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Given an increasing graph property $\cal F$, the strong Avoider-Avoider $\cal F$ game is played on the edge set of a complete graph. Two players, Red and Blue, take turns in claiming previously unclaimed edges with Red going first, and the player whose graph possesses $\cal F$ first loses the game. If the property $\cal F$ is "containing a fixed graph $H$", we refer to the game as the $H$ game. We prove that Blue has a winning strategy in two strong Avoider-Avoider games, $P_4$ game and ${\cal CC}_{>3}$ game, where ${\cal CC}_{>3}$ is the property of having at least one connected component on more than three vertices. We also study a variant, the strong CAvoider-CAvoider games, with additional requirement that the graph of each of the players must stay connected throughout the game. We prove that Blue has a winning strategy in the strong CAvoider-CAvoider games $S_3$ and $P_4$, as well as in the $Cycle$ game, where the players aim at avoiding all cycles.

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Electric Vehicles are increasingly common, with inductive chargepads being considered a convenient and efficient means of charging electric vehicles. However, drivers are typically poor at aligning the vehicle to the necessary accuracy for efficient inductive charging, making the automated alignment of the two charging plates desirable. In parallel to the electrification of the vehicular fleet, automated parking systems that make use of surround-view camera systems are becoming increasingly popular. In this work, we propose a system based on the surround-view camera architecture to detect, localize, and automatically align the vehicle with the inductive chargepad. The visual design of the chargepads is not standardized and not necessarily known beforehand. Therefore, a system that relies on offline training will fail in some situations. Thus, we propose a self-supervised online learning method that leverages the driver's actions when manually aligning the vehicle with the chargepad and combine it with weak supervision from semantic segmentation and depth to learn a classifier to auto-annotate the chargepad in the video for further training. In this way, when faced with a previously unseen chargepad, the driver needs only manually align the vehicle a single time. As the chargepad is flat on the ground, it is not easy to detect it from a distance. Thus, we propose using a Visual SLAM pipeline to learn landmarks relative to the chargepad to enable alignment from a greater range. We demonstrate the working system on an automated vehicle as illustrated in the video at //youtu.be/_cLCmkW4UYo. To encourage further research, we will share a chargepad dataset used in this work.

Drawing a direct analogy with the well-studied vibration or elastic modes, we introduce an object's fracture modes, which constitute its preferred or most natural ways of breaking. We formulate a sparsified eigenvalue problem, which we solve iteratively to obtain the n lowest-energy modes. These can be precomputed for a given shape to obtain a prefracture pattern that can substitute the state of the art for realtime applications at no runtime cost but significantly greater realism. Furthermore, any realtime impact can be projected onto our modes to obtain impact-dependent fracture patterns without the need for any online crack propagation simulation. We not only introduce this theoretically novel concept, but also show its fundamental and practical superiority in a diverse set of examples and contexts.

We consider experiments in dynamical systems where interventions on some experimental units impact other units through a limiting constraint (such as a limited inventory). Despite outsize practical importance, the best estimators for this `Markovian' interference problem are largely heuristic in nature, and their bias is not well understood. We formalize the problem of inference in such experiments as one of policy evaluation. Off-policy estimators, while unbiased, apparently incur a large penalty in variance relative to state-of-the-art heuristics. We introduce an on-policy estimator: the Differences-In-Q's (DQ) estimator. We show that the DQ estimator can in general have exponentially smaller variance than off-policy evaluation. At the same time, its bias is second order in the impact of the intervention. This yields a striking bias-variance tradeoff so that the DQ estimator effectively dominates state-of-the-art alternatives. From a theoretical perspective, we introduce three separate novel techniques that are of independent interest in the theory of Reinforcement Learning (RL). Our empirical evaluation includes a set of experiments on a city-scale ride-hailing simulator.

Learning Nash equilibria is a central problem in multi-agent systems. In this paper, we investigate congestion games, a class of games with benign theoretical structure and broad real-world applications. We first propose a centralized algorithm based on the optimism in the face of uncertainty principle for congestion games with (semi-)bandit feedback, and obtain finite-sample guarantees. Then we propose a decentralized algorithm via a novel combination of the Frank-Wolfe method and G-optimal design. By exploiting the structure of the congestion game, we show the sample complexity of both algorithms depends only polynomially on the number of players and the number of facilities, but not the size of the action set, which can be exponentially large in terms of the number of facilities. We further define a new problem class, Markov congestion games, which allows us to model the non-stationarity in congestion games. We propose a centralized algorithm for Markov congestion games, whose sample complexity again has only polynomial dependence on all relevant problem parameters, but not the size of the action set.

