This document discusses local coordination in multi-agent reinforcement learning. It proposes a method called Local Joint Action Learning (LJAL) where agents learn by observing the actions of a subset of nearby agents, defined by a coordination graph. LJAL scales better than full joint action learning as the number of agents increases, at the cost of optimality. The paper evaluates LJAL on distributed constraint optimization problems, showing it performs better when the coordination graph matches the problem structure. Agents are also able to learn an optimal coordination graph through meta-reinforcement learning.
Over the past decade or so, Particle Swarm Optimization (PSO) has emerged to be one of most useful methodologies to address complex high dimensional optimization problems - it’s popularity can be attributed to its ease of implementation, and fast convergence prop- erty (compared to other population based algorithms). However, a premature stagnation of candidate solutions has been long standing in the way of its wider application, particularly to constrained single-objective problems. This issue becomes all the more pronounced in the case of optimization problems that involve a mixture of continuous and discrete de- sign variables. In this paper, a modification of the standard Particle Swarm Optimization (PSO) algorithm is presented, which can adequately address system constraints and deal with mixed-discrete variables. Continuous optimization, as in conventional PSO, is imple- mented as the primary search strategy; subsequently, the discrete variables are updated using a deterministic nearest vertex approximation criterion. This approach is expected to avoid the undesirable discrepancy in the rate of evolution of discrete and continuous vari- ables. To address the issue of premature convergence, a new adaptive diversity-preservation technique is developed. This technique characterizes the population diversity at each it- eration. The estimated diversity measure is then used to apply (i) a dynamic repulsion towards the globally best solution in the case of continuous variables, and (ii) a stochas- tic update of the discrete variables. For performance validation, the Mixed-Discrete PSO algorithm is successfully applied to a wide variety of standard test problems: (i) a set of 9 unconstrained problems, and (ii) a comprehensive set of 98 Mixed-Integer Nonlinear Programming (MINLP) problems.
Markov Decision Process (MDP) is a reinforcement learning model that consists of: (1) states, (2) actions, (3) transition models, and (4) rewards. The goal is to find the optimal policy, which maps states to the best actions, in order to maximize long-term rewards. In an MDP, an agent takes an action in a state, then transitions to a new state based on the transition model, and receives an immediate reward.
Unsteady MHD Flow Past A Semi-Infinite Vertical Plate With Heat Source/ Sink:...IJERA Editor
This document presents an approach to solving multi-objective transportation problems using fuzzy goal programming and non-linear membership functions. It defines efficient, weak efficient, and optimal compromise solutions for multi-objective transportation problems. Three non-linear membership functions are proposed: exponential, hyperbolic, and linear. A fuzzy goal programming technique is used to solve the transportation problem, applying the different membership functions to generate equivalent linear or non-linear models. The approach is aimed to determine the impact of using non-linear versus linear membership functions on obtaining the optimal compromise solution.
This document provides an overview of Markov Decision Processes (MDPs) and related concepts in decision theory and reinforcement learning. It defines MDPs and their components, describes algorithms for solving MDPs like value iteration and policy iteration, and discusses extensions to partially observable MDPs. It also briefly mentions dynamic Bayesian networks, the dopaminergic system, and its role in reinforcement learning and decision making.
This document summarizes different approaches for multi-agent deep reinforcement learning. It discusses training multiple independent agents concurrently, centralized training with decentralized execution, and approaches that involve agent communication like parameter sharing and multi-agent deep deterministic policy gradient (MADDPG). MADDPG allows each agent to have its own reward function and trains agents centrally while executing decisions in a decentralized manner. The document provides examples of applying these methods to problems like predator-prey and uses the prisoners dilemma to illustrate how agents can learn communication protocols.
HOW TO FIND A FIXED POINT IN SHUFFLE EFFICIENTLYIJNSA Journal
In electronic voting or whistle blowing, anonymity is necessary. Shuffling is a network security technique
that makes the information sender anonymous. We use the concept of shuffling in internet-based lotteries,
mental poker, E-commerce systems, and Mix-Net. However, if the shuffling is unjust, the anonymity,
privacy, or fairness may be compromised. In this paper, we propose the method for confirming fair
mixing by finding a fixed point in the mix system and we can keep the details on ‘how to shuffle’ secret.
This method requires only two steps and is efficient.
This document benchmarks Sociocast's proprietary NODE algorithm against collaborative filtering for predicting social bookmarking activity. NODE performed between 4 and 10 times better than collaborative filtering across precision, recall, and F1 score metrics for varying numbers of predictions. NODE consistently outperformed collaborative filtering according to evaluation on a Delicious dataset of user bookmarking activity over 10 days.
Hibridization of Reinforcement Learning Agentsbutest
The document discusses reinforcement learning techniques for developing intelligent agents that can learn from interactions with their environment. It provides background on reinforcement learning methods like dynamic programming, Monte Carlo methods, and temporal-difference learning. The paper aims to show how hybridizing classic reinforcement learning agents like SARSA and SARSA(λ) through comparative testing can significantly improve their performance.
