section to discuss the explanation perspectives in broader IR and AI/ML research. We end the survey by discussing potential future directions to promote the explainable recommendation research area and beyond.

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