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Stack-of-Tasks (SoT) control allows a robot to simultaneously fulfill a number of prioritized goals formulated in terms of (in)equality constraints in error space. Since this approach solves a sequence of Quadratic Programs (QP) at each time-step, without taking into account any temporal state evolution, it is suitable for dealing with local disturbances. However, its limitation lies in the handling of situations that require non-quadratic objectives to achieve a specific goal, as well as situations where countering the control disturbance would require a locally suboptimal action. Recent works address this shortcoming by exploiting Finite State Machines (FSMs) to compose the tasks in such a way that the robot does not get stuck in local minima. Nevertheless, the intrinsic trade-off between reactivity and modularity that characterizes FSMs makes them impractical for defining reactive behaviors in dynamic environments. In this letter, we combine the SoT control strategy with Behavior Trees (BTs), a task switching structure that addresses some of the limitations of the FSMs in terms of reactivity, modularity and re-usability. Experimental results on a Franka Emika Panda 7-DOF manipulator show the robustness of our framework, that allows the robot to benefit from the reactivity of both SoT and BTs.

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In the modern paradigm of federated learning, a large number of users are involved in a global learning task, in a collaborative way. They alternate local computations and two-way communication with a distant orchestrating server. Communication, which can be slow and costly, is the main bottleneck in this setting. To reduce the communication load and therefore accelerate distributed gradient descent, two strategies are popular: 1) communicate less frequently; that is, perform several iterations of local computations between the communication rounds; and 2) communicate compressed information instead of full-dimensional vectors. In this paper, we propose the first algorithm for distributed optimization and federated learning, which harnesses these two strategies jointly and converges linearly to an exact solution, with a doubly accelerated rate: our algorithm benefits from the two acceleration mechanisms provided by local training and compression, namely a better dependency on the condition number of the functions and on the dimension of the model, respectively.

In this study, we leverage the deliberate and systematic fault-injection capabilities of an open-source benchmark suite to perform a series of experiments on state-of-the-art deep and robust reinforcement learning algorithms. We aim to benchmark robustness in the context of continuous action spaces -- crucial for deployment in robot control. We find that robustness is more prominent for action disturbances than it is for disturbances to observations and dynamics. We also observe that state-of-the-art approaches that are not explicitly designed to improve robustness perform at a level comparable to that achieved by those that are. Our study and results are intended to provide insight into the current state of safe and robust reinforcement learning and a foundation for the advancement of the field, in particular, for deployment in robotic systems.

Peer prediction refers to a collection of mechanisms for eliciting information from human agents when direct verification of the obtained information is unavailable. They are designed to have a game-theoretic equilibrium where everyone reveals their private information truthfully. This result holds under the assumption that agents are Bayesian and they each adopt a fixed strategy across all tasks. Human agents however are observed in many domains to exhibit learning behavior in sequential settings. In this paper, we explore the dynamics of sequential peer prediction mechanisms when participants are learning agents. We first show that the notion of no regret alone for the agents' learning algorithms cannot guarantee convergence to the truthful strategy. We then focus on a family of learning algorithms where strategy updates only depend on agents' cumulative rewards and prove that agents' strategies in the popular Correlated Agreement (CA) mechanism converge to truthful reporting when they use algorithms from this family. This family of algorithms is not necessarily no-regret, but includes several familiar no-regret learning algorithms (e.g multiplicative weight update and Follow the Perturbed Leader) as special cases. Simulation of several algorithms in this family as well as the $\epsilon$-greedy algorithm, which is outside of this family, shows convergence to the truthful strategy in the CA mechanism.

While combining imitation learning (IL) and reinforcement learning (RL) is a promising way to address poor sample efficiency in autonomous behavior acquisition, methods that do so typically assume that the requisite behavior demonstrations are provided by an expert that behaves optimally with respect to a task reward. If, however, suboptimal demonstrations are provided, a fundamental challenge appears in that the demonstration-matching objective of IL conflicts with the return-maximization objective of RL. This paper introduces D-Shape, a new method for combining IL and RL that uses ideas from reward shaping and goal-conditioned RL to resolve the above conflict. D-Shape allows learning from suboptimal demonstrations while retaining the ability to find the optimal policy with respect to the task reward. We experimentally validate D-Shape in sparse-reward gridworld domains, showing that it both improves over RL in terms of sample efficiency and converges consistently to the optimal policy in the presence of suboptimal demonstrations.

A Behavior Tree (BT) is a way to structure the switching between different tasks in an autonomous agent, such as a robot or a virtual entity in a computer game. BTs are a very efficient way of creating complex systems that are both modular and reactive. These properties are crucial in many applications, which has led to the spread of BT from computer game programming to many branches of AI and Robotics. In this book, we will first give an introduction to BTs, then we describe how BTs relate to, and in many cases generalize, earlier switching structures. These ideas are then used as a foundation for a set of efficient and easy to use design principles. Properties such as safety, robustness, and efficiency are important for an autonomous system, and we describe a set of tools for formally analyzing these using a state space description of BTs. With the new analysis tools, we can formalize the descriptions of how BTs generalize earlier approaches. We also show the use of BTs in automated planning and machine learning. Finally, we describe an extended set of tools to capture the behavior of Stochastic BTs, where the outcomes of actions are described by probabilities. These tools enable the computation of both success probabilities and time to completion.

