聚类函数(例如对数或差异)满足了许多代数身份。对于对数,所有身份都来自产品规则。对于Diologarithm和更高的经典细分线虫,这些身份可能涉及五个或更多功能。在与粒子物理学相关的许多计算中,聚集体的复杂组合通常来自Feynman积分。尽管集成产生的初始表达通常简化,但通常很难知道要应用哪些身份以及按什么顺序应用。为了解决这种瓶颈,我们探索机器学习方法可以帮助您。我们考虑了一种强化学习方法,在该方法中,身份类似于游戏中的动作,也是变压器网络方法,在该方法中,该问题类似于语言翻译任务。尽管这两种方法都是有效的,但变压器网络似乎更强大,并且在数学物理学中的符号操纵任务中实现了实际使用的希望。
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这本数字本书包含在物理模拟的背景下与深度学习相关的一切实际和全面的一切。尽可能多,所有主题都带有Jupyter笔记本的形式的动手代码示例,以便快速入门。除了标准的受监督学习的数据中,我们将看看物理丢失约束,更紧密耦合的学习算法,具有可微分的模拟,以及加强学习和不确定性建模。我们生活在令人兴奋的时期:这些方法具有从根本上改变计算机模拟可以实现的巨大潜力。
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General mathematical reasoning is computationally undecidable, but humans routinely solve new problems. Moreover, discoveries developed over centuries are taught to subsequent generations quickly. What structure enables this, and how might that inform automated mathematical reasoning? We posit that central to both puzzles is the structure of procedural abstractions underlying mathematics. We explore this idea in a case study on 5 sections of beginning algebra on the Khan Academy platform. To define a computational foundation, we introduce Peano, a theorem-proving environment where the set of valid actions at any point is finite. We use Peano to formalize introductory algebra problems and axioms, obtaining well-defined search problems. We observe existing reinforcement learning methods for symbolic reasoning to be insufficient to solve harder problems. Adding the ability to induce reusable abstractions ("tactics") from its own solutions allows an agent to make steady progress, solving all problems. Furthermore, these abstractions induce an order to the problems, seen at random during training. The recovered order has significant agreement with the expert-designed Khan Academy curriculum, and second-generation agents trained on the recovered curriculum learn significantly faster. These results illustrate the synergistic role of abstractions and curricula in the cultural transmission of mathematics.
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组合优化是运营研究和计算机科学领域的一个公认领域。直到最近,它的方法一直集中在孤立地解决问题实例,而忽略了它们通常源于实践中的相关数据分布。但是,近年来,人们对使用机器学习,尤其是图形神经网络(GNN)的兴趣激增,作为组合任务的关键构件,直接作为求解器或通过增强确切的求解器。GNN的电感偏差有效地编码了组合和关系输入,因为它们对排列和对输入稀疏性的意识的不变性。本文介绍了对这个新兴领域的最新主要进步的概念回顾,旨在优化和机器学习研究人员。
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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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这项正在进行的工作旨在为统计学习提供统一的介绍,从诸如GMM和HMM等经典模型到现代神经网络(如VAE和扩散模型)缓慢地构建。如今,有许多互联网资源可以孤立地解释这一点或新的机器学习算法,但是它们并没有(也不能在如此简短的空间中)将这些算法彼此连接起来,或者与统计模型的经典文献相连现代算法出现了。同样明显缺乏的是一个单一的符号系统,尽管对那些已经熟悉材料的人(如这些帖子的作者)不满意,但对新手的入境造成了重大障碍。同样,我的目的是将各种模型(尽可能)吸收到一个用于推理和学习的框架上,表明(以及为什么)如何以最小的变化将一个模型更改为另一个模型(其中一些是新颖的,另一些是文献中的)。某些背景当然是必要的。我以为读者熟悉基本的多变量计算,概率和统计以及线性代数。这本书的目标当然不是​​完整性,而是从基本知识到过去十年中极强大的新模型的直线路径或多或少。然后,目标是补充而不是替换,诸如Bishop的\ emph {模式识别和机器学习}之类的综合文本,该文本现在已经15岁了。
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Natural laws are often described through differential equations yet finding a differential equation that describes the governing law underlying observed data is a challenging and still mostly manual task. In this paper we make a step towards the automation of this process: we propose a transformer-based sequence-to-sequence model that recovers scalar autonomous ordinary differential equations (ODEs) in symbolic form from time-series data of a single observed solution of the ODE. Our method is efficiently scalable: after one-time pretraining on a large set of ODEs, we can infer the governing laws of a new observed solution in a few forward passes of the model. Then we show that our model performs better or on par with existing methods in various test cases in terms of accurate symbolic recovery of the ODE, especially for more complex expressions.
