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In cooperative multi-agent tasks, parameter sharing among agents is a common technique to decrease the number of trainable parameters and shorten training time. The existing value factorization methods adopt the joint transitions to train parameter-sharing individual value networks, $i.e.$, the transitions of all agents are replayed at the same frequency. Due to the discrepancy of learning difficulty among agents, the training level of agents in a team may be inconsistent with the same transition replay frequency leading to limited team performance. To this end, we propose Discriminative Experience Replay (DER), which transfers the minimal training sample from a multi-agent transition to a single-agent transition. It calculates the equivalent individual reward of each single-agent transition and then divides a multi-agent transition into multiple single-agent transitions. After division, DER selects significant single-agent transitions with large TD-error by referring to the single-agent experience replay methods. Our method can be adapted to existing value function decomposition methods. The experimental results show the optimization equivalence before and after division and that our method significantly improves the learning efficiency on the challenging StarCraft II micromanagement task and Multi-Agent Mujoco tasks.

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Value-decomposition methods, which reduce the difficulty of a multi-agent system by decomposing the joint state-action space into local observation-action spaces, have become popular in cooperative multi-agent reinforcement learning (MARL). However, value-decomposition methods still have the problems of tremendous sample consumption for training and lack of active exploration. In this paper, we propose a scalable value-decomposition exploration (SVDE) method, which includes a scalable training mechanism, intrinsic reward design, and explorative experience replay. The scalable training mechanism asynchronously decouples strategy learning with environmental interaction, so as to accelerate sample generation in a MapReduce manner. For the problem of lack of exploration, an intrinsic reward design and explorative experience replay are proposed, so as to enhance exploration to produce diverse samples and filter non-novel samples, respectively. Empirically, our method achieves the best performance on almost all maps compared to other popular algorithms in a set of StarCraft II micromanagement games. A data-efficiency experiment also shows the acceleration of SVDE for sample collection and policy convergence, and we demonstrate the effectiveness of factors in SVDE through a set of ablation experiments.

Efficient exploration is critical in cooperative deep Multi-Agent Reinforcement Learning (MARL). In this paper, we propose an exploration method that efficiently encourages cooperative exploration based on the idea of the theoretically justified tree search algorithm UCT (Upper Confidence bounds applied to Trees). The high-level intuition is that to perform optimism-based exploration, agents would achieve cooperative strategies if each agent's optimism estimate captures a structured dependency relationship with other agents. At each node (i.e., action) of the search tree, UCT performs optimism-based exploration using a bonus derived by conditioning on the visitation count of its parent node. We provide a perspective to view MARL as tree search iterations and develop a method called Conditionally Optimistic Exploration (COE). We assume agents take actions following a sequential order, and consider nodes at the same depth of the search tree as actions of one individual agent. COE computes each agent's state-action value estimate with an optimistic bonus derived from the visitation count of the state and joint actions taken by agents up to the current agent. COE is adaptable to any value decomposition method for centralized training with decentralized execution. Experiments across various cooperative MARL benchmarks show that COE outperforms current state-of-the-art exploration methods on hard-exploration tasks.

One of the key behavioral characteristics used in neuroscience to determine whether the subject of study -- be it a rodent or a human -- exhibits model-based learning is effective adaptation to local changes in the environment. In reinforcement learning, however, recent work has shown that modern deep model-based reinforcement-learning (MBRL) methods adapt poorly to such changes. An explanation for this mismatch is that MBRL methods are typically designed with sample-efficiency on a single task in mind and the requirements for effective adaptation are substantially higher, both in terms of the learned world model and the planning routine. One particularly challenging requirement is that the learned world model has to be sufficiently accurate throughout relevant parts of the state-space. This is challenging for deep-learning-based world models due to catastrophic forgetting. And while a replay buffer can mitigate the effects of catastrophic forgetting, the traditional first-in-first-out replay buffer precludes effective adaptation due to maintaining stale data. In this work, we show that a conceptually simple variation of this traditional replay buffer is able to overcome this limitation. By removing only samples from the buffer from the local neighbourhood of the newly observed samples, deep world models can be built that maintain their accuracy across the state-space, while also being able to effectively adapt to changes in the reward function. We demonstrate this by applying our replay-buffer variation to a deep version of the classical Dyna method, as well as to recent methods such as PlaNet and DreamerV2, demonstrating that deep model-based methods can adapt effectively as well to local changes in the environment.

Conventional reinforcement learning (RL) needs an environment to collect fresh data, which is impractical when online interactions are costly. Offline RL provides an alternative solution by directly learning from the previously collected dataset. However, it will yield unsatisfactory performance if the quality of the offline datasets is poor. In this paper, we consider an offline-to-online setting where the agent is first learned from the offline dataset and then trained online, and propose a framework called Adaptive Policy Learning for effectively taking advantage of offline and online data. Specifically, we explicitly consider the difference between the online and offline data and apply an adaptive update scheme accordingly, that is, a pessimistic update strategy for the offline dataset and an optimistic/greedy update scheme for the online dataset. Such a simple and effective method provides a way to mix the offline and online RL and achieve the best of both worlds. We further provide two detailed algorithms for implementing the framework through embedding value or policy-based RL algorithms into it. Finally, we conduct extensive experiments on popular continuous control tasks, and results show that our algorithm can learn the expert policy with high sample efficiency even when the quality of offline dataset is poor, e.g., random dataset.

Deep cooperative multi-agent reinforcement learning has demonstrated its remarkable success over a wide spectrum of complex control tasks. However, recent advances in multi-agent learning mainly focus on value decomposition while leaving entity interactions still intertwined, which easily leads to over-fitting on noisy interactions between entities. In this work, we introduce a novel interactiOn Pattern disenTangling (OPT) method, to disentangle not only the joint value function into agent-wise value functions for decentralized execution, but also the entity interactions into interaction prototypes, each of which represents an underlying interaction pattern within a subgroup of the entities. OPT facilitates filtering the noisy interactions between irrelevant entities and thus significantly improves generalizability as well as interpretability. Specifically, OPT introduces a sparse disagreement mechanism to encourage sparsity and diversity among discovered interaction prototypes. Then the model selectively restructures these prototypes into a compact interaction pattern by an aggregator with learnable weights. To alleviate the training instability issue caused by partial observability, we propose to maximize the mutual information between the aggregation weights and the history behaviors of each agent. Experiments on both single-task and multi-task benchmarks demonstrate that the proposed method yields results superior to the state-of-the-art counterparts. Our code is available at //github.com/liushunyu/OPT.

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.

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.

Meta reinforcement learning (meta-RL) extracts knowledge from previous tasks and achieves fast adaptation to new tasks. Despite recent progress, efficient exploration in meta-RL remains a key challenge in sparse-reward tasks, as it requires quickly finding informative task-relevant experiences in both meta-training and adaptation. To address this challenge, we explicitly model an exploration policy learning problem for meta-RL, which is separated from exploitation policy learning, and introduce a novel empowerment-driven exploration objective, which aims to maximize information gain for task identification. We derive a corresponding intrinsic reward and develop a new off-policy meta-RL framework, which efficiently learns separate context-aware exploration and exploitation policies by sharing the knowledge of task inference. Experimental evaluation shows that our meta-RL method significantly outperforms state-of-the-art baselines on various sparse-reward MuJoCo locomotion tasks and more complex sparse-reward Meta-World tasks.

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.

Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm. During centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level's benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system's global Q-values into individual agents' Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.

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