查询优化器是每个数据库系统中的性能关键组件。由于它们的复杂性,优化仪参加专家月份才能编写和多年来优化。在这项工作中,我们首次演示了在不从专家优化器中学习而不学习的情况下进行优化查询是可能的,有效的。我们展示了Balsa,这是一个由深度加强学习建造的查询优化器。Balsa首先从简单的环境不可行的模拟器中了解基本知识,然后在真实执行中安全学习。在加入秩序基准测试中,Balsa符合两个专家查询优化器的性能,包括两个小时的学习,并且在几个小时后占工作负载运行时最多2.8美元\ times $。因此,Balsa打开了自动学习在未来的计算环境中优化的可能性,其中专家设计的优化仪不存在。
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在本文中,我们介绍了零射成本模型,使学习成本估计能够推广到看不见的数据库。与最先进的工作负载驱动方法相比,需要在每个新数据库上执行大量训练查询,因此零击成本模型因此允许在没有的盒子中实例化学习成本模型昂贵的培训数据收集。要启用此类零拍成本模型,我们建议基于预先训练的成本模型的新学习范例。作为支持将此类预先训练的成本模型转移到解密数据库的核心贡献,我们介绍了一种新的模型架构和表示技术,用于将查询工作负载编码为对这些模型的输入。正如我们将在我们的评估中展示,零射成本估计可以为广泛的(现实世界)数据库的最先进模型提供更准确的成本估算,而无需在未操作数据库上执行任何查询执行。此外,我们表明零击成本模型可以在几次拍摄模式下使用,从而通过在看不见的数据库上使用少量额外的训练查询来进一步提高其质量。
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Cardinality estimation is one of the most fundamental and challenging problems in query optimization. Neither classical nor learning-based methods yield satisfactory performance when estimating the cardinality of the join queries. They either rely on simplified assumptions leading to ineffective cardinality estimates or build large models to understand the data distributions, leading to long planning times and a lack of generalizability across queries. In this paper, we propose a new framework FactorJoin for estimating join queries. FactorJoin combines the idea behind the classical join-histogram method to efficiently handle joins with the learning-based methods to accurately capture attribute correlation. Specifically, FactorJoin scans every table in a DB and builds single-table conditional distributions during an offline preparation phase. When a join query comes, FactorJoin translates it into a factor graph model over the learned distributions to effectively and efficiently estimate its cardinality. Unlike existing learning-based methods, FactorJoin does not need to de-normalize joins upfront or require executed query workloads to train the model. Since it only relies on single-table statistics, FactorJoin has small space overhead and is extremely easy to train and maintain. In our evaluation, FactorJoin can produce more effective estimates than the previous state-of-the-art learning-based methods, with 40x less estimation latency, 100x smaller model size, and 100x faster training speed at comparable or better accuracy. In addition, FactorJoin can estimate 10,000 sub-plan queries within one second to optimize the query plan, which is very close to the traditional cardinality estimators in commercial DBMS.
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从意外的外部扰动中恢复的能力是双模型运动的基本机动技能。有效的答复包括不仅可以恢复平衡并保持稳定性的能力,而且在平衡恢复物质不可行时,也可以保证安全的方式。对于与双式运动有关的机器人,例如人形机器人和辅助机器人设备,可帮助人类行走,设计能够提供这种稳定性和安全性的控制器可以防止机器人损坏或防止伤害相关的医疗费用。这是一个具有挑战性的任务,因为它涉及用触点产生高维,非线性和致动系统的高动态运动。尽管使用基于模型和优化方法的前进方面,但诸如广泛领域知识的要求,诸如较大的计算时间和有限的动态变化的鲁棒性仍然会使这个打开问题。在本文中,为了解决这些问题,我们开发基于学习的算法,能够为两种不同的机器人合成推送恢复控制政策:人形机器人和有助于双模型运动的辅助机器人设备。我们的工作可以分为两个密切相关的指示:1)学习人形机器人的安全下降和预防策略,2)使用机器人辅助装置学习人类的预防策略。为实现这一目标,我们介绍了一套深度加强学习(DRL)算法,以学习使用这些机器人时提高安全性的控制策略。
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蒙特卡洛树搜索(MCT)是设计游戏机器人或解决顺序决策问题的强大方法。该方法依赖于平衡探索和开发的智能树搜索。MCT以模拟的形式进行随机抽样,并存储动作的统计数据,以在每个随后的迭代中做出更有教育的选择。然而,该方法已成为组合游戏的最新技术,但是,在更复杂的游戏(例如那些具有较高的分支因素或实时系列的游戏)以及各种实用领域(例如,运输,日程安排或安全性)有效的MCT应用程序通常需要其与问题有关的修改或与其他技术集成。这种特定领域的修改和混合方法是本调查的主要重点。最后一项主要的MCT调查已于2012年发布。自发布以来出现的贡献特别感兴趣。
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Monte Carlo Tree Search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarise the results from the key game and non-game domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work.