Over the past decade or so, Particle Swarm Optimization (PSO) has emerged to be one of most useful methodologies to address complex high dimensional optimization problems - it’s popularity can be attributed to its ease of implementation, and fast convergence prop- erty (compared to other population based algorithms). However, a premature stagnation of candidate solutions has been long standing in the way of its wider application, particularly to constrained single-objective problems. This issue becomes all the more pronounced in the case of optimization problems that involve a mixture of continuous and discrete de- sign variables. In this paper, a modification of the standard Particle Swarm Optimization (PSO) algorithm is presented, which can adequately address system constraints and deal with mixed-discrete variables. Continuous optimization, as in conventional PSO, is imple- mented as the primary search strategy; subsequently, the discrete variables are updated using a deterministic nearest vertex approximation criterion. This approach is expected to avoid the undesirable discrepancy in the rate of evolution of discrete and continuous vari- ables. To address the issue of premature convergence, a new adaptive diversity-preservation technique is developed. This technique characterizes the population diversity at each it- eration. The estimated diversity measure is then used to apply (i) a dynamic repulsion towards the globally best solution in the case of continuous variables, and (ii) a stochas- tic update of the discrete variables. For performance validation, the Mixed-Discrete PSO algorithm is successfully applied to a wide variety of standard test problems: (i) a set of 9 unconstrained problems, and (ii) a comprehensive set of 98 Mixed-Integer Nonlinear Programming (MINLP) problems.
Markov Decision Process (MDP) is a reinforcement learning model that consists of: (1) states, (2) actions, (3) transition models, and (4) rewards. The goal is to find the optimal policy, which maps states to the best actions, in order to maximize long-term rewards. In an MDP, an agent takes an action in a state, then transitions to a new state based on the transition model, and receives an immediate reward.
Unsteady MHD Flow Past A Semi-Infinite Vertical Plate With Heat Source/ Sink:...IJERA Editor
This document presents an approach to solving multi-objective transportation problems using fuzzy goal programming and non-linear membership functions. It defines efficient, weak efficient, and optimal compromise solutions for multi-objective transportation problems. Three non-linear membership functions are proposed: exponential, hyperbolic, and linear. A fuzzy goal programming technique is used to solve the transportation problem, applying the different membership functions to generate equivalent linear or non-linear models. The approach is aimed to determine the impact of using non-linear versus linear membership functions on obtaining the optimal compromise solution.
This document provides an overview of Markov Decision Processes (MDPs) and related concepts in decision theory and reinforcement learning. It defines MDPs and their components, describes algorithms for solving MDPs like value iteration and policy iteration, and discusses extensions to partially observable MDPs. It also briefly mentions dynamic Bayesian networks, the dopaminergic system, and its role in reinforcement learning and decision making.
This document summarizes different approaches for multi-agent deep reinforcement learning. It discusses training multiple independent agents concurrently, centralized training with decentralized execution, and approaches that involve agent communication like parameter sharing and multi-agent deep deterministic policy gradient (MADDPG). MADDPG allows each agent to have its own reward function and trains agents centrally while executing decisions in a decentralized manner. The document provides examples of applying these methods to problems like predator-prey and uses the prisoners dilemma to illustrate how agents can learn communication protocols.
HOW TO FIND A FIXED POINT IN SHUFFLE EFFICIENTLYIJNSA Journal
In electronic voting or whistle blowing, anonymity is necessary. Shuffling is a network security technique
that makes the information sender anonymous. We use the concept of shuffling in internet-based lotteries,
mental poker, E-commerce systems, and Mix-Net. However, if the shuffling is unjust, the anonymity,
privacy, or fairness may be compromised. In this paper, we propose the method for confirming fair
mixing by finding a fixed point in the mix system and we can keep the details on ‘how to shuffle’ secret.
This method requires only two steps and is efficient.
This document benchmarks Sociocast's proprietary NODE algorithm against collaborative filtering for predicting social bookmarking activity. NODE performed between 4 and 10 times better than collaborative filtering across precision, recall, and F1 score metrics for varying numbers of predictions. NODE consistently outperformed collaborative filtering according to evaluation on a Delicious dataset of user bookmarking activity over 10 days.
Hibridization of Reinforcement Learning Agentsbutest
The document discusses reinforcement learning techniques for developing intelligent agents that can learn from interactions with their environment. It provides background on reinforcement learning methods like dynamic programming, Monte Carlo methods, and temporal-difference learning. The paper aims to show how hybridizing classic reinforcement learning agents like SARSA and SARSA(λ) through comparative testing can significantly improve their performance.
How Product Decision Characteristics Interact to Influence Cognitive Load: An...Pierre-Majorique Léger
This study explored how four product decision characteristics - decision set size, attribute value format, display format, and information sorting - interact to influence a decision maker's cognitive load. Researchers conducted a 3x2x2x2 between-subject experiment with 23 participants making 72 product choices each under different conditions. Results showed the decision characteristics significantly impacted cognitive load, with the largest effects seen for decision set size and attribute value format. Cognitive load only increased with the largest decision set size in the matrix display format condition. The findings have implications for designing online decision-making tools.
This document discusses a Bayesian approach to active learning for collaborative filtering. It summarizes that collaborative filtering uses preference patterns to predict user ratings, but requires many user ratings for accuracy. Active learning aims to acquire the most informative ratings from users. Previous active learning methods only consider estimated models, which can be misleading with few ratings. The proposed method takes a full Bayesian approach, averaging expected loss over the posterior model distribution to account for model uncertainty and avoid problems from estimated models. It aims to select items that maximize reduction in expected loss when considering the full model distribution, rather than just an estimated model.
This document provides an introduction to deep reinforcement learning. It begins with an overview of reinforcement learning and its key characteristics such as using reward signals rather than supervision and sequential decision making. The document then covers the formulation of reinforcement learning problems using Markov decision processes and the typical components of an RL agent including policies, value functions, and models. It discusses popular RL algorithms like Q-learning, deep Q-networks, and policy gradient methods. The document concludes by outlining some potential applications of deep reinforcement learning and recommending further educational resources.
Strategic information transmission (trojan teaching) in client-consultant relationships.
