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Many reinforcement learning (RL) applications have combinatorial action spaces, where each action is a composition of sub-actions. A standard RL approach ignores this inherent factorization structure, resulting in a potential failure to make meaningful inferences about rarely observed sub-action combinations; this is particularly problematic for offline settings, where data may be limited. In this work, we propose a form of linear Q-function decomposition induced by factored action spaces. We study the theoretical properties of our approach, identifying scenarios where it is guaranteed to lead to zero bias when used to approximate the Q-function. Outside the regimes with theoretical guarantees, we show that our approach can still be useful because it leads to better sample efficiency without necessarily sacrificing policy optimality, allowing us to achieve a better bias-variance trade-off. Across several offline RL problems using simulators and real-world datasets motivated by healthcare, we demonstrate that incorporating factored action spaces into value-based RL can result in better-performing policies. Our approach can help an agent make more accurate inferences within underexplored regions of the state-action space when applying RL to observational datasets.

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Intelligent manufacturing is becoming increasingly important due to the growing demand for maximizing productivity and flexibility while minimizing waste and lead times. This work investigates automated secondary robotic food packaging solutions that transfer food products from the conveyor belt into containers. A major problem in these solutions is varying product supply which can cause drastic productivity drops. Conventional rule-based approaches, used to address this issue, are often inadequate, leading to violation of the industry's requirements. Reinforcement learning, on the other hand, has the potential of solving this problem by learning responsive and predictive policy, based on experience. However, it is challenging to utilize it in highly complex control schemes. In this paper, we propose a reinforcement learning framework, designed to optimize the conveyor belt speed while minimizing interference with the rest of the control system. When tested on real-world data, the framework exceeds the performance requirements (99.8% packed products) and maintains quality (100% filled boxes). Compared to the existing solution, our proposed framework improves productivity, has smoother control, and reduces computation time.

In reinforcement learning (RL), there are two major settings for interacting with the environment: online and offline. Online methods explore the environment at significant time cost, and offline methods efficiently obtain reward signals by sacrificing exploration capability. We propose semi-offline RL, a novel paradigm that smoothly transits from offline to online settings, balances exploration capability and training cost, and provides a theoretical foundation for comparing different RL settings. Based on the semi-offline formulation, we present the RL setting that is optimal in terms of optimization cost, asymptotic error, and overfitting error bound. Extensive experiments show that our semi-offline approach is efficient and yields comparable or often better performance compared with state-of-the-art methods.

Network slicing is a key enabler for 5G to support various applications. Slices requested by service providers (SPs) have heterogeneous quality of service (QoS) requirements, such as latency, throughput, and jitter. It is imperative that the 5G infrastructure provider (InP) allocates the right amount of resources depending on the slice's traffic, such that the specified QoS levels are maintained during the slice's lifetime while maximizing resource efficiency. However, there is a non-trivial relationship between the QoS and resource allocation. In this paper, this relationship is learned using a regression-based model. We also leverage a risk-constrained reinforcement learning agent that is trained offline using this model and domain randomization for dynamically scaling slice resources while maintaining the desired QoS level. Our novel approach reduces the effects of network modeling errors since it is model-free and does not require QoS metrics to be mathematically formulated in terms of traffic. In addition, it provides robustness against uncertain network conditions, generalizes to different real-world traffic patterns, and caters to various QoS metrics. The results show that the state-of-the-art approaches can lead to QoS degradation as high as 44.5% when tested on previously unseen traffic. On the other hand, our approach maintains the QoS degradation below a preset 10% threshold on such traffic, while minimizing the allocated resources. Additionally, we demonstrate that the proposed approach is robust against varying network conditions and inaccurate traffic predictions.

