离线增强学习(RL)利用了先前收集的数据进行策略优化,而无需进行任何进一步的积极探索。尽管最近对这个问题引起了人们的兴趣,但其对神经网络功能近似设置的理论结果仍然有限。在本文中,我们研究了具有深层Relu网络函数近似的离线RL的统计理论。特别是,我们建立了$ \ tilde {\ mathcal {o}} \ left(\ kappa^{1 + d/\ alpha} \ cdot \ epsilon^{ - 2-2-2d/\ alpha} \ right)的样本复杂度$ for Offline RL带有深层relu网络,其中$ \ kappa $是分配变化的度量,$ d $是国家行动空间的尺寸,$ \ alpha $是基础马尔可夫的(可能是分数)平滑度参数决策过程(MDP)和$ \ epsilon $是用户指定的错误。值得注意的是,我们的样本复杂性在两个新颖的考虑因素下,即动态闭合和离线RL的价值回归产生的相关结构。尽管BESOV动态闭合在先前的作品中概括了离线RL的动态条件,但相关结构使离线RL的先前工作与常规/神经网络功能近似不当或效率低下。据我们所知,这是离线RL样品复杂性具有深层神经网络功能近似的第一个理论表征,该效果在普遍的BESOV规律性条件下,超出了传统的繁殖Hilbert内核空间和神经切线内核的范围。
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Modern deep neural networks have achieved superhuman performance in tasks from image classification to game play. Surprisingly, these various complex systems with massive amounts of parameters exhibit the same remarkable structural properties in their last-layer features and classifiers across canonical datasets. This phenomenon is known as "Neural Collapse," and it was discovered empirically by Papyan et al. \cite{Papyan20}. Recent papers have theoretically shown the global solutions to the training network problem under a simplified "unconstrained feature model" exhibiting this phenomenon. We take a step further and prove the Neural Collapse occurrence for deep linear network for the popular mean squared error (MSE) and cross entropy (CE) loss. Furthermore, we extend our research to imbalanced data for MSE loss and present the first geometric analysis for Neural Collapse under this setting.
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This study proposes an approach for establishing an optimal multihop ad-hoc network using multiple unmanned aerial vehicles (UAVs) to provide emergency communication in disaster areas. The approach includes two stages, one uses particle swarm optimization (PSO) to find optimal positions to deploy UAVs, and the other uses a behavior-based controller to navigate the UAVs to their assigned positions without colliding with obstacles in an unknown environment. Several constraints related to the UAVs' sensing and communication ranges have been imposed to ensure the applicability of the proposed approach in real-world scenarios. A number of simulation experiments with data loaded from real environments have been conducted. The results show that our proposed approach is not only successful in establishing multihop ad-hoc routes but also meets the requirements for real-time deployment of UAVs.
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We introduce an approach for the answer-aware question generation problem. Instead of only relying on the capability of strong pre-trained language models, we observe that the information of answers and questions can be found in some relevant sentences in the context. Based on that, we design a model which includes two modules: a selector and a generator. The selector forces the model to more focus on relevant sentences regarding an answer to provide implicit local information. The generator generates questions by implicitly combining local information from the selector and global information from the whole context encoded by the encoder. The model is trained jointly to take advantage of latent interactions between the two modules. Experimental results on two benchmark datasets show that our model is better than strong pre-trained models for the question generation task. The code is also available (shorturl.at/lV567).
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2048 is a single-player stochastic puzzle game. This intriguing and addictive game has been popular worldwide and has attracted researchers to develop game-playing programs. Due to its simplicity and complexity, 2048 has become an interesting and challenging platform for evaluating the effectiveness of machine learning methods. This dissertation conducts comprehensive research on reinforcement learning and computer game algorithms for 2048. First, this dissertation proposes optimistic temporal difference learning, which significantly improves the quality of learning by employing optimistic initialization to encourage exploration for 2048. Furthermore, based on this approach, a state-of-the-art program for 2048 is developed, which achieves the highest performance among all learning-based programs, namely an average score of 625377 points and a rate of 72% for reaching 32768-tiles. Second, this dissertation investigates several techniques related to 2048, including the n-tuple network ensemble learning, Monte Carlo tree search, and deep reinforcement learning. These techniques are promising for further improving the performance of the current state-of-the-art program. Finally, this dissertation discusses pedagogical applications related to 2048 by proposing course designs and summarizing the teaching experience. The proposed course designs use 2048-like games as materials for beginners to learn reinforcement learning and computer game algorithms. The courses have been successfully applied to graduate-level students and received well by student feedback.