The document discusses an experiment on "trojan teaching", where an informed party (consultant) communicates less than full information to an uninformed party (client) for their own benefit. The experiment finds advisors under unpaid conditions send "noisy" signals that do not fully reflect their private information more often. Clients who receive precise signals from advisors strongly follow their advice, while clients receiving noisy advice favor one option. Overall, advisors told the truth 46% of the time and sent deliberately noisy signals 24% of the time.
The document explores connections between Robert Nozick's account of symbolic utility and F.P. Ramsey's discussion of ethically neutral propositions. It argues that Ramsey's recognition of non-neutral propositions is essential to his foundational work on expected utility theory. This helps make the case that symbolic utility belongs to the apparatus that constructs expected utility, rather than being reducible to it. The document concludes that decision value, which incorporates expected utility, symbolic utility, and their interrelations, replaces expected utility as the central concept in normative decision theory.
eBbook: The Fair Pay Act and Implications For Compensation ModelingThomas Econometrics
The Fair Pay Act requires the examination of not only compensation decisions made during the class period, but also compensation decisions and “all other employment practices” that affect compensation, regardless of when in the course of the individual’s employment such practices began.
https://telecombcn-dl.github.io/2017-dlai/
Deep learning technologies are at the core of the current revolution in artificial intelligence for multimedia data analysis. The convergence of large-scale annotated datasets and affordable GPU hardware has allowed the training of neural networks for data analysis tasks which were previously addressed with hand-crafted features. Architectures such as convolutional neural networks, recurrent neural networks or Q-nets for reinforcement learning have shaped a brand new scenario in signal processing. This course will cover the basic principles of deep learning from both an algorithmic and computational perspectives.
Evaluation of subjective answers using glsa enhanced with contextual synonymyijnlc
Evaluation of subjective answers submitted in an exam is an essential but one of the most resource consuming educational activity. This paper details experiments conducted under our project to build a software that evaluates the subjective answers of informative nature in a given knowledge domain. The paper first summarizes the techniques such as Generalized Latent Semantic Analysis (GLSA) and Cosine Similarity that provide basis for the proposed model. The further sections point out the areas of improvement in the previous work and describe our approach towards the solutions of the same. We then discuss the implementation details of the project followed by the findings that show the improvements achieved. Our approach focuses on comprehending the various forms of expressing same entity and thereby capturing the subjectivity of text into objective parameters. The model is tested by evaluating answers submitted by 61 students of Third Year B. Tech. CSE class of Walchand College of Engineering Sangli in a test on Database Engineering.
This document summarizes a research paper on maximizing profit through social influence propagation. It introduces a new Linear Threshold model with Valuations (LT-V) that incorporates monetary aspects like price and user valuations. The Profit Maximization (ProMax) problem is defined as selecting seed users and prices to maximize expected profit under LT-V. Three algorithms are proposed: All-OMP sets a single optimal price; FFS offers seeds free products; and PAGE greedily selects seeds and computes price optimally. Experiments on real networks show PAGE achieves significantly higher profits than the baselines by balancing immediate and potential profits from seeds.
Some Studies on Multistage Decision Making Under Fuzzy Dynamic ProgrammingWaqas Tariq
Studies has been made in this paper, on multistage decision problem, fuzzy dynamic programming (DP). Fuzzy dynamic programming is a promising tool for dealing with multistage decision making and optimization problems under fuzziness. The cases of deterministic, stochastic, and fuzzy state transitions and of the fixed and specified, implicity given, fuzzy and infinite times, termination times are analyzed.
This document discusses linear programming and its concepts, formulation, and methods of solving linear programming problems. It provides the following key points:
1) Linear programming involves optimizing a linear objective function subject to linear constraints. It aims to find the best allocation of limited resources to achieve objectives.
2) Formulating a linear programming problem involves identifying decision variables, the objective function, and constraints. Problems can be solved graphically or algebraically using the simplex method.
3) The graphic method can be used for problems with two variables, involving plotting the constraints on a graph to find the optimal solution at a corner point of the feasible region.
Planning in Markov Stochastic Task DomainsWaqas Tariq
In decision theoretic planning, a challenge for Markov decision processes (MDPs) and partially observable Markov decision processes (POMDPs) is, many problem domains contain big state spaces and complex tasks, which will result in poor solution performance. We develop a task analysis and modeling (TAM) approach, in which the (PO)MDP model is separated into a task view and an action view. In the task view, TAM models the problem domain using a task equivalence model, with task-dependent abstract states and observations. We provide a learning algorithm to obtain the parameter values of task equivalence models. We present three typical examples to explain the TAM approach. Experimental results indicate our approach can greatly improve the computational capacity of task planning in Markov stochastic domains.
Este documento describe las diferentes zonas de jurisdicción territorial y marítima de un país según la ley nacional y el derecho internacional, incluyendo el espacio ultraterrestre, el territorio terrestre, las aguas interiores, la zona marítima territorial, la zona contigua, la zona económica exclusiva, la plataforma continental y el lecho marino. Además, especifica los artículos legales que definen cada zona.
Este documento proporciona una lista de 36 docentes del nivel primario de la Institución Educativa "Cristo Rey" para el año 2012. Cada entrada incluye el número, apellidos y nombres del docente. El documento está firmado por el Sub Director de la institución, Prof. Segundo Sanavia Becerra.
