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Multi-agent interactions are increasingly important in the context of reinforcement learning, and the theoretical foundations of policy gradient methods have attracted surging research interest. We investigate the global convergence of natural policy gradient (NPG) algorithms in multi-agent learning. We first show that vanilla NPG may not have parameter convergence, i.e., the convergence of the vector that parameterizes the policy, even when the costs are regularized (which enabled strong convergence guarantees in the policy space in the literature). This non-convergence of parameters leads to stability issues in learning, which becomes especially relevant in the function approximation setting, where we can only operate on low-dimensional parameters, instead of the high-dimensional policy. We then propose variants of the NPG algorithm, for several standard multi-agent learning scenarios: two-player zero-sum matrix and Markov games, and multi-player monotone games, with global last-iterate parameter convergence guarantees. We also generalize the results to certain function approximation settings. Note that in our algorithms, the agents take symmetric roles. Our results might also be of independent interest for solving nonconvex-nonconcave minimax optimization problems with certain structures. Simulations are also provided to corroborate our theoretical findings.

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We consider alternating gradient descent (AGD) with fixed step size $\eta > 0$, applied to the asymmetric matrix factorization objective. We show that, for a rank-$r$ matrix $\mathbf{A} \in \mathbb{R}^{m \times n}$, $T = \left( \left(\frac{\sigma_1(\mathbf{A})}{\sigma_r(\mathbf{A})}\right)^2 \log(1/\epsilon)\right)$ iterations of alternating gradient descent suffice to reach an $\epsilon$-optimal factorization $\| \mathbf{A} - \mathbf{X}_T^{\vphantom{\intercal}} \mathbf{Y}_T^{\intercal} \|_{\rm F}^2 \leq \epsilon \| \mathbf{A} \|_{\rm F}^2$ with high probability starting from an atypical random initialization. The factors have rank $d>r$ so that $\mathbf{X}_T\in\mathbb{R}^{m \times d}$ and $\mathbf{Y}_T \in\mathbb{R}^{n \times d}$. Experiments suggest that our proposed initialization is not merely of theoretical benefit, but rather significantly improves convergence of gradient descent in practice. Our proof is conceptually simple: a uniform PL-inequality and uniform Lipschitz smoothness constant are guaranteed for a sufficient number of iterations, starting from our random initialization. Our proof method should be useful for extending and simplifying convergence analyses for a broader class of nonconvex low-rank factorization problems.

We show the convergence of Wasserstein inverse reinforcement learning (WIRL) for multi-objective optimizations with the projective subgradient method by formulating an inverse problem of the optimization problem that is equivalent to WIRL for multi-objective optimizations. In addition, we prove convergence of inverse reinforcement learning (maximum entropy inverse reinforcement learning, guid cost learning) for multi-objective optimization with the projective subgradient method.

The Network Revenue Management (NRM) problem is a well-known challenge in dynamic decision-making under uncertainty. In this problem, fixed resources must be allocated to serve customers over a finite horizon, while customers arrive according to a stochastic process. The typical NRM model assumes that customer arrivals are independent over time. However, in this paper, we explore a more general setting where customer arrivals over different periods can be correlated. We propose a new model that assumes the existence of a system state, which determines customer arrivals for the current period. This system state evolves over time according to a time-inhomogeneous Markov chain. Our model can be used to represent correlation in various settings and synthesizes previous literature on correlation models. To solve the NRM problem under our correlated model, we derive a new linear programming (LP) approximation of the optimal policy. Our approximation provides a tighter upper bound on the total expected value collected by the optimal policy than existing upper bounds. We use our LP to develop a new bid price policy, which computes bid prices for each system state and time period in a backward induction manner. The decision is then made by comparing the reward of the customer against the associated bid prices. Our policy guarantees to collect at least $1/(1+L)$ fraction of the total reward collected by the optimal policy, where $L$ denotes the maximum number of resources required by a customer. In summary, our work presents a new model for correlated customer arrivals in the NRM problem and provides an LP approximation for solving the problem under this model. We derive a new bid price policy and provides a theoretical guarantee on the performance of the policy.

