亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

Socially aware robot navigation, where a robot is required to optimize its trajectories to maintain a comfortable and compliant spatial interaction with humans in addition to the objective of reaching the goal without collisions, is a fundamental yet challenging task for robots navigating in the context of human-robot interaction. Much as existing learning-based methods have achieved a better performance than previous model-based ones, they still have some drawbacks: the reinforcement learning approaches, which reply on a handcrafted reward for optimization, are unlikely to emulate social compliance comprehensively and can lead to reward exploitation problems; the inverse reinforcement learning approaches, which learn a policy via human demonstrations, suffer from expensive and partial samples, and need extensive feature engineering to be reasonable. In this paper, we propose FAPL, a feedback-efficient interactive reinforcement learning approach that distills human preference and comfort into a reward model, which serves as a teacher to guide the agent to explore latent aspects of social compliance. Hybrid experience and off-policy learning are introduced to improve the efficiency of samples and human feedback. Extensive simulation experiments demonstrate the advantages of FAPL quantitatively and qualitatively.

相關內容

iOS 8 提供的應用間和應用跟系統的功能交互特性。
  • Today (iOS and OS X): widgets for the Today view of Notification Center
  • Share (iOS and OS X): post content to web services or share content with others
  • Actions (iOS and OS X): app extensions to view or manipulate inside another app
  • Photo Editing (iOS): edit a photo or video in Apple's Photos app with extensions from a third-party apps
  • Finder Sync (OS X): remote file storage in the Finder with support for Finder content annotation
  • Storage Provider (iOS): an interface between files inside an app and other apps on a user's device
  • Custom Keyboard (iOS): system-wide alternative keyboards

Source:

The reinforcement learning (RL) problem is rife with sources of non-stationarity, making it a notoriously difficult problem domain for the application of neural networks. We identify a mechanism by which non-stationary prediction targets can prevent learning progress in deep RL agents: \textit{capacity loss}, whereby networks trained on a sequence of target values lose their ability to quickly update their predictions over time. We demonstrate that capacity loss occurs in a range of RL agents and environments, and is particularly damaging to performance in sparse-reward tasks. We then present a simple regularizer, Initial Feature Regularization (InFeR), that mitigates this phenomenon by regressing a subspace of features towards its value at initialization, leading to significant performance improvements in sparse-reward environments such as Montezuma's Revenge. We conclude that preventing capacity loss is crucial to enable agents to maximally benefit from the learning signals they obtain throughout the entire training trajectory.

We study a new two-time-scale stochastic gradient method for solving optimization problems, where the gradients are computed with the aid of an auxiliary variable under samples generated by time-varying Markov random processes parameterized by the underlying optimization variable. These time-varying samples make gradient directions in our update biased and dependent, which can potentially lead to the divergence of the iterates. In our two-time-scale approach, one scale is to estimate the true gradient from these samples, which is then used to update the estimate of the optimal solution. While these two iterates are implemented simultaneously, the former is updated "faster" (using bigger step sizes) than the latter (using smaller step sizes). Our first contribution is to characterize the finite-time complexity of the proposed two-time-scale stochastic gradient method. In particular, we provide explicit formulas for the convergence rates of this method under different structural assumptions, namely, strong convexity, convexity, the Polyak-Lojasiewicz condition, and general non-convexity. We apply our framework to two problems in control and reinforcement learning. First, we look at the standard online actor-critic algorithm over finite state and action spaces and derive a convergence rate of O(k^(-2/5)), which recovers the best known rate derived specifically for this problem. Second, we study an online actor-critic algorithm for the linear-quadratic regulator and show that a convergence rate of O(k^(-2/3)) is achieved. This is the first time such a result is known in the literature. Finally, we support our theoretical analysis with numerical simulations where the convergence rates are visualized.

Optimal feedback control (OFC) is a theory from the motor control literature that explains how humans move their body to achieve a certain goal, e.g., pointing with the finger. OFC is based on the assumption that humans aim to control their body optimally, within the constraints imposed by body, environment, and task. In this paper, we explain how this theory can be applied to understanding Human-Computer Interaction (HCI) in the case of pointing. We propose that the human body and computer dynamics can be interpreted as a single dynamical system. The system state is controlled by the user via muscle control signals, and estimated from observations. Between-trial variability arises from signal-dependent control noise and observation noise. We compare four different models from optimal control theory and evaluate to what degree these models can replicate movements in the case of mouse pointing. We introduce a procedure to identify parameters that best explain observed user behavior. To support HCI researchers in simulating, analyzing, and optimizing interaction movements, we provide the Python toolbox OFC4HCI. We conclude that OFC presents a powerful framework for HCI to understand and simulate motion of the human body and of the interface on a moment by moment basis.

For autonomous quadruped robot navigation in various complex environments, a typical SOTA system is composed of four main modules -- mapper, global planner, local planner, and command-tracking controller -- in a hierarchical manner. In this paper, we build a robust and safe local planner which is designed to generate a velocity plan to track a coarsely planned path from the global planner. Previous works used waypoint-based methods (e.g. Proportional-Differential control and pure pursuit) which simplify the path tracking problem to local point-goal navigation. However, they suffer from frequent collisions in geometrically complex and narrow environments because of two reasons; the global planner uses a coarse and inaccurate model and the local planner is unable to track the global plan sufficiently well. Currently, deep learning methods are an appealing alternative because they can learn safety and path feasibility from experience more accurately. However, existing deep learning methods are not capable of planning for a long horizon. In this work, we propose a learning-based fully autonomous navigation framework composed of three innovative elements: a learned forward dynamics model (FDM), an online sampling-based model-predictive controller, and an informed trajectory sampler (ITS). Using our framework, a quadruped robot can autonomously navigate in various complex environments without a collision and generate a smoother command plan compared to the baseline method. Furthermore, our method can reactively handle unexpected obstacles on the planned path and avoid them. Project page //awesomericky.github.io/projects/FDM_ITS_navigation/.