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Automatically estimating 3D skeleton, shape, camera viewpoints, and part articulation from sparse in-the-wild image ensembles is a severely under-constrained and challenging problem. Most prior methods rely on large-scale image datasets, dense temporal correspondence, or human annotations like camera pose, 2D keypoints, and shape templates. We propose Hi-LASSIE, which performs 3D articulated reconstruction from only 20-30 online images in the wild without any user-defined shape or skeleton templates. We follow the recent work of LASSIE that tackles a similar problem setting and make two significant advances. First, instead of relying on a manually annotated 3D skeleton, we automatically estimate a class-specific skeleton from the selected reference image. Second, we improve the shape reconstructions with novel instance-specific optimization strategies that allow reconstructions to faithful fit on each instance while preserving the class-specific priors learned across all images. Experiments on in-the-wild image ensembles show that Hi-LASSIE obtains higher quality state-of-the-art 3D reconstructions despite requiring minimum user input.
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The number of international benchmarking competitions is steadily increasing in various fields of machine learning (ML) research and practice. So far, however, little is known about the common practice as well as bottlenecks faced by the community in tackling the research questions posed. To shed light on the status quo of algorithm development in the specific field of biomedical imaging analysis, we designed an international survey that was issued to all participants of challenges conducted in conjunction with the IEEE ISBI 2021 and MICCAI 2021 conferences (80 competitions in total). The survey covered participants' expertise and working environments, their chosen strategies, as well as algorithm characteristics. A median of 72% challenge participants took part in the survey. According to our results, knowledge exchange was the primary incentive (70%) for participation, while the reception of prize money played only a minor role (16%). While a median of 80 working hours was spent on method development, a large portion of participants stated that they did not have enough time for method development (32%). 25% perceived the infrastructure to be a bottleneck. Overall, 94% of all solutions were deep learning-based. Of these, 84% were based on standard architectures. 43% of the respondents reported that the data samples (e.g., images) were too large to be processed at once. This was most commonly addressed by patch-based training (69%), downsampling (37%), and solving 3D analysis tasks as a series of 2D tasks. K-fold cross-validation on the training set was performed by only 37% of the participants and only 50% of the participants performed ensembling based on multiple identical models (61%) or heterogeneous models (39%). 48% of the respondents applied postprocessing steps.
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This paper aims to improve the Warping Planer Object Detection Network (WPOD-Net) using feature engineering to increase accuracy. What problems are solved using the Warping Object Detection Network using feature engineering? More specifically, we think that it makes sense to add knowledge about edges in the image to enhance the information for determining the license plate contour of the original WPOD-Net model. The Sobel filter has been selected experimentally and acts as a Convolutional Neural Network layer, the edge information is combined with the old information of the original network to create the final embedding vector. The proposed model was compared with the original model on a set of data that we collected for evaluation. The results are evaluated through the Quadrilateral Intersection over Union value and demonstrate that the model has a significant improvement in performance.
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Although understanding and characterizing causal effects have become essential in observational studies, it is challenging when the confounders are high-dimensional. In this article, we develop a general framework $\textit{CausalEGM}$ for estimating causal effects by encoding generative modeling, which can be applied in both binary and continuous treatment settings. Under the potential outcome framework with unconfoundedness, we establish a bidirectional transformation between the high-dimensional confounders space and a low-dimensional latent space where the density is known (e.g., multivariate normal distribution). Through this, CausalEGM simultaneously decouples the dependencies of confounders on both treatment and outcome and maps the confounders to the low-dimensional latent space. By conditioning on the low-dimensional latent features, CausalEGM can estimate the causal effect for each individual or the average causal effect within a population. Our theoretical analysis shows that the excess risk for CausalEGM can be bounded through empirical process theory. Under an assumption on encoder-decoder networks, the consistency of the estimate can be guaranteed. In a series of experiments, CausalEGM demonstrates superior performance over existing methods for both binary and continuous treatments. Specifically, we find CausalEGM to be substantially more powerful than competing methods in the presence of large sample sizes and high dimensional confounders. The software of CausalEGM is freely available at https://github.com/SUwonglab/CausalEGM.
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Many real-world continuous control problems are in the dilemma of weighing the pros and cons, multi-objective reinforcement learning (MORL) serves as a generic framework of learning control policies for different preferences over objectives. However, the existing MORL methods either rely on multiple passes of explicit search for finding the Pareto front and therefore are not sample-efficient, or utilizes a shared policy network for coarse knowledge sharing among policies. To boost the sample efficiency of MORL, we propose Q-Pensieve, a policy improvement scheme that stores a collection of Q-snapshots to jointly determine the policy update direction and thereby enables data sharing at the policy level. We show that Q-Pensieve can be naturally integrated with soft policy iteration with convergence guarantee. To substantiate this concept, we propose the technique of Q replay buffer, which stores the learned Q-networks from the past iterations, and arrive at a practical actor-critic implementation. Through extensive experiments and an ablation study, we demonstrate that with much fewer samples, the proposed algorithm can outperform the benchmark MORL methods on a variety of MORL benchmark tasks.
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