Deep Reinforcement Learning (RL) has emerged as a powerful paradigm for training neural policies to solve complex control tasks. However, these policies tend to be overfit to the exact specifications of the task and environment they were trained on, and thus do not perform well when conditions deviate slightly or when composed hierarchically to solve even more complex tasks. Recent work has shown that training a mixture of policies, as opposed to a single one, that are driven to explore different regions of the state-action space can address this shortcoming by generating a diverse set of behaviors, referred to as skills, that can be collectively used to great effect in adaptation tasks or for hierarchical planning. This is typically realized by including a diversity term - often derived from information theory - in the objective function optimized by RL. However these approaches often require careful hyperparameter tuning to be effective. In this work, we demonstrate that less widely-used neuroevolution methods, specifically Quality Diversity (QD), are a competitive alternative to information-theory-augmented RL for skill discovery. Through an extensive empirical evaluation comparing eight state-of-the-art algorithms (four flagship algorithms from each line of work) on the basis of (i) metrics directly evaluating the skills' diversity, (ii) the skills' performance on adaptation tasks, and (iii) the skills' performance when used as primitives for hierarchical planning; QD methods are found to provide equal, and sometimes improved, performance whilst being less sensitive to hyperparameters and more scalable. As no single method is found to provide near-optimal performance across all environments, there is a rich scope for further research which we support by proposing future directions and providing optimized open-source implementations.

To increase brand awareness, many advertisers conclude contracts with advertising platforms to purchase traffic and then deliver advertisements to target audiences. In a whole delivery period, advertisers usually desire a certain impression count for the ads, and they also expect that the delivery performance is as good as possible (e.g., obtaining high click-through rate). Advertising platforms employ pacing algorithms to satisfy the demands via adjusting the selection probabilities to traffic requests in real-time. However, the delivery procedure is also affected by the strategies from publishers, which cannot be controlled by advertising platforms. Preloading is a widely used strategy for many types of ads (e.g., video ads) to make sure that the response time for displaying after a traffic request is legitimate, which results in delayed impression phenomenon. Traditional pacing algorithms cannot handle the preloading nature well because they rely on immediate feedback signals, and may fail to guarantee the demands from advertisers. In this paper, we focus on a new research problem of impression pacing for preloaded ads, and propose a Reinforcement Learning To Pace framework RLTP. It learns a pacing agent that sequentially produces selection probabilities in the whole delivery period. To jointly optimize the two objectives of impression count and delivery performance, RLTP employs tailored reward estimator to satisfy the guaranteed impression count, penalize the over-delivery and maximize the traffic value. Experiments on large-scale industrial datasets verify that RLTP outperforms baseline pacing algorithms by a large margin. We have deployed the RLTP framework online to our advertising platform, and results show that it achieves significant uplift to core metrics including delivery completion rate and click-through rate.

Representation learning based on multi-task pretraining has become a powerful approach in many domains. In particular, task-aware representation learning aims to learn an optimal representation for a specific target task by sampling data from a set of source tasks, while task-agnostic representation learning seeks to learn a universal representation for a class of tasks. In this paper, we propose a general and versatile algorithmic and theoretic framework for \textit{active representation learning}, where the learner optimally chooses which source tasks to sample from. This framework, along with a tractable meta algorithm, allows most arbitrary target and source task spaces (from discrete to continuous), covers both task-aware and task-agnostic settings, and is compatible with deep representation learning practices. We provide several instantiations under this framework, from bilinear and feature-based nonlinear to general nonlinear cases. In the bilinear case, by leveraging the non-uniform spectrum of the task representation and the calibrated source-target relevance, we prove that the sample complexity to achieve $\varepsilon$-excess risk on target scales with $ (k^*)^2 \|v^*\|_2^2 \varepsilon^{-2}$ where $k^*$ is the effective dimension of the target and $\|v^*\|_2^2 \in (0,1]$ represents the connection between source and target space. Compared to the passive one, this can save up to $\frac{1}{d_W}$ of sample complexity, where $d_W$ is the task space dimension. Finally, we demonstrate different instantiations of our meta algorithm in synthetic datasets and robotics problems, from pendulum simulations to real-world drone flight datasets. On average, our algorithms outperform baselines by $20\%-70\%$.