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尽管深度强化学习(RL)最近取得了许多成功,但其方法仍然效率低下,这使得在数据方面解决了昂贵的许多问题。我们的目标是通过利用未标记的数据中的丰富监督信号来进行学习状态表示,以解决这一问题。本文介绍了三种不同的表示算法,可以访问传统RL算法使用的数据源的不同子集使用:(i)GRICA受到独立组件分析(ICA)的启发,并训练深层神经网络以输出统计独立的独立特征。输入。 Grica通过最大程度地减少每个功能与其他功能之间的相互信息来做到这一点。此外,格里卡仅需要未分类的环境状态。 (ii)潜在表示预测(LARP)还需要更多的上下文:除了要求状态作为输入外,它还需要先前的状态和连接它们的动作。该方法通过预测当前状态和行动的环境的下一个状态来学习状态表示。预测器与图形搜索算法一起使用。 (iii)重新培训通过训练深层神经网络来学习国家表示,以学习奖励功能的平滑版本。该表示形式用于预处理输入到深度RL,而奖励预测指标用于奖励成型。此方法仅需要环境中的状态奖励对学习表示表示。我们发现,每种方法都有其优势和缺点,并从我们的实验中得出结论,包括无监督的代表性学习在RL解决问题的管道中可以加快学习的速度。
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这是一门专门针对STEM学生开发的介绍性机器学习课程。我们的目标是为有兴趣的读者提供基础知识,以在自己的项目中使用机器学习,并将自己熟悉术语作为进一步阅读相关文献的基础。在这些讲义中,我们讨论受监督,无监督和强化学习。注释从没有神经网络的机器学习方法的说明开始,例如原理分析,T-SNE,聚类以及线性回归和线性分类器。我们继续介绍基本和先进的神经网络结构,例如密集的进料和常规神经网络,经常性的神经网络,受限的玻尔兹曼机器,(变性)自动编码器,生成的对抗性网络。讨论了潜在空间表示的解释性问题,并使用梦和对抗性攻击的例子。最后一部分致力于加强学习,我们在其中介绍了价值功能和政策学习的基本概念。
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In this thesis, we consider two simple but typical control problems and apply deep reinforcement learning to them, i.e., to cool and control a particle which is subject to continuous position measurement in a one-dimensional quadratic potential or in a quartic potential. We compare the performance of reinforcement learning control and conventional control strategies on the two problems, and show that the reinforcement learning achieves a performance comparable to the optimal control for the quadratic case, and outperforms conventional control strategies for the quartic case for which the optimal control strategy is unknown. To our knowledge, this is the first time deep reinforcement learning is applied to quantum control problems in continuous real space. Our research demonstrates that deep reinforcement learning can be used to control a stochastic quantum system in real space effectively as a measurement-feedback closed-loop controller, and our research also shows the ability of AI to discover new control strategies and properties of the quantum systems that are not well understood, and we can gain insights into these problems by learning from the AI, which opens up a new regime for scientific research.
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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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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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In my previous article I mentioned for the first time that a classical neural network may have quantum properties as its own structure may be entangled. The question one may ask now is whether such a quantum property can be used to entangle other systems? The answer should be yes, as shown in what follows.
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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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当前独立于域的经典计划者需要问题域和实例作为输入的符号模型,从而导致知识采集瓶颈。同时,尽管深度学习在许多领域都取得了重大成功,但知识是在与符号系统(例如计划者)不兼容的亚符号表示中编码的。我们提出了Latplan,这是一种无监督的建筑,结合了深度学习和经典计划。只有一组未标记的图像对,显示了环境中允许的过渡子集(训练输入),Latplan学习了环境的完整命题PDDL动作模型。稍后,当给出代表初始状态和目标状态(计划输入)的一对图像时,Latplan在符号潜在空间中找到了目标状态的计划,并返回可视化的计划执行。我们使用6个计划域的基于图像的版本来评估LATPLAN:8个插头,15个式嘴,Blockworld,Sokoban和两个LightsOut的变体。
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Pre-publication draft of a book to be published byMorgan & Claypool publishers. Unedited version released with permission. All relevant copyrights held by the author and publisher extend to this pre-publication draft.