Reinforcement learning on high-dimensional and complex problems relies on abstraction for improved efficiency and generalization. In this paper, we study abstraction in the continuous-control setting, and extend the definition of MDP homomorphisms to the setting of continuous state and action spaces. We derive a policy gradient theorem on the abstract MDP for both stochastic and deterministic policies. Our policy gradient results allow for leveraging approximate symmetries of the environment for policy optimization. Based on these theorems, we propose a family of actor-critic algorithms that are able to learn the policy and the MDP homomorphism map simultaneously, using the lax bisimulation metric. Finally, we introduce a series of environments with continuous symmetries to further demonstrate the ability of our algorithm for action abstraction in the presence of such symmetries. We demonstrate the effectiveness of our method on our environments, as well as on challenging visual control tasks from the DeepMind Control Suite. Our method's ability to utilize MDP homomorphisms for representation learning leads to improved performance, and the visualizations of the latent space clearly demonstrate the structure of the learned abstraction.

Reinforcement learning (RL) problems over general state and action spaces are notoriously challenging. In contrast to the tableau setting, one can not enumerate all the states and then iteratively update the policies for each state. This prevents the application of many well-studied RL methods especially those with provable convergence guarantees. In this paper, we first present a substantial generalization of the recently developed policy mirror descent method to deal with general state and action spaces. We introduce new approaches to incorporate function approximation into this method, so that we do not need to use explicit policy parameterization at all. Moreover, we present a novel policy dual averaging method for which possibly simpler function approximation techniques can be applied. We establish linear convergence rate to global optimality or sublinear convergence to stationarity for these methods applied to solve different classes of RL problems under exact policy evaluation. We then define proper notions of the approximation errors for policy evaluation and investigate their impact on the convergence of these methods applied to general-state RL problems with either finite-action or continuous-action spaces. To the best of our knowledge, the development of these algorithmic frameworks as well as their convergence analysis appear to be new in the literature.

We introduce a priori Sobolev-space error estimates for the solution of nonlinear, and possibly parametric, PDEs using Gaussian process and kernel based methods. The primary assumptions are: (1) a continuous embedding of the reproducing kernel Hilbert space of the kernel into a Sobolev space of sufficient regularity; and (2) the stability of the differential operator and the solution map of the PDE between corresponding Sobolev spaces. The proof is articulated around Sobolev norm error estimates for kernel interpolants and relies on the minimizing norm property of the solution. The error estimates demonstrate dimension-benign convergence rates if the solution space of the PDE is smooth enough. We illustrate these points with applications to high-dimensional nonlinear elliptic PDEs and parametric PDEs. Although some recent machine learning methods have been presented as breaking the curse of dimensionality in solving high-dimensional PDEs, our analysis suggests a more nuanced picture: there is a trade-off between the regularity of the solution and the presence of the curse of dimensionality. Therefore, our results are in line with the understanding that the curse is absent when the solution is regular enough.

We describe ACE0, a lightweight platform for evaluating the suitability and viability of AI methods for behaviour discovery in multiagent simulations. Specifically, ACE0 was designed to explore AI methods for multi-agent simulations used in operations research studies related to new technologies such as autonomous aircraft. Simulation environments used in production are often high-fidelity, complex, require significant domain knowledge and as a result have high R&D costs. Minimal and lightweight simulation environments can help researchers and engineers evaluate the viability of new AI technologies for behaviour discovery in a more agile and potentially cost effective manner. In this paper we describe the motivation for the development of ACE0.We provide a technical overview of the system architecture, describe a case study of behaviour discovery in the aerospace domain, and provide a qualitative evaluation of the system. The evaluation includes a brief description of collaborative research projects with academic partners, exploring different AI behaviour discovery methods.

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.

When and why can a neural network be successfully trained? This article provides an overview of optimization algorithms and theory for training neural networks. First, we discuss the issue of gradient explosion/vanishing and the more general issue of undesirable spectrum, and then discuss practical solutions including careful initialization and normalization methods. Second, we review generic optimization methods used in training neural networks, such as SGD, adaptive gradient methods and distributed methods, and theoretical results for these algorithms. Third, we review existing research on the global issues of neural network training, including results on bad local minima, mode connectivity, lottery ticket hypothesis and infinite-width analysis.

Policy gradient methods are often applied to reinforcement learning in continuous multiagent games. These methods perform local search in the joint-action space, and as we show, they are susceptable to a game-theoretic pathology known as relative overgeneralization. To resolve this issue, we propose Multiagent Soft Q-learning, which can be seen as the analogue of applying Q-learning to continuous controls. We compare our method to MADDPG, a state-of-the-art approach, and show that our method achieves better coordination in multiagent cooperative tasks, converging to better local optima in the joint action space.

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