Gradient based meta-learning methods are prone to overfit on the meta-training set, and this behaviour is more prominent with large and complex networks. Moreover, large networks restrict the application of meta-learning models on low-power edge devices. While choosing smaller networks avoid these issues to a certain extent, it affects the overall generalization leading to reduced performance. Clearly, there is an approximately optimal choice of network architecture that is best suited for every meta-learning problem, however, identifying it beforehand is not straightforward. In this paper, we present MetaDOCK, a task-specific dynamic kernel selection strategy for designing compressed CNN models that generalize well on unseen tasks in meta-learning. Our method is based on the hypothesis that for a given set of similar tasks, not all kernels of the network are needed by each individual task. Rather, each task uses only a fraction of the kernels, and the selection of the kernels per task can be learnt dynamically as a part of the inner update steps. MetaDOCK compresses the meta-model as well as the task-specific inner models, thus providing significant reduction in model size for each task, and through constraining the number of active kernels for every task, it implicitly mitigates the issue of meta-overfitting. We show that for the same inference budget, pruned versions of large CNN models obtained using our approach consistently outperform the conventional choices of CNN models. MetaDOCK couples well with popular meta-learning approaches such as iMAML. The efficacy of our method is validated on CIFAR-fs and mini-ImageNet datasets, and we have observed that our approach can provide improvements in model accuracy of up to 2% on standard meta-learning benchmark, while reducing the model size by more than 75%.

We study decentralized policy learning in Markov games where we control a single agent to play with nonstationary and possibly adversarial opponents. Our goal is to develop a no-regret online learning algorithm that (i) takes actions based on the local information observed by the agent and (ii) is able to find the best policy in hindsight. For such a problem, the nonstationary state transitions due to the varying opponent pose a significant challenge. In light of a recent hardness result \citep{liu2022learning}, we focus on the setting where the opponent's previous policies are revealed to the agent for decision making. With such an information structure, we propose a new algorithm, \underline{D}ecentralized \underline{O}ptimistic hype\underline{R}policy m\underline{I}rror de\underline{S}cent (DORIS), which achieves $\sqrt{K}$-regret in the context of general function approximation, where $K$ is the number of episodes. Moreover, when all the agents adopt DORIS, we prove that their mixture policy constitutes an approximate coarse correlated equilibrium. In particular, DORIS maintains a \textit{hyperpolicy} which is a distribution over the policy space. The hyperpolicy is updated via mirror descent, where the update direction is obtained by an optimistic variant of least-squares policy evaluation. Furthermore, to illustrate the power of our method, we apply DORIS to constrained and vector-valued MDPs, which can be formulated as zero-sum Markov games with a fictitious opponent.

What is learned by sophisticated neural network agents such as AlphaZero? This question is of both scientific and practical interest. If the representations of strong neural networks bear no resemblance to human concepts, our ability to understand faithful explanations of their decisions will be restricted, ultimately limiting what we can achieve with neural network interpretability. In this work we provide evidence that human knowledge is acquired by the AlphaZero neural network as it trains on the game of chess. By probing for a broad range of human chess concepts we show when and where these concepts are represented in the AlphaZero network. We also provide a behavioural analysis focusing on opening play, including qualitative analysis from chess Grandmaster Vladimir Kramnik. Finally, we carry out a preliminary investigation looking at the low-level details of AlphaZero's representations, and make the resulting behavioural and representational analyses available online.

Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.

Bid optimization for online advertising from single advertiser's perspective has been thoroughly investigated in both academic research and industrial practice. However, existing work typically assume competitors do not change their bids, i.e., the wining price is fixed, leading to poor performance of the derived solution. Although a few studies use multi-agent reinforcement learning to set up a cooperative game, they still suffer the following drawbacks: (1) They fail to avoid collusion solutions where all the advertisers involved in an auction collude to bid an extremely low price on purpose. (2) Previous works cannot well handle the underlying complex bidding environment, leading to poor model convergence. This problem could be amplified when handling multiple objectives of advertisers which are practical demands but not considered by previous work. In this paper, we propose a novel multi-objective cooperative bid optimization formulation called Multi-Agent Cooperative bidding Games (MACG). MACG sets up a carefully designed multi-objective optimization framework where different objectives of advertisers are incorporated. A global objective to maximize the overall profit of all advertisements is added in order to encourage better cooperation and also to protect self-bidding advertisers. To avoid collusion, we also introduce an extra platform revenue constraint. We analyze the optimal functional form of the bidding formula theoretically and design a policy network accordingly to generate auction-level bids. Then we design an efficient multi-agent evolutionary strategy for model optimization. Offline experiments and online A/B tests conducted on the Taobao platform indicate both single advertiser's objective and global profit have been significantly improved compared to state-of-art methods.

Recent years have witnessed significant advances in technologies and services in modern network applications, including smart grid management, wireless communication, cybersecurity as well as multi-agent autonomous systems. Considering the heterogeneous nature of networked entities, emerging network applications call for game-theoretic models and learning-based approaches in order to create distributed network intelligence that responds to uncertainties and disruptions in a dynamic or an adversarial environment. This paper articulates the confluence of networks, games and learning, which establishes a theoretical underpinning for understanding multi-agent decision-making over networks. We provide an selective overview of game-theoretic learning algorithms within the framework of stochastic approximation theory, and associated applications in some representative contexts of modern network systems, such as the next generation wireless communication networks, the smart grid and distributed machine learning. In addition to existing research works on game-theoretic learning over networks, we highlight several new angles and research endeavors on learning in games that are related to recent developments in artificial intelligence. Some of the new angles extrapolate from our own research interests. The overall objective of the paper is to provide the reader a clear picture of the strengths and challenges of adopting game-theoretic learning methods within the context of network systems, and further to identify fruitful future research directions on both theoretical and applied studies.

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