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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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This paper surveys the recent attempts, both from the machine learning and operations research communities, at leveraging machine learning to solve combinatorial optimization problems. Given the hard nature of these problems, state-of-the-art algorithms rely on handcrafted heuristics for making decisions that are otherwise too expensive to compute or mathematically not well defined. Thus, machine learning looks like a natural candidate to make such decisions in a more principled and optimized way. We advocate for pushing further the integration of machine learning and combinatorial optimization and detail a methodology to do so. A main point of the paper is seeing generic optimization problems as data points and inquiring what is the relevant distribution of problems to use for learning on a given task.
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Alphazero,Leela Chess Zero和Stockfish Nnue革新了计算机国际象棋。本书对此类引擎的技术内部工作进行了完整的介绍。该书分为四个主要章节 - 不包括第1章(简介)和第6章(结论):第2章引入神经网络,涵盖了所有用于构建深层网络的基本构建块,例如Alphazero使用的网络。内容包括感知器,后传播和梯度下降,分类,回归,多层感知器,矢量化技术,卷积网络,挤压网络,挤压和激发网络,完全连接的网络,批处理归一化和横向归一化和跨性线性单位,残留层,剩余层,过度效果和底漆。第3章介绍了用于国际象棋发动机以及Alphazero使用的经典搜索技术。内容包括minimax,alpha-beta搜索和蒙特卡洛树搜索。第4章展示了现代国际象棋发动机的设计。除了开创性的Alphago,Alphago Zero和Alphazero我们涵盖Leela Chess Zero,Fat Fritz,Fat Fritz 2以及有效更新的神经网络(NNUE)以及MAIA。第5章是关于实施微型α。 Shexapawn是国际象棋的简约版本,被用作为此的示例。 Minimax搜索可以解决六ap峰,并产生了监督学习的培训位置。然后,作为比较,实施了类似Alphazero的训练回路,其中通过自我游戏进行训练与强化学习结合在一起。最后,比较了类似α的培训和监督培训。
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This paper surveys the eld of reinforcement learning from a computer-science perspective. It is written to be accessible to researchers familiar with machine learning. Both the historical basis of the eld and a broad selection of current work are summarized. Reinforcement learning is the problem faced by an agent that learns behavior through trial-and-error interactions with a dynamic environment. The work described here has a resemblance to work in psychology, but di ers considerably in the details and in the use of the word \reinforcement." The paper discusses central issues of reinforcement learning, including trading o exploration and exploitation, establishing the foundations of the eld via Markov decision theory, learning from delayed reinforcement, constructing empirical models to accelerate learning, making use of generalization and hierarchy, and coping with hidden state. It concludes with a survey of some implemented systems and an assessment of the practical utility of current methods for reinforcement learning.
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Deep reinforcement learning is poised to revolutionise the field of AI and represents a step towards building autonomous systems with a higher level understanding of the visual world. Currently, deep learning is enabling reinforcement learning to scale to problems that were previously intractable, such as learning to play video games directly from pixels. Deep reinforcement learning algorithms are also applied to robotics, allowing control policies for robots to be learned directly from camera inputs in the real world. In this survey, we begin with an introduction to the general field of reinforcement learning, then progress to the main streams of value-based and policybased methods. Our survey will cover central algorithms in deep reinforcement learning, including the deep Q-network, trust region policy optimisation, and asynchronous advantage actor-critic. In parallel, we highlight the unique advantages of deep neural networks, focusing on visual understanding via reinforcement learning. To conclude, we describe several current areas of research within the field.