How Product Decision Characteristics Interact to Influence Cognitive Load: An...Pierre-Majorique Léger
This study explored how four product decision characteristics - decision set size, attribute value format, display format, and information sorting - interact to influence a decision maker's cognitive load. Researchers conducted a 3x2x2x2 between-subject experiment with 23 participants making 72 product choices each under different conditions. Results showed the decision characteristics significantly impacted cognitive load, with the largest effects seen for decision set size and attribute value format. Cognitive load only increased with the largest decision set size in the matrix display format condition. The findings have implications for designing online decision-making tools.
This document discusses a Bayesian approach to active learning for collaborative filtering. It summarizes that collaborative filtering uses preference patterns to predict user ratings, but requires many user ratings for accuracy. Active learning aims to acquire the most informative ratings from users. Previous active learning methods only consider estimated models, which can be misleading with few ratings. The proposed method takes a full Bayesian approach, averaging expected loss over the posterior model distribution to account for model uncertainty and avoid problems from estimated models. It aims to select items that maximize reduction in expected loss when considering the full model distribution, rather than just an estimated model.
This document provides an introduction to deep reinforcement learning. It begins with an overview of reinforcement learning and its key characteristics such as using reward signals rather than supervision and sequential decision making. The document then covers the formulation of reinforcement learning problems using Markov decision processes and the typical components of an RL agent including policies, value functions, and models. It discusses popular RL algorithms like Q-learning, deep Q-networks, and policy gradient methods. The document concludes by outlining some potential applications of deep reinforcement learning and recommending further educational resources.
Strategic information transmission (trojan teaching) in client-consultant relationships.
The document discusses an experiment on "trojan teaching", where an informed party (consultant) communicates less than full information to an uninformed party (client) for their own benefit. The experiment finds advisors under unpaid conditions send "noisy" signals that do not fully reflect their private information more often. Clients who receive precise signals from advisors strongly follow their advice, while clients receiving noisy advice favor one option. Overall, advisors told the truth 46% of the time and sent deliberately noisy signals 24% of the time.
The document explores connections between Robert Nozick's account of symbolic utility and F.P. Ramsey's discussion of ethically neutral propositions. It argues that Ramsey's recognition of non-neutral propositions is essential to his foundational work on expected utility theory. This helps make the case that symbolic utility belongs to the apparatus that constructs expected utility, rather than being reducible to it. The document concludes that decision value, which incorporates expected utility, symbolic utility, and their interrelations, replaces expected utility as the central concept in normative decision theory.
eBbook: The Fair Pay Act and Implications For Compensation ModelingThomas Econometrics
The Fair Pay Act requires the examination of not only compensation decisions made during the class period, but also compensation decisions and “all other employment practices” that affect compensation, regardless of when in the course of the individual’s employment such practices began.
https://telecombcn-dl.github.io/2017-dlai/
Deep learning technologies are at the core of the current revolution in artificial intelligence for multimedia data analysis. The convergence of large-scale annotated datasets and affordable GPU hardware has allowed the training of neural networks for data analysis tasks which were previously addressed with hand-crafted features. Architectures such as convolutional neural networks, recurrent neural networks or Q-nets for reinforcement learning have shaped a brand new scenario in signal processing. This course will cover the basic principles of deep learning from both an algorithmic and computational perspectives.
Evaluation of subjective answers using glsa enhanced with contextual synonymyijnlc
Evaluation of subjective answers submitted in an exam is an essential but one of the most resource consuming educational activity. This paper details experiments conducted under our project to build a software that evaluates the subjective answers of informative nature in a given knowledge domain. The paper first summarizes the techniques such as Generalized Latent Semantic Analysis (GLSA) and Cosine Similarity that provide basis for the proposed model. The further sections point out the areas of improvement in the previous work and describe our approach towards the solutions of the same. We then discuss the implementation details of the project followed by the findings that show the improvements achieved. Our approach focuses on comprehending the various forms of expressing same entity and thereby capturing the subjectivity of text into objective parameters. The model is tested by evaluating answers submitted by 61 students of Third Year B. Tech. CSE class of Walchand College of Engineering Sangli in a test on Database Engineering.
This document summarizes a research paper on maximizing profit through social influence propagation. It introduces a new Linear Threshold model with Valuations (LT-V) that incorporates monetary aspects like price and user valuations. The Profit Maximization (ProMax) problem is defined as selecting seed users and prices to maximize expected profit under LT-V. Three algorithms are proposed: All-OMP sets a single optimal price; FFS offers seeds free products; and PAGE greedily selects seeds and computes price optimally. Experiments on real networks show PAGE achieves significantly higher profits than the baselines by balancing immediate and potential profits from seeds.
Some Studies on Multistage Decision Making Under Fuzzy Dynamic ProgrammingWaqas Tariq
Studies has been made in this paper, on multistage decision problem, fuzzy dynamic programming (DP). Fuzzy dynamic programming is a promising tool for dealing with multistage decision making and optimization problems under fuzziness. The cases of deterministic, stochastic, and fuzzy state transitions and of the fixed and specified, implicity given, fuzzy and infinite times, termination times are analyzed.
This document discusses linear programming and its concepts, formulation, and methods of solving linear programming problems. It provides the following key points:
1) Linear programming involves optimizing a linear objective function subject to linear constraints. It aims to find the best allocation of limited resources to achieve objectives.
2) Formulating a linear programming problem involves identifying decision variables, the objective function, and constraints. Problems can be solved graphically or algebraically using the simplex method.
3) The graphic method can be used for problems with two variables, involving plotting the constraints on a graph to find the optimal solution at a corner point of the feasible region.