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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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学习涉及时变和不断发展的系统动态的控制政策通常对主流强化学习算法构成了巨大的挑战。在大多数标准方法中,通常认为动作是一组刚性的,固定的选择,这些选择以预定义的方式顺序应用于状态空间。因此,在不诉诸于重大学习过程的情况下,学识渊博的政策缺乏适应动作集和动作的“行为”结果的能力。此外,标准行动表示和动作引起的状态过渡机制固有地限制了如何将强化学习应用于复杂的现实世界应用中,这主要是由于所得大的状态空间的棘手性以及缺乏概括的学术知识对国家空间未知部分的政策。本文提出了一个贝叶斯味的广义增强学习框架,首先建立参数动作模型的概念,以更好地应对不确定性和流体动作行为,然后将增强领域的概念作为物理启发的结构引入通过“极化体验颗粒颗粒建立) “维持在学习代理的工作记忆中。这些粒子有效地编码了以自组织方式随时间演变的动态学习体验。在强化领域之上,我们将进一步概括策略学习过程,以通过将过去的记忆视为具有隐式图结构来结合高级决策概念,在该结构中,过去的内存实例(或粒子)与决策之间的相似性相互联系。定义,因此,可以应用“关联记忆”原则来增强学习代理的世界模型。
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背景信息:在过去几年中,机器学习(ML)一直是许多创新的核心。然而,包括在所谓的“安全关键”系统中,例如汽车或航空的系统已经被证明是非常具有挑战性的,因为ML的范式转变为ML带来完全改变传统认证方法。目的:本文旨在阐明与ML为基础的安全关键系统认证有关的挑战,以及文献中提出的解决方案,以解决它们,回答问题的问题如何证明基于机器学习的安全关键系统?'方法:我们开展2015年至2020年至2020年之间发布的研究论文的系统文献综述(SLR),涵盖了与ML系统认证有关的主题。总共确定了217篇论文涵盖了主题,被认为是ML认证的主要支柱:鲁棒性,不确定性,解释性,验证,安全强化学习和直接认证。我们分析了每个子场的主要趋势和问题,并提取了提取的论文的总结。结果:单反结果突出了社区对该主题的热情,以及在数据集和模型类型方面缺乏多样性。它还强调需要进一步发展学术界和行业之间的联系,以加深域名研究。最后,它还说明了必须在上面提到的主要支柱之间建立连接的必要性,这些主要柱主要主要研究。结论:我们强调了目前部署的努力,以实现ML基于ML的软件系统,并讨论了一些未来的研究方向。
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With the development of experimental quantum technology, quantum control has attracted increasing attention due to the realization of controllable artificial quantum systems. However, because quantum-mechanical systems are often too difficult to analytically deal with, heuristic strategies and numerical algorithms which search for proper control protocols are adopted, and, deep learning, especially deep reinforcement learning (RL), is a promising generic candidate solution for the control problems. Although there have been a few successful applications of deep RL to quantum control problems, most of the existing RL algorithms suffer from instabilities and unsatisfactory reproducibility, and require a large amount of fine-tuning and a large computational budget, both of which limit their applicability. To resolve the issue of instabilities, in this dissertation, we investigate the non-convergence issue of Q-learning. Then, we investigate the weakness of existing convergent approaches that have been proposed, and we develop a new convergent Q-learning algorithm, which we call the convergent deep Q network (C-DQN) algorithm, as an alternative to the conventional deep Q network (DQN) algorithm. We prove the convergence of C-DQN and apply it to the Atari 2600 benchmark. We show that when DQN fail, C-DQN still learns successfully. Then, we apply the algorithm to the measurement-feedback cooling problems of a quantum quartic oscillator and a trapped quantum rigid body. We establish the physical models and analyse their properties, and we show that although both C-DQN and DQN can learn to cool the systems, C-DQN tends to behave more stably, and when DQN suffers from instabilities, C-DQN can achieve a better performance. As the performance of DQN can have a large variance and lack consistency, C-DQN can be a better choice for researches on complicated control problems.
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