Offline reinforcement learning (RL) that learns policies from offline datasets without environment interaction has received considerable attention in recent years. Compared with the rich literature in the single-agent case, offline multi-agent RL is still a relatively underexplored area. Most existing methods directly apply offline RL ingredients in the multi-agent setting without fully leveraging the decomposable problem structure, leading to less satisfactory performance in complex tasks. We present OMAC, a new offline multi-agent RL algorithm with coupled value factorization. OMAC adopts a coupled value factorization scheme that decomposes the global value function into local and shared components, and also maintains the credit assignment consistency between the state-value and Q-value functions. Moreover, OMAC performs in-sample learning on the decomposed local state-value functions, which implicitly conducts max-Q operation at the local level while avoiding distributional shift caused by evaluating out-of-distribution actions. Based on the comprehensive evaluations of the offline multi-agent StarCraft II micro-management tasks, we demonstrate the superior performance of OMAC over the state-of-the-art offline multi-agent RL methods.

Thompson sampling (TS) is widely used in sequential decision making due to its ease of use and appealing empirical performance. However, many existing analytical and empirical results for TS rely on restrictive assumptions on reward distributions, such as belonging to conjugate families, which limits their applicability in realistic scenarios. Moreover, sequential decision making problems are often carried out in a batched manner, either due to the inherent nature of the problem or to serve the purpose of reducing communication and computation costs. In this work, we jointly study these problems in two popular settings, namely, stochastic multi-armed bandits (MABs) and infinite-horizon reinforcement learning (RL), where TS is used to learn the unknown reward distributions and transition dynamics, respectively. We propose batched $\textit{Langevin Thompson Sampling}$ algorithms that leverage MCMC methods to sample from approximate posteriors with only logarithmic communication costs in terms of batches. Our algorithms are computationally efficient and maintain the same order-optimal regret guarantees of $\mathcal{O}(\log T)$ for stochastic MABs, and $\mathcal{O}(\sqrt{T})$ for RL. We complement our theoretical findings with experimental results.

Existing theoretical studies on offline reinforcement learning (RL) mostly consider a dataset sampled directly from the target task. In practice, however, data often come from several heterogeneous but related sources. Motivated by this gap, this work aims at rigorously understanding offline RL with multiple datasets that are collected from randomly perturbed versions of the target task instead of from itself. An information-theoretic lower bound is derived, which reveals a necessary requirement on the number of involved sources in addition to that on the number of data samples. Then, a novel HetPEVI algorithm is proposed, which simultaneously considers the sample uncertainties from a finite number of data samples per data source and the source uncertainties due to a finite number of available data sources. Theoretical analyses demonstrate that HetPEVI can solve the target task as long as the data sources collectively provide a good data coverage. Moreover, HetPEVI is demonstrated to be optimal up to a polynomial factor of the horizon length. Finally, the study is extended to offline Markov games and offline robust RL, which demonstrates the generality of the proposed designs and theoretical analyses.

Deep reinforcement learning algorithms typically act on the same set of actions. However, this is not sufficient for a wide range of real-world applications where different subsets are available at each step. In this thesis, we consider the problem of interval restrictions as they occur in pathfinding with dynamic obstacles. When actions that lead to collisions are avoided, the continuous action space is split into variable parts. Recent research learns with strong assumptions on the number of intervals, is limited to convex subsets, and the available actions are learned from the observations. Therefore, we propose two approaches that are independent of the state of the environment by extending parameterized reinforcement learning and ConstraintNet to handle an arbitrary number of intervals. We demonstrate their performance in an obstacle avoidance task and compare the methods to penalties, projection, replacement, as well as discrete and continuous masking from the literature. The results suggest that discrete masking of action-values is the only effective method when constraints did not emerge during training. When restrictions are learned, the decision between projection, masking, and our ConstraintNet modification seems to depend on the task at hand. We compare the results with varying complexity and give directions for future work.

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