Planning in Markov Stochastic Task DomainsWaqas Tariq
In decision theoretic planning, a challenge for Markov decision processes (MDPs) and partially observable Markov decision processes (POMDPs) is, many problem domains contain big state spaces and complex tasks, which will result in poor solution performance. We develop a task analysis and modeling (TAM) approach, in which the (PO)MDP model is separated into a task view and an action view. In the task view, TAM models the problem domain using a task equivalence model, with task-dependent abstract states and observations. We provide a learning algorithm to obtain the parameter values of task equivalence models. We present three typical examples to explain the TAM approach. Experimental results indicate our approach can greatly improve the computational capacity of task planning in Markov stochastic domains.
Este documento describe las diferentes zonas de jurisdicción territorial y marítima de un país según la ley nacional y el derecho internacional, incluyendo el espacio ultraterrestre, el territorio terrestre, las aguas interiores, la zona marítima territorial, la zona contigua, la zona económica exclusiva, la plataforma continental y el lecho marino. Además, especifica los artículos legales que definen cada zona.
Este documento proporciona una lista de 36 docentes del nivel primario de la Institución Educativa "Cristo Rey" para el año 2012. Cada entrada incluye el número, apellidos y nombres del docente. El documento está firmado por el Sub Director de la institución, Prof. Segundo Sanavia Becerra.
Este documento proporciona enlaces a recursos sobre conceptos económicos fundamentales como la economía, la macroeconomía, la microeconomía, la oferta y la demanda, el precio, los tipos de mercado, el monopolio, la competencia perfecta, la competencia monopolística y la actividad económica. Los enlaces incluyen definiciones y artículos de Wikipedia, así como sitios web adicionales que explican estos términos clave y temas de la economía.
SoftToss Universal Golf LLC won awards for its adjustable putters toy at invention expositions, including second place at the largest US expo in Pittsburgh. The putters can be ordered for $19.99 and come with free golf balls and a tote bag, or two putter sets can be purchased for $39.99.
Resultados futbol mayor ldds (dom 22 jul 12)wsfnet
The document summarizes the results of the 7th matchday of the 2nd round of the 2012 season of Futbol Mayor - Liga Deportiva del Sur league. Blanco y Negro and Firmat F.C. lead the 1st and 2nd divisions respectively based on points. The next matchday will be the 8th of the 2nd round on July 29th with San Martin having the week off.
1. Reinforcement learning involves an agent learning through trial-and-error interactions with an environment. The agent learns a policy for how to act by maximizing rewards.
2. The document outlines key elements of reinforcement learning including states, actions, rewards, value functions, and explores different methods for solving reinforcement learning problems including dynamic programming, Monte Carlo methods, and temporal difference learning.
3. Temporal difference learning combines the advantages of Monte Carlo methods and dynamic programming by allowing for incremental learning through bootstrapping predictions like dynamic programming while also learning directly from experience like Monte Carlo methods.
Parallel Guided Local Search and Some Preliminary Experimental Results for Co...csandit
This document proposes a Parallel Guided Local Search (PGLS) algorithm for continuous optimization problems. PGLS runs multiple Guided Local Search agents in parallel that periodically exchange information. The agents use local search and crossover to explore the search space. Preliminary experiments on benchmark functions show PGLS performs better than single-agent Guided Local Search by efficiently utilizing parallel computing resources and information exchange between agents.
An efficient use of temporal difference technique in Computer Game LearningPrabhu Kumar
This document summarizes an efficient use of temporal difference techniques in computer game learning. It discusses reinforcement learning and some key concepts including the agent-environment interface, types of reinforcement learning tasks, elements of reinforcement learning like policy, reward functions, and value functions. It also describes algorithms like dynamic programming, policy iteration, value iteration, and temporal difference learning. Finally, it mentions some applications of reinforcement learning in benchmark problems, games, and real-world domains like robotics and control.
GENETIC ALGORITHM FOR FUNCTION APPROXIMATION: AN EXPERIMENTAL INVESTIGATIONijaia
Function Approximation is a popular engineering problems used in system identification or Equation
optimization. Due to the complex search space it requires, AI techniques has been used extensively to spot
the best curves that match the real behavior of the system. Genetic algorithm is known for their fast
convergence and their ability to find an optimal structure of the solution. We propose using a genetic
algorithm as a function approximator. Our attempt will focus on using the polynomial form of the
approximation. After implementing the algorithm, we are going to report our results and compare it with
the real function output.
Using particle swarm optimization to solve test functions problemsriyaniaes
In this paper the benchmarking functions are used to evaluate and check the particle swarm optimization (PSO) algorithm. However, the functions utilized have two dimension but they selected with different difficulty and with different models. In order to prove capability of PSO, it is compared with genetic algorithm (GA). Hence, the two algorithms are compared in terms of objective functions and the standard deviation. Different runs have been taken to get convincing results and the parameters are chosen properly where the Matlab software is used. Where the suggested algorithm can solve different engineering problems with different dimension and outperform the others in term of accuracy and speed of convergence.
This document is a final report for a CS799 course that explores using reinforcement learning to train an agent to play a chasing game. The author defines the game environment and mechanics, then uses Q-learning with an epsilon-greedy exploration strategy to train an agent to maximize its score by collecting vegetables while avoiding walls, minerals, and other players. The agent is trained in multiple phases to first avoid walls, then minerals, and finally other players while collecting vegetables. Results are presented comparing training with different exploration vs exploitation settings.
This document discusses supervised learning. Supervised learning uses labeled training data to train models to predict outputs for new data. Examples given include weather prediction apps, spam filters, and Netflix recommendations. Supervised learning algorithms are selected based on whether the target variable is categorical or continuous. Classification algorithms are used when the target is categorical while regression is used for continuous targets. Common regression algorithms discussed include linear regression, logistic regression, ridge regression, lasso regression, and elastic net. Metrics for evaluating supervised learning models include accuracy, R-squared, adjusted R-squared, mean squared error, and coefficients/p-values. The document also covers challenges like overfitting and regularization techniques to address it.