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组合优化的神经方法(CO)配备了一种学习机制,以发现解决复杂现实世界问题的强大启发式方法。尽管出现了能够在单一镜头中使用高质量解决方案的神经方法,但最先进的方法通常无法充分利用他们可用的解决时间。相比之下,手工制作的启发式方法可以很好地执行高效的搜索并利用给他们的计算时间,但包含启发式方法,这些启发式方法很难适应要解决的数据集。为了为神经CO方法提供强大的搜索程序,我们提出了模拟引导的光束搜索(SGB),该搜索(SGB)在固定宽度的树搜索中检查了候选解决方案,既是神经网络学习的政策又是模拟(推出)确定有希望的。我们将SGB与有效的主动搜索(EAS)进一步融合,其中SGB提高了EAS中反向传播的解决方案的质量,EAS提高了SGB中使用的策略的质量。我们评估了有关众所周知的CO基准的方法,并表明SGB可显着提高在合理的运行时假设下发现的解决方案的质量。
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深入学习的强化学习(RL)的结合导致了一系列令人印象深刻的壮举,许多相信(深)RL提供了一般能力的代理。然而,RL代理商的成功往往对培训过程中的设计选择非常敏感,这可能需要繁琐和易于易于的手动调整。这使得利用RL对新问题充满挑战,同时也限制了其全部潜力。在许多其他机器学习领域,AutomL已经示出了可以自动化这样的设计选择,并且在应用于RL时也会产生有希望的初始结果。然而,自动化强化学习(AutorL)不仅涉及Automl的标准应用,而且还包括RL独特的额外挑战,其自然地产生了不同的方法。因此,Autorl已成为RL中的一个重要研究领域,提供来自RNA设计的各种应用中的承诺,以便玩游戏等游戏。鉴于RL中考虑的方法和环境的多样性,在不同的子领域进行了大部分研究,从Meta学习到进化。在这项调查中,我们寻求统一自动的领域,我们提供常见的分类法,详细讨论每个区域并对研究人员来说是一个兴趣的开放问题。
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在过去的十年中,多智能经纪人强化学习(Marl)已经有了重大进展,但仍存在许多挑战,例如高样本复杂性和慢趋同稳定的政策,在广泛的部署之前需要克服,这是可能的。然而,在实践中,许多现实世界的环境已经部署了用于生成策略的次优或启发式方法。一个有趣的问题是如何最好地使用这些方法作为顾问,以帮助改善多代理领域的加强学习。在本文中,我们提供了一个原则的框架,用于将动作建议纳入多代理设置中的在线次优顾问。我们描述了在非传记通用随机游戏环境中提供多种智能强化代理(海军上将)的问题,并提出了两种新的基于Q学习的算法:海军上将决策(海军DM)和海军上将 - 顾问评估(Admiral-AE) ,这使我们能够通过适当地纳入顾问(Admiral-DM)的建议来改善学习,并评估顾问(Admiral-AE)的有效性。我们从理论上分析了算法,并在一般加上随机游戏中提供了关于他们学习的定点保证。此外,广泛的实验说明了这些算法:可以在各种环境中使用,具有对其他相关基线的有利相比的性能,可以扩展到大状态行动空间,并且对来自顾问的不良建议具有稳健性。
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在本文中,我们展示了我们对数据库的所谓零射击学习的愿景,这是数据库组件的新学习方法。对于数据库的零拍摄学习是通过最近的转移学习的进步,例如GPT-3等型号的进步,并且可以在禁止框中支持一个新的数据库,而无需培训新模型。此外,通过进一步再培训未经看台数据库的模型,它可以很容易地扩展到几次拍摄的学习。作为本文的第一个具体贡献,我们展示了零射击学习的可行性,用于物理成本估算的任务,并具有非常有前途的初始结果。此外,作为第二种贡献,我们讨论了与数据库的零射击学习相关的核心挑战,并呈现路线图,以扩展到零射击学习,以扩展到超出成本估计的许多其他任务,甚至超出经典数据库系统和工作负载。
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不确定性下的实时计划对于在复杂的动态环境中运行的机器人至关重要。例如,考虑一下,汽车,摩托车,公共汽车等不受监管的城市交通不受监管的自动机器人车辆驾驶。机器人车辆必须在短期和长时间内计划,以便与许多具有不确定意图和不确定意图的交通参与者互动有效驾驶。然而,在很长一段时间内明确规划会产生过度的计算成本,并且在实时限制下是不切实际的。为了实现大规模计划的实时性能,这项工作从树木搜索驾驶(Lets-Drive)中引入了一种新的算法学习,该算法将计划和学习集成到封闭的循环中,并将其应用于拥挤的城市交通中的自动驾驶在模拟中。具体而言,让我们驱动器从在线规划者提供的数据中学习策略及其价值函数,该数据搜索了稀疏采样的信念树;在线规划师依次使用学习的策略和价值功能作为启发式方法来扩展其运行时性能,以实现实时机器人控制。重复这两个步骤以形成一个封闭的循环,以便计划者和学习者相互通知并同步改进。该算法以自我监督的方式自行学习,而无需人工努力明确的数据标记。实验结果表明,让驱动器的表现优于计划或学习,以及计划和学习的开环集成。
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Recent progress in artificial intelligence (AI) has renewed interest in building systems that learn and think like people. Many advances have come from using deep neural networks trained end-to-end in tasks such as object recognition, video games, and board games, achieving performance that equals or even beats humans in some respects. Despite their biological inspiration and performance achievements, these systems differ from human intelligence in crucial ways. We review progress in cognitive science suggesting that truly human-like learning and thinking machines will have to reach beyond current engineering trends in both what they learn, and how they learn it. Specifically, we argue that these machines should (a) build causal models of the world that support explanation and understanding, rather