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

StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time low-level execution. It also has an active professional competitive scene. StarCraft II is uniquely suited for advancing offline RL algorithms, both because of its challenging nature and because Blizzard has released a massive dataset of millions of StarCraft II games played by human players. This paper leverages that and establishes a benchmark, called AlphaStar Unplugged, introducing unprecedented challenges for offline reinforcement learning. We define a dataset (a subset of Blizzard's release), tools standardizing an API for machine learning methods, and an evaluation protocol. We also present baseline agents, including behavior cloning, offline variants of actor-critic and MuZero. We improve the state of the art of agents using only offline data, and we achieve 90% win rate against previously published AlphaStar behavior cloning agent.

相關內容

In order to solve a task using reinforcement learning, it is necessary to first formalise the goal of that task as a reward function. However, for many real-world tasks, it is very difficult to manually specify a reward function that never incentivises undesirable behaviour. As a result, it is increasingly popular to use reward learning algorithms, which attempt to learn a reward function from data. However, the theoretical foundations of reward learning are not yet well-developed. In particular, it is typically not known when a given reward learning algorithm with high probability will learn a reward function that is safe to optimise. This means that reward learning algorithms generally must be evaluated empirically, which is expensive, and that their failure modes are difficult to predict in advance. One of the roadblocks to deriving better theoretical guarantees is the lack of good methods for quantifying the difference between reward functions. In this paper we provide a solution to this problem, in the form of a class of pseudometrics on the space of all reward functions that we call STARC (STAndardised Reward Comparison) metrics. We show that STARC metrics induce both an upper and a lower bound on worst-case regret, which implies that our metrics are tight, and that any metric with the same properties must be bilipschitz equivalent to ours. Moreover, we also identify a number of issues with reward metrics proposed by earlier works. Finally, we evaluate our metrics empirically, to demonstrate their practical efficacy. STARC metrics can be used to make both theoretical and empirical analysis of reward learning algorithms both easier and more principled.

The advent of serverless computing has ushered in notable advancements in distributed machine learning, particularly within parameter server-based architectures. Yet, the integration of serverless features within peer-to-peer (P2P) distributed networks remains largely uncharted. In this paper, we introduce SPIRT, a fault-tolerant, reliable, and secure serverless P2P ML training architecture. designed to bridge this existing gap. Capitalizing on the inherent robustness and reliability innate to P2P systems, SPIRT employs RedisAI for in-database operations, leading to an 82\% reduction in the time required for model updates and gradient averaging across a variety of models and batch sizes. This architecture showcases resilience against peer failures and adeptly manages the integration of new peers, thereby highlighting its fault-tolerant characteristics and scalability. Furthermore, SPIRT ensures secure communication between peers, enhancing the reliability of distributed machine learning tasks. Even in the face of Byzantine attacks, the system's robust aggregation algorithms maintain high levels of accuracy. These findings illuminate the promising potential of serverless architectures in P2P distributed machine learning, offering a significant stride towards the development of more efficient, scalable, and resilient applications.

The aim of this study is to evaluate the performance of AI-assisted programming in actual mobile development teams that are focused on native mobile languages like Kotlin and Swift. The extensive case study involves 16 participants and 2 technical reviewers, from a software development department designed to understand the impact of using LLMs trained for code generation in specific phases of the team, more specifically, technical onboarding and technical stack switch. The study uses technical problems dedicated to each phase and requests solutions from the participants with and without using AI-Code generators. It measures time, correctness, and technical integration using ReviewerScore, a metric specific to the paper and extracted from actual industry standards, the code reviewers of merge requests. The output is converted and analyzed together with feedback from the participants in an attempt to determine if using AI-assisted programming tools will have an impact on getting developers onboard in a project or helping them with a smooth transition between the two native development environments of mobile development, Android and iOS. The study was performed between May and June 2023 with members of the mobile department of a software development company based in Cluj-Napoca, with Romanian ownership and management.