This document provides an overview of reinforcement learning and some key algorithms used in artificial intelligence. It introduces reinforcement learning concepts like Markov decision processes, value functions, temporal difference learning methods like Q-learning and SARSA, and policy gradient methods. It also describes deep reinforcement learning techniques like deep Q-networks that combine reinforcement learning with deep neural networks. Deep Q-networks use experience replay and fixed length state representations to allow deep neural networks to approximate the Q-function and learn successful policies from high dimensional input like images.
1) The document discusses extending the Social Value Orientation (SVO) model from social psychology to model how an agent's behavior changes over repeated interactions with other agents.
2) It presents a "behavioral signature" model that considers how an agent's actions depend on both its SVO and its experiences with other agents.
3) Experiments show that predictions based on behavioral signatures correlate highly with actual performance of agents in repeated game tournaments, demonstrating the effectiveness of extending SVO to repeated games.
IOSR Journal of Computer Engineering (IOSR-JCE) is a double blind peer reviewed International Journal that provides rapid publication (within a month) of articles in all areas of computer engineering and its applications. The journal welcomes publications of high quality papers on theoretical developments and practical applications in computer technology. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
This document provides an overview of conjoint analysis, a research method used to determine how consumers value different attributes or features of a product. It discusses key aspects of conjoint analysis including: defining factors and values to study, creating profiles for respondents to rate, estimating utility values for each attribute from the ratings, and aggregating results across respondents. The example provided examines preferences for different attributes of dishwashing products like scent, packaging, and design.
The document discusses challenges in reinforcement learning. It defines reinforcement learning as combining aspects of supervised and unsupervised learning, using sparse, time-delayed rewards to learn optimal behavior. The two main challenges are the credit assignment problem of determining which actions led to rewards, and balancing exploration of new actions with exploitation of existing knowledge. Q-learning is introduced as a way to estimate state-action values to learn optimal policies, and deep Q-networks are proposed to approximate Q-functions using neural networks for large state spaces. Experience replay and epsilon-greedy exploration are also summarized as techniques to improve deep Q-learning performance and exploration.
CONSTRUCTING A FUZZY NETWORK INTRUSION CLASSIFIER BASED ON DIFFERENTIAL EVOLU...IJCNCJournal
This paper presents a method for constructing intrusion detection systems based on efficient fuzzy rulebased
classifiers. The design process of a fuzzy rule-based classifier from a given input-output data set can
be presented as a feature selection and parameter optimization problem. For parameter optimization of
fuzzy classifiers, the differential evolution is used, while the binary harmonic search algorithm is used for
selection of relevant features. The performance of the designed classifiers is evaluated using the KDD Cup
1999 intrusion detection dataset. The optimal classifier is selected based on the Akaike information
criterion. The optimal intrusion detection system has a 1.21% type I error and a 0.39% type II error. A
comparative study with other methods was accomplished. The results obtained showed the adequacy of the
proposed method
This document provides an introduction to reinforcement learning. It defines reinforcement learning and compares it to machine learning. Key concepts in reinforcement learning are discussed such as policy, reward function, value function and environment. Examples of reinforcement learning applications include chess, robotics, petroleum refineries. Model-free and model-based methods are introduced. The document also discusses Monte Carlo methods, temporal difference learning, and Dyna-Q architecture. Finally, it provides examples of reinforcement learning problems like elevator dispatching and job shop scheduling.
Learning Collaborative Agents with Rule Guidance for Knowledge Graph ReasoningDeren Lei
Walk-based models have shown their advantages in knowledge graph (KG) reasoning by achieving decent performance while providing interpretable decisions. However, the sparse reward signals offered by the KG during traversal are often insufficient to guide a sophisticated walk-based reinforcement learning (RL) model. An alternate approach is to use traditional symbolic methods (e.g., rule induction), which achieve good performance but can be hard to generalize due to the limitation of symbolic representation. In this paper, we propose RuleGuider, which leverages high-quality rules generated by symbolic-based methods to provide reward supervision for walk-based agents. Experiments on benchmark datasets show that RuleGuider improves the performance of walk-based models without losing interpretability.
THE EFFECT OF SEGREGATION IN NONREPEATED PRISONER'S DILEMMA ijcsit
This article consolidates the idea that non-random pairing can promote the evolution of cooperation in a non-repeated version of the prisoner’s dilemma. This idea is taken from[1], which presents experiments utilizing stochastic simulation. In the following it is shown how the results from [1] is reproducible by
numerical analysis. It is also demonstrated that some unexplained findings in [1], is due to the methods used.
This article consolidates the idea that non-random pairing can promote the evolution of cooperation in a non-repeated version of the prisoner’s dilemma. This idea is taken from[1], which presents experiments utilizing stochastic simulation. In the following it is shown how the results from [1] is reproducible by numerical analysis. It is also demonstrated that some unexplained findings in [1], is due to the methods used.