than merely solving pattern recognition problems; (b) ground learning in intuitive theories of physics and psychology, to support and enrich the knowledge that is learned; and (c) harness compositionality and learning-to-learn to rapidly acquire and generalize knowledge to new tasks and situations. We suggest concrete challenges and promising routes towards these goals that can combine the strengths of recent neural network advances with more structured cognitive models.
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大多数机器学习算法由一个或多个超参数配置,必须仔细选择并且通常会影响性能。为避免耗时和不可递销的手动试验和错误过程来查找性能良好的超参数配置,可以采用各种自动超参数优化(HPO)方法,例如,基于监督机器学习的重新采样误差估计。本文介绍了HPO后,本文审查了重要的HPO方法,如网格或随机搜索,进化算法,贝叶斯优化,超带和赛车。它给出了关于进行HPO的重要选择的实用建议,包括HPO算法本身,性能评估,如何将HPO与ML管道,运行时改进和并行化结合起来。这项工作伴随着附录,其中包含关于R和Python的特定软件包的信息,以及用于特定学习算法的信息和推荐的超参数搜索空间。我们还提供笔记本电脑,这些笔记本展示了这项工作的概念作为补充文件。
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Adequately assigning credit to actions for future outcomes based on their contributions is a long-standing open challenge in Reinforcement Learning. The assumptions of the most commonly used credit assignment method are disadvantageous in tasks where the effects of decisions are not immediately evident. Furthermore, this method can only evaluate actions that have been selected by the agent, making it highly inefficient. Still, no alternative methods have been widely adopted in the field. Hindsight Credit Assignment is a promising, but still unexplored candidate, which aims to solve the problems of both long-term and counterfactual credit assignment. In this thesis, we empirically investigate Hindsight Credit Assignment to identify its main benefits, and key points to improve. Then, we apply it to factored state representations, and in particular to state representations based on the causal structure of the environment. In this setting, we propose a variant of Hindsight Credit Assignment that effectively exploits a given causal structure. We show that our modification greatly decreases the workload of Hindsight Credit Assignment, making it more efficient and enabling it to outperform the baseline credit assignment method on various tasks. This opens the way to other methods based on given or learned causal structures.
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With the development of deep representation learning, the domain of reinforcement learning (RL) has become a powerful learning framework now capable of learning complex policies in high dimensional environments. This review summarises deep reinforcement learning (DRL) algorithms and provides a taxonomy of automated driving tasks where (D)RL methods have been employed, while addressing key computational challenges in real world deployment of autonomous driving agents. It also delineates adjacent domains such as behavior cloning, imitation learning, inverse reinforcement learning that are related but are not classical RL algorithms. The role of simulators in training agents, methods to validate, test and robustify existing solutions in RL are discussed.
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