Embodied AI is a recent research area that aims at creating intelligent agents that can move and operate inside an environment. Existing approaches in this field demand the agents to act in completely new and unexplored scenes. However, this setting is far from realistic use cases that instead require executing multiple tasks in the same environment. Even if the environment changes over time, the agent could still count on its global knowledge about the scene while trying to adapt its internal representation to the current state of the environment. To make a step towards this setting, we propose Spot the Difference: a novel task for Embodied AI where the agent has access to an outdated map of the environment and needs to recover the correct layout in a fixed time budget. To this end, we collect a new dataset of occupancy maps starting from existing datasets of 3D spaces and generating a number of possible layouts for a single environment. This dataset can be employed in the popular Habitat simulator and is fully compliant with existing methods that employ reconstructed occupancy maps during navigation. Furthermore, we propose an exploration policy that can take advantage of previous knowledge of the environment and identify changes in the scene faster and more effectively than existing agents. Experimental results show that the proposed architecture outperforms existing state-of-the-art models for exploration on this new setting.

Network-aware cascade size prediction aims to predict the final reposted number of user-generated information via modeling the propagation process in social networks. Estimating the user's reposting probability by social influence, namely state activation plays an important role in the information diffusion process. Therefore, Graph Neural Networks (GNN), which can simulate the information interaction between nodes, has been proved as an effective scheme to handle this prediction task. However, existing studies including GNN-based models usually neglect a vital factor of user's preference which influences the state activation deeply. To that end, we propose a novel framework to promote cascade size prediction by enhancing the user preference modeling according to three stages, i.e., preference topics generation, preference shift modeling, and social influence activation. Our end-to-end method makes the user activating process of information diffusion more adaptive and accurate. Extensive experiments on two large-scale real-world datasets have clearly demonstrated the effectiveness of our proposed model compared to state-of-the-art baselines.

When cast into the Deep Reinforcement Learning framework, many robotics tasks require solving a long horizon and sparse reward problem, where learning algorithms struggle. In such context, Imitation Learning (IL) can be a powerful approach to bootstrap the learning process. However, most IL methods require several expert demonstrations which can be prohibitively difficult to acquire. Only a handful of IL algorithms have shown efficiency in the context of an extreme low expert data regime where a single expert demonstration is available. In this paper, we present a novel algorithm designed to imitate complex robotic tasks from the states of an expert trajectory. Based on a sequential inductive bias, our method divides the complex task into smaller skills. The skills are learned into a goal-conditioned policy that is able to solve each skill individually and chain skills to solve the entire task. We show that our method imitates a non-holonomic navigation task and scales to a complex simulated robotic manipulation task with very high sample efficiency.

Reinforcement learning (RL) has shown great success in solving many challenging tasks via use of deep neural networks. Although using deep learning for RL brings immense representational power, it also causes a well-known sample-inefficiency problem. This means that the algorithms are data-hungry and require millions of training samples to converge to an adequate policy. One way to combat this issue is to use action advising in a teacher-student framework, where a knowledgeable teacher provides action advice to help the student. This work considers how to better leverage uncertainties about when a student should ask for advice and if the student can model the teacher to ask for less advice. The student could decide to ask for advice when it is uncertain or when both it and its model of the teacher are uncertain. In addition to this investigation, this paper introduces a new method to compute uncertainty for a deep RL agent using a secondary neural network. Our empirical results show that using dual uncertainties to drive advice collection and reuse may improve learning performance across several Atari games.

Deep Learning has implemented a wide range of applications and has become increasingly popular in recent years. The goal of multimodal deep learning is to create models that can process and link information using various modalities. Despite the extensive development made for unimodal learning, it still cannot cover all the aspects of human learning. Multimodal learning helps to understand and analyze better when various senses are engaged in the processing of information. This paper focuses on multiple types of modalities, i.e., image, video, text, audio, body gestures, facial expressions, and physiological signals. Detailed analysis of past and current baseline approaches and an in-depth study of recent advancements in multimodal deep learning applications has been provided. A fine-grained taxonomy of various multimodal deep learning applications is proposed, elaborating on different applications in more depth. Architectures and datasets used in these applications are also discussed, along with their evaluation metrics. Last, main issues are highlighted separately for each domain along with their possible future research directions.

Reinforcement learning is one of the core components in designing an artificial intelligent system emphasizing real-time response. Reinforcement learning influences the system to take actions within an arbitrary environment either having previous knowledge about the environment model or not. In this paper, we present a comprehensive study on Reinforcement Learning focusing on various dimensions including challenges, the recent development of different state-of-the-art techniques, and future directions. The fundamental objective of this paper is to provide a framework for the presentation of available methods of reinforcement learning that is informative enough and simple to follow for the new researchers and academics in this domain considering the latest concerns. First, we illustrated the core techniques of reinforcement learning in an easily understandable and comparable way. Finally, we analyzed and depicted the recent developments in reinforcement learning approaches. My analysis pointed out that most of the models focused on tuning policy values rather than tuning other things in a particular state of reasoning.

北京阿比特科技有限公司