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Similar to Local Coordination in Online Distributed Constraint Optimization Problems (20)
Local Coordination in Online Distributed Constraint Optimization Problems
1. Local Coordination in Online Distributed Constraint Optimization
Problems
Antonio Maria Fiscarelli1
, Robert Vanden Eynde1
and Erman Loci2
1
Ecole Polytechnique, Universite Libre de Bruxelles, Avenue Franklin Roosevelt 50, 1050 Bruxelles
2
Artificial Intelligence Lab, Vrije Universiteit Brussel, Pleinlaan 2, 1050 Brussels, Belgium
afiscare@ulb.ac.be
Abstract
For agents to achieve a common goal in multi-agent
systems, often they need to coordinate. One way to
achieve coordiantion is to let agents learn in an joint
action space. Joint Action Learning allows agents to take
into account the actions of other agents, but with an
increased number of agents the action space increases
exponentially. If coordiantion between some agents is
more important than others, than local coordination
allows the agents to coordinate while keeping the
complexity low. In this paper we investigate local
coordination in which agents learn the problem structure,
resulting in a better group performance.
Introduction
In multi-agent system, agents must coordinate to
achieve a jointly optimal payoff. One way to achieve
this coordination is to let agents see the actions that
other agents chose, and based on those actions, the
agents can choose an action that increases the total
payoff. This method of learning is called Joint Action
Learning (JAL). Increasing the number of agents in
JAL, the joint space in which the agents learn increases
exponentially (Claus & Boutilier, 1998), because the
agents have to see the actions of every other agent. Even
though JALs always give the optimal solutions, they are
quite complex to calculate. In this paper we introduce a
method, the Local Joint Action Learning (LJAL) that
solves this complexity problem by sacrificing some of
the solution quality. We let agents see the actions of
only some of the other agents, only of those that are
important, or of those that are necessary.
Local Joint Action Learners
The LJAL approach relies on the concept of a
Coordiantion Graph (CG) (Guestrin, Lagoudakis, &
Parr, 2002), a CG describes action dependencies
between agents. In a CG vertices represent agents, and
egdes represent coordination between those agents (Fig.
1).
Fig.1. An example of a Coordination Graph (CG)
In LJAL the learning problem can be described as a
distributed n-armed bandit problem, where every agent
can choose among n actions, and the reward depends on
the combination of all chosen actions.
Agents estimate rewards according to the following
formula (Sutton & Barto, 1998):
𝑄𝑡+1 𝑎 = 𝑄𝑡 + 𝛼[𝑟 𝑡 + 1 − 𝑄𝑡]
LJAL also keep a probabilistic model of other agents
action selection, they count the number of times C each
action has been chosen by each agent. Agent i maintains
the frequency 𝐹𝑎 𝑗
𝑖
, that agent j selects action 𝑎𝑗 from its
action set 𝐴𝑗 :
𝐹𝑎 𝑗
𝑖
=
𝐶𝑎 𝑗
𝑗
𝐶𝑏 𝑗
𝑗
𝑏 𝑗 ∈𝐴 𝑗
The expected value for selecting a specific action i is
calculated as follows:
𝐸𝑉 𝑎𝑖 = 𝑄(𝑎 ∪ {𝑎𝑖}) 𝐹𝑎[𝑗]
𝑖
𝑗
𝑎∈𝐴 𝑖
where 𝐴𝑖
=×𝑗∈𝑁(𝑖) 𝐴𝑗 and N(i) represents the set of
neighbors of agent i in the CG.
According to Sutton and Barto (1998) the probability
that agent i choses action 𝑎𝑖, at time t is:
Pr 𝑎𝑖 =
𝑒 𝐸𝑉(𝑎 𝑖)/𝜏
𝑒 𝐸𝑉(𝑏 𝑖)/𝜏𝑛
𝑏 𝑖=1
2. The parameter 𝜏 expresses how greedy the actions are
being selected.
LJAL performance
We will compare IL, LJAL with randomly generated
CG with out-degree 1 (LJAL-1) for each agent, LJAL
with randomly generated CG with out-degree 2 (LJAL-
2), and LJAL with randomly generated CG with out-
degree 3 (LJAL-3). These were evaluated on randomly
generated distributed bandit problem, for every possible
joint action, a fixed global reward is drawn from a
Normal distribution N(0, 70) (70 = 10 * number of
agents). A single run of the experiment consist of 200
plays, in which 7 agents chose among 4 actions, and
receive a reward for the global joint action as
determined by the problem. Every run LJALs get a new
random graph with the correspoding out-degree. Agents
select their actions with temperature 𝜏 = 1000 ∗
0.94play
. The experiment is averaged over 200 runs
(Fig. 2).
Fig. 2. Comparing of IL, LJAL
We can see that the solution quality for IL is the worst,
while with more coordination the reward gets better.
This happened because IL only reason about
themselves, while LJALs take into consideration the
actions of other agents. LJALs are better at the solution
quality but the complexity also increases.
Distributed Constraint Optimization
A Constraint Optimization Problem (COP) describes the
problem of assigning values to a set of variables, subject
to a number of soft constraints. Solving a COP means
maximizing the sum of rewards for every constraint that
are associated with assigning a value to each variable. A
Distributed Constraint Optimization Problem (DCOP) is
a tuple (A, X, D, C, f), where:
A = {𝑎1, 𝑎2, … , 𝑎𝑙}, the set of agents
X = {𝑥1, 𝑥2, … , 𝑥 𝑛 }, the set of variables
D = {𝐷1, 𝐷2, … , 𝐷𝑙}, the set of domains.
Variable 𝑥𝑖 can be assigned values from the
finite domain 𝐷𝑖.
C = {𝑐1, 𝑐2, … , 𝑐 𝑚 }, the set of constraints.