Recent studies have demonstrated that it is possible to combine machine learning with data assimilation to reconstruct the dynamics of a physical model partially and imperfectly observed. Data assimilation is used to estimate the system state from the observations, while machine learning computes a surrogate model of the dynamical system based on those estimated states. The surrogate model can be defined as an hybrid combination where a physical model based on prior knowledge is enhanced with a statistical model estimated by a neural network. The training of the neural network is typically done offline, once a large enough dataset of model state estimates is available. By contrast, with online approaches the surrogate model is improved each time a new system state estimate is computed. Online approaches naturally fit the sequential framework encountered in geosciences where new observations become available with time. In a recent methodology paper, we have developed a new weak-constraint 4D-Var formulation which can be used to train a neural network for online model error correction. In the present article, we develop a simplified version of that method, in the incremental 4D-Var framework adopted by most operational weather centres. The simplified method is implemented in the ECMWF Object-Oriented Prediction System, with the help of a newly developed Fortran neural network library, and tested with a two-layer two-dimensional quasi geostrophic model. The results confirm that online learning is effective and yields a more accurate model error correction than offline learning. Finally, the simplified method is compatible with future applications to state-of-the-art models such as the ECMWF Integrated Forecasting System.

As one of the challenging NLP tasks, designing math word problem (MWP) solvers has attracted increasing research attention for the past few years. In previous work, models designed by taking into account the properties of the binary tree structure of mathematical expressions at the output side have achieved better performance. However, the expressions corresponding to a MWP are often diverse (e.g., $n_1+n_2 \times n_3-n_4$, $n_3\times n_2-n_4+n_1$, etc.), and so are the corresponding binary trees, which creates difficulties in model learning due to the non-deterministic output space. In this paper, we propose the Structure-Unified M-Tree Coding Solver (SUMC-Solver), which applies a tree with any M branches (M-tree) to unify the output structures. To learn the M-tree, we use a mapping to convert the M-tree into the M-tree codes, where codes store the information of the paths from tree root to leaf nodes and the information of leaf nodes themselves, and then devise a Sequence-to-Code (seq2code) model to generate the codes. Experimental results on the widely used MAWPS and Math23K datasets have demonstrated that SUMC-Solver not only outperforms several state-of-the-art models under similar experimental settings but also performs much better under low-resource conditions.

The utilization of renewable energy technologies, particularly hydrogen, has seen a boom in interest and has spread throughout the world. Ethanol steam reformation is one of the primary methods capable of producing hydrogen efficiently and reliably. This paper provides an in-depth study of the reformulated system both theoretically and numerically, as well as a plan to explore the possibility of converting the system into its conservation form. Lastly, we offer an overview of several numerical approaches for solving the general first-order quasi-linear hyperbolic equation to the particular model for ethanol steam reforming (ESR). We conclude by presenting some results that would enable the usage of these ODE/PDE solvers to be used in non-linear model predictive control (NMPC) algorithms and discuss the limitations of our approach and directions for future work.

This paper presents a new multi-objective deep reinforcement learning (MODRL) framework based on deep Q-networks. We propose the use of linear and non-linear methods to develop the MODRL framework that includes both single-policy and multi-policy strategies. The experimental results on two benchmark problems including the two-objective deep sea treasure environment and the three-objective mountain car problem indicate that the proposed framework is able to converge to the optimal Pareto solutions effectively. The proposed framework is generic, which allows implementation of different deep reinforcement learning algorithms in different complex environments. This therefore overcomes many difficulties involved with standard multi-objective reinforcement learning (MORL) methods existing in the current literature. The framework creates a platform as a testbed environment to develop methods for solving various problems associated with the current MORL. Details of the framework implementation can be referred to //www.deakin.edu.au/~thanhthi/drl.htm.

Dynamic programming (DP) solves a variety of structured combinatorial problems by iteratively breaking them down into smaller subproblems. In spite of their versatility, DP algorithms are usually non-differentiable, which hampers their use as a layer in neural networks trained by backpropagation. To address this issue, we propose to smooth the max operator in the dynamic programming recursion, using a strongly convex regularizer. This allows to relax both the optimal value and solution of the original combinatorial problem, and turns a broad class of DP algorithms into differentiable operators. Theoretically, we provide a new probabilistic perspective on backpropagating through these DP operators, and relate them to inference in graphical models. We derive two particular instantiations of our framework, a smoothed Viterbi algorithm for sequence prediction and a smoothed DTW algorithm for time-series alignment. We showcase these instantiations on two structured prediction tasks and on structured and sparse attention for neural machine translation.

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