The problem of deep long-tailed learning, a prevalent challenge in the realm of generic visual recognition, persists in a multitude of real-world applications. To tackle the heavily-skewed dataset issue in long-tailed classification, prior efforts have sought to augment existing deep models with the elaborate class-balancing strategies, such as class rebalancing, data augmentation, and module improvement. Despite the encouraging performance, the limited class knowledge of the tailed classes in the training dataset still bottlenecks the performance of the existing deep models. In this paper, we propose an innovative long-tailed learning paradigm that breaks the bottleneck by guiding the learning of deep networks with external prior knowledge. This is specifically achieved by devising an elaborated ``prophetic'' teacher, termed as ``Propheter'', that aims to learn the potential class distributions. The target long-tailed prediction model is then optimized under the instruction of the well-trained ``Propheter'', such that the distributions of different classes are as distinguishable as possible from each other. Experiments on eight long-tailed benchmarks across three architectures demonstrate that the proposed prophetic paradigm acts as a promising solution to the challenge of limited class knowledge in long-tailed datasets. The developed code is publicly available at \url{//github.com/tcmyxc/propheter}.

Training robots with reinforcement learning (RL) typically involves heavy interactions with the environment, and the acquired skills are often sensitive to changes in task environments and robot kinematics. Transfer RL aims to leverage previous knowledge to accelerate learning of new tasks or new body configurations. However, existing methods struggle to generalize to novel robot-task combinations and scale to realistic tasks due to complex architecture design or strong regularization that limits the capacity of the learned policy. We propose Policy Stitching, a novel framework that facilitates robot transfer learning for novel combinations of robots and tasks. Our key idea is to apply modular policy design and align the latent representations between the modular interfaces. Our method allows direct stitching of the robot and task modules trained separately to form a new policy for fast adaptation. Our simulated and real-world experiments on various 3D manipulation tasks demonstrate the superior zero-shot and few-shot transfer learning performances of our method. Our project website is at: //generalroboticslab.com/PolicyStitching/ .

Cloud computing has dramatically changed service deployment patterns. In this work, we analyze how attackers identify and target cloud services in contrast to traditional enterprise networks and network telescopes. Using a diverse set of cloud honeypots in 5~providers and 23~countries as well as 2~educational networks and 1~network telescope, we analyze how IP address assignment, geography, network, and service-port selection, influence what services are targeted in the cloud. We find that scanners that target cloud compute are selective: they avoid scanning networks without legitimate services and they discriminate between geographic regions. Further, attackers mine Internet-service search engines to find exploitable services and, in some cases, they avoid targeting IANA-assigned protocols, causing researchers to misclassify at least 15\% of traffic on select ports. Based on our results, we derive recommendations for researchers and operators.

With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.

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.

In recent years, a specific machine learning method called deep learning has gained huge attraction, as it has obtained astonishing results in broad applications such as pattern recognition, speech recognition, computer vision, and natural language processing. Recent research has also been shown that deep learning techniques can be combined with reinforcement learning methods to learn useful representations for the problems with high dimensional raw data input. This chapter reviews the recent advances in deep reinforcement learning with a focus on the most used deep architectures such as autoencoders, convolutional neural networks and recurrent neural networks which have successfully been come together with the reinforcement learning framework.

Convolutional Neural Networks (CNNs) have gained significant traction in the field of machine learning, particularly due to their high accuracy in visual recognition. Recent works have pushed the performance of GPU implementations of CNNs to significantly improve their classification and training times. With these improvements, many frameworks have become available for implementing CNNs on both CPUs and GPUs, with no support for FPGA implementations. In this work we present a modified version of the popular CNN framework Caffe, with FPGA support. This allows for classification using CNN models and specialized FPGA implementations with the flexibility of reprogramming the device when necessary, seamless memory transactions between host and device, simple-to-use test benches, and the ability to create pipelined layer implementations. To validate the framework, we use the Xilinx SDAccel environment to implement an FPGA-based Winograd convolution engine and show that the FPGA layer can be used alongside other layers running on a host processor to run several popular CNNs (AlexNet, GoogleNet, VGG A, Overfeat). The results show that our framework achieves 50 GFLOPS across 3x3 convolutions in the benchmarks. This is achieved within a practical framework, which will aid in future development of FPGA-based CNNs.

北京阿比特科技有限公司