Constraint 𝑐𝑖 is a function 𝐷𝑎 × 𝐷𝑏 × … ×
𝐷𝑘 → ℝ, with {a,b,…,k} ≤ (subset) {1, 2, … ,
n}, projecting the domains of a subset of
variables onto a real number, being the reward.
f: X → A, a function mapping variables onto a
single agent
The total reward of a variable assignment S, assigning
value v(𝑥𝑖) ∈ 𝐷𝑖 to variable 𝑥𝑖, is:
𝐶 𝑆 = 𝑐𝑖(𝑣 𝑥 𝑎 , 𝑣 𝑥 𝑏 , … , 𝑣(𝑥 𝑘 ))
𝑚
𝑖=1
DCOPs are used to model a variety of real problems,
ranging from disaster response scenarios (Chapman et
al. 2011) and distributed sensor network management (
Kho, Rogers, & Jennings, 2009), to traffic management
in congested networks (van Leeuwen, Hesselink, &
Rohling, 2002).
In a DCOP each constraint has its own reward function,
and since the total reward for a solution is the sum of all
rewards, some constraints can have a larger impact on
the solution quality than others. Therefore coordination
between specific agents can be more important than
others. We will investigate the performance of LJALs
on DCOPs where some constraints are more important
than others. We will generate random, fully connected
DCOPs, drawing the rewards of every constraint
function from different normal distributions. We attach
a weight 𝑤𝑖 ∈ [0, 1] to each constraint 𝑐𝑖, the problems
variance 𝜎 is multiplied with this weight when the
reward function for constraint 𝑐𝑖 is calculated. The
rewards for constraint 𝑐𝑖 are drawn from this
distribution:
N(0, 𝜎𝑤𝑖)
In our experiment we will compare different LJAL
solving the structure given in Fig. 3. The black edges in
Fig. 3 correspond to weights of 0.9, while the gray
edges correspond to weights of 0.1.
Plays
Reward
Black – IL
Red – LJAL-1
Blue – LJAL-2
Green – LJAL-3
3. Fig. 3. A Weighted CG, darker edges mean more important
constraints, lighter edges mean less important constraints.
In addition to IL and LJAL with random out-degree 2
(LJAL-1), we compare LJALs with a CG matching the
problem structure (LJAL-2), and another LJAL with the
same structure as the problem but with an added edge
between agents 1 and 5 (LJAL-3). From the results
shown below (Fig. 4) we can see that LJAL-2 performs
better than LJAL-1, meaning that a LJAL with a CG
that corresponds to the problem structure gives better
solutions than a LJAL with randomly generated CGs.
We can also see that an added coordination between
agents 1 and 5 in LJAL-3 doesn’t improve the solution
quality. This happens because the extra information on
an unimportant constraint complicates the coordination
on important constraints. According to Taylor et al.
(2011) the increase in teamwork is not necessarily
beneficial to solution quality.
Fig. 4. Comparing IL and LJAL on a distributed constraint
optimization problem.
We make another experiment to test the effect the extra
coordination edge has on solution quality. We switch
LJAL-3 by adding an extra coordination edge between
agents 4 and 7, and removing the edge between agents 1
and 5 (Fig. 5). We can see that the extra coordination
between agent 4 and 7 improved the solution quality,
because agents 4 and 7 were not involved in any
important constraint.
Fig. 5. The effect of an extra coordination edge on solution quality
Learning Coordination Graphs
In the previous experiment we have shown that LJAL
with the same CG as the problem structure perform
better than LJAL with random generated CGs. In the
next experiment we will make the LJAL learn the
optimal CG.
The problem of learning a CG is encoded as a
distributed n-armed bandit problem. Each agent can
choose at most one or two coordination partners.We
map the two-partner selection to an n-armed bandit
problem by making actions represent pairs of agents
instead of single agents. The coordiantion partners are
chosen randomly, and after they are chosen the LJAL
solve the learning problem using that graph. The
resulting reward is used as feedback for chosing the next
coordination partners. This is one play at the meta-
learning level. This process is repeated until the CG
converges. The agents in this meta-bandit problem are
independent learners.
In our experiment we make the agents learn the CG as
proposed in fig. 3. This way we can compare the learned
CG with the known problem structure. One meta-bandit
run consist of 500 plays. In each play the chosen CG is
evaluated in 10 runs of 200 plays. The average of the
reward achieved over 10 runs is the estimated reward
for the chosen CG.
In Fig. 6 we show a CG that agents learned. The
temperature 𝜏 is decreased to 𝜏 = 1000 × 0.994 𝑝𝑙𝑎𝑦
.
The results are averaged over 1000 runs.
Reward
Plays
Black – IL
Red – LJAL-1
Blue – LJAL-2
Green – LJAL-3
Reward
Plays
4. Fig. 6..
This shows that agents can determine which agents are
more important to coordinate with, but we have to
explain how the agents who learn the graph perform
better than those with the same graphs as the problem
structure. Agents that do not coordinate directly are
independent learners relative to each other. These agents
are able to find the optimal reward by climbing, that is
each agent in turn change their action (Guestrin,
Lagoudakis, & Parr, 2002). The starting point is the
highest average reward, and if a global optimal reward
can be achieved by climbing from that point, than
independent learning is enough to find the optimal
reward.
Conclusion
Given a CG we implement a distributed q-learning
algorithm where the agents find the best actions to
maximize the total reward. The only information they
have is what action the agents that he is coordinating
with are taking, and the total reward of their joint action.
In the learning of the CG we implement a q-learning
algorithm where agents learn the best coordination
graph. In this case since it is not distributed the only
information they have is the total reward they get
playing with the current coordination graph.
References
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Claus, C., & Boutilier, C. (1998, July). The dynamics of
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Guestrin, C., Lagoudakis, M., & Parr, R. (2002, July).
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