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We study multi-agent reinforcement learning in the setting of episodic Markov decision processes, where multiple agents cooperate via communication through a central server. We propose a provably efficient algorithm based on value iteration that enable asynchronous communication while ensuring the advantage of cooperation with low communication overhead. With linear function approximation, we prove that our algorithm enjoys an $\tilde{\mathcal{O}}(d^{3/2}H^2\sqrt{K})$ regret with $\tilde{\mathcal{O}}(dHM^2)$ communication complexity, where $d$ is the feature dimension, $H$ is the horizon length, $M$ is the total number of agents, and $K$ is the total number of episodes. We also provide a lower bound showing that a minimal $\Omega(dM)$ communication complexity is required to improve the performance through collaboration.

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Importance sampling is a central idea underlying off-policy prediction in reinforcement learning. It provides a strategy for re-weighting samples from a distribution to obtain unbiased estimates under another distribution. However, importance sampling weights tend to exhibit extreme variance, often leading to stability issues in practice. In this work, we consider a broader class of importance weights to correct samples in off-policy learning. We propose the use of $\textit{value-aware importance weights}$ which take into account the sample space to provide lower variance, but still unbiased, estimates under a target distribution. We derive how such weights can be computed, and detail key properties of the resulting importance weights. We then extend several reinforcement learning prediction algorithms to the off-policy setting with these weights, and evaluate them empirically.

We consider the problems of testing and learning quantum $k$-junta channels, which are $n$-qubit to $n$-qubit quantum channels acting non-trivially on at most $k$ out of $n$ qubits and leaving the rest of qubits unchanged. We show the following. 1. An $\widetilde{O}\left(k\right)$-query algorithm to distinguish whether the given channel is $k$-junta channel or is far from any $k$-junta channels, and a lower bound $\Omega\left(\sqrt{k}\right)$ on the number of queries; 2. An $\widetilde{O}\left(4^k\right)$-query algorithm to learn a $k$-junta channel, and a lower bound $\Omega\left(4^k/k\right)$ on the number of queries. This gives the first junta channel testing and learning results, and partially answers an open problem raised by Chen et al. (2023). In order to settle these problems, we develop a Fourier analysis framework over the space of superoperators and prove several fundamental properties, which extends the Fourier analysis over the space of operators introduced in Montanaro and Osborne (2010).

The replicability crisis in the social, behavioral, and data sciences has led to the formulation of algorithm frameworks for replicability -- i.e., a requirement that an algorithm produce identical outputs (with high probability) when run on two different samples from the same underlying distribution. While still in its infancy, provably replicable algorithms have been developed for many fundamental tasks in machine learning and statistics, including statistical query learning, the heavy hitters problem, and distribution testing. In this work we initiate the study of replicable reinforcement learning, providing a provably replicable algorithm for parallel value iteration, and a provably replicable version of R-max in the episodic setting. These are the first formal replicability results for control problems, which present different challenges for replication than batch learning settings.

Suppose we are given access to $n$ independent samples from distribution $\mu$ and we wish to output one of them with the goal of making the output distributed as close as possible to a target distribution $\nu$. In this work we show that the optimal total variation distance as a function of $n$ is given by $\tilde\Theta(\frac{D}{f'(n)})$ over the class of all pairs $\nu,\mu$ with a bounded $f$-divergence $D_f(\nu\|\mu)\leq D$. Previously, this question was studied only for the case when the Radon-Nikodym derivative of $\nu$ with respect to $\mu$ is uniformly bounded. We then consider an application in the seemingly very different field of smoothed online learning, where we show that recent results on the minimax regret and the regret of oracle-efficient algorithms still hold even under relaxed constraints on the adversary (to have bounded $f$-divergence, as opposed to bounded Radon-Nikodym derivative). Finally, we also study efficacy of importance sampling for mean estimates uniform over a function class and compare importance sampling with rejection sampling.

We investigate a novel approach to resilient distributed optimization with quadratic costs in a multi-agent system prone to unexpected events that make some agents misbehave. In contrast to commonly adopted filtering strategies, we draw inspiration from phenomena modeled through the Friedkin-Johnsen dynamics and argue that adding competition to the mix can improve resilience in the presence of misbehaving agents. Our intuition is corroborated by analytical and numerical results showing that (i) there exists a nontrivial trade-off between full collaboration and full competition and (ii) our competition-based approach can outperform state-of-the-art algorithms based on Weighted Mean Subsequence Reduced. We also study impact of communication topology and connectivity on resilience, pointing out insights to robust network design.

Collecting and leveraging data with good coverage properties plays a crucial role in different aspects of reinforcement learning (RL), including reward-free exploration and offline learning. However, the notion of "good coverage" really depends on the application at hand, as data suitable for one context may not be so for another. In this paper, we formalize the problem of active coverage in episodic Markov decision processes (MDPs), where the goal is to interact with the environment so as to fulfill given sampling requirements. This framework is sufficiently flexible to specify any desired coverage property, making it applicable to any problem that involves online exploration. Our main contribution is an instance-dependent lower bound on the sample complexity of active coverage and a simple game-theoretic algorithm, CovGame, that nearly matches it. We then show that CovGame can be used as a building block to solve different PAC RL tasks. In particular, we obtain a simple algorithm for PAC reward-free exploration with an instance-dependent sample complexity that, in certain MDPs which are "easy to explore", is lower than the minimax one. By further coupling this exploration algorithm with a new technique to do implicit eliminations in policy space, we obtain a computationally-efficient algorithm for best-policy identification whose instance-dependent sample complexity scales with gaps between policy values.

Motivated by the novel paradigm developed by Van Roy and coauthors for reinforcement learning in arbitrary non-Markovian environments, we propose a related formulation and explicitly pin down the error caused by non-Markovianity of observations when the Q-learning algorithm is applied on this formulation. Based on this observation, we propose that the criterion for agent design should be to seek good approximations for certain conditional laws. Inspired by classical stochastic control, we show that our problem reduces to that of recursive computation of approximate sufficient statistics. This leads to an autoencoder-based scheme for agent design which is then numerically tested on partially observed reinforcement learning environments.

The development of autonomous agents which can interact with other agents to accomplish a given task is a core area of research in artificial intelligence and machine learning. Towards this goal, the Autonomous Agents Research Group develops novel machine learning algorithms for autonomous systems control, with a specific focus on deep reinforcement learning and multi-agent reinforcement learning. Research problems include scalable learning of coordinated agent policies and inter-agent communication; reasoning about the behaviours, goals, and composition of other agents from limited observations; and sample-efficient learning based on intrinsic motivation, curriculum learning, causal inference, and representation learning. This article provides a broad overview of the ongoing research portfolio of the group and discusses open problems for future directions.

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.

This paper aims to mitigate straggler effects in synchronous distributed learning for multi-agent reinforcement learning (MARL) problems. Stragglers arise frequently in a distributed learning system, due to the existence of various system disturbances such as slow-downs or failures of compute nodes and communication bottlenecks. To resolve this issue, we propose a coded distributed learning framework, which speeds up the training of MARL algorithms in the presence of stragglers, while maintaining the same accuracy as the centralized approach. As an illustration, a coded distributed version of the multi-agent deep deterministic policy gradient(MADDPG) algorithm is developed and evaluated. Different coding schemes, including maximum distance separable (MDS)code, random sparse code, replication-based code, and regular low density parity check (LDPC) code are also investigated. Simulations in several multi-robot problems demonstrate the promising performance of the proposed framework.

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