A summary of Chapter 10: On-policy Control with Approximation of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Reinforcement Learning 7. n-step BootstrappingSeung Jae Lee
A summary of Chapter 7: n-step Bootstrapping of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Check my website for more slides of books and papers!
https://www.endtoend.ai
Reinforcement Learning 8: Planning and Learning with Tabular MethodsSeung Jae Lee
A summary of Chapter 8: Planning and Learning with Tabular Methods of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Check my website for more slides of books and papers!
https://www.endtoend.ai
Temporal-difference (TD) learning combines ideas from Monte Carlo and dynamic programming methods. It updates estimates based in part on other estimates, like dynamic programming, but uses sampling experiences to estimate expected returns, like Monte Carlo. TD learning is model-free, incremental, and can be applied to continuing tasks. The TD error is the difference between the target value and estimated value, which is used to update value estimates through methods like Sarsa and Q-learning. N-step TD and TD(λ) generalize the idea by incorporating returns and eligibility traces over multiple steps.
Reinforcement Learning 6. Temporal Difference LearningSeung Jae Lee
A summary of Chapter 6: Temporal Difference Learning of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Check my website for more slides of books and papers!
https://www.endtoend.ai
Reinforcement Learning 5. Monte Carlo MethodsSeung Jae Lee
A summary of Chapter 5: Monte Carlo Methods of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Check my website for more slides of books and papers!
https://www.endtoend.ai
Reinforcement Learning (RL) approaches to deal with finding an optimal reward based policy to act in an environment (Charla en Inglés)
However, what has led to their widespread use is its combination with deep neural networks (DNN) i.e., deep reinforcement learning (Deep RL). Recent successes on not only learning to play games but also superseding humans in it and academia-industry research collaborations like for manipulation of objects, locomotion skills, smart grids, etc. have surely demonstrated their case on a wide variety of challenging tasks.
With application spanning across games, robotics, dialogue, healthcare, marketing, energy and many more domains, Deep RL might just be the power that drives the next generation of Artificial Intelligence (AI) agents!
Reinforcement Learning 4. Dynamic ProgrammingSeung Jae Lee
A summary of Chapter 4: Dynamic Programming of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
A summary of Chapter 1: Introduction of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Reinforcement Learning 7. n-step BootstrappingSeung Jae Lee
A summary of Chapter 7: n-step Bootstrapping of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Check my website for more slides of books and papers!
https://www.endtoend.ai
Reinforcement Learning 8: Planning and Learning with Tabular MethodsSeung Jae Lee
A summary of Chapter 8: Planning and Learning with Tabular Methods of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Check my website for more slides of books and papers!
https://www.endtoend.ai
Temporal-difference (TD) learning combines ideas from Monte Carlo and dynamic programming methods. It updates estimates based in part on other estimates, like dynamic programming, but uses sampling experiences to estimate expected returns, like Monte Carlo. TD learning is model-free, incremental, and can be applied to continuing tasks. The TD error is the difference between the target value and estimated value, which is used to update value estimates through methods like Sarsa and Q-learning. N-step TD and TD(λ) generalize the idea by incorporating returns and eligibility traces over multiple steps.
Reinforcement Learning 6. Temporal Difference LearningSeung Jae Lee
A summary of Chapter 6: Temporal Difference Learning of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Check my website for more slides of books and papers!
https://www.endtoend.ai
Reinforcement Learning 5. Monte Carlo MethodsSeung Jae Lee
A summary of Chapter 5: Monte Carlo Methods of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Check my website for more slides of books and papers!
https://www.endtoend.ai
Reinforcement Learning (RL) approaches to deal with finding an optimal reward based policy to act in an environment (Charla en Inglés)
However, what has led to their widespread use is its combination with deep neural networks (DNN) i.e., deep reinforcement learning (Deep RL). Recent successes on not only learning to play games but also superseding humans in it and academia-industry research collaborations like for manipulation of objects, locomotion skills, smart grids, etc. have surely demonstrated their case on a wide variety of challenging tasks.
With application spanning across games, robotics, dialogue, healthcare, marketing, energy and many more domains, Deep RL might just be the power that drives the next generation of Artificial Intelligence (AI) agents!
Reinforcement Learning 4. Dynamic ProgrammingSeung Jae Lee
A summary of Chapter 4: Dynamic Programming of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
A summary of Chapter 1: Introduction of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Deep reinforcement learning from scratchJie-Han Chen
1. The document provides an overview of deep reinforcement learning and the Deep Q-Network algorithm. It defines the key concepts of Markov Decision Processes including states, actions, rewards, and policies.
2. The Deep Q-Network uses a deep neural network as a function approximator to estimate the optimal action-value function. It employs experience replay and a separate target network to stabilize learning.
3. Experiments applying DQN to the Atari 2600 game Space Invaders are discussed, comparing different loss functions and optimizers. The standard DQN configuration with MSE loss and RMSProp performed best.
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.
Reinforcement Learning 2. Multi-armed BanditsSeung Jae Lee
A summary of Chapter 2: Multi-armed Bandits of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Planning and Learning with Tabular MethodsDongmin Lee
1) The document discusses planning methods in reinforcement learning that use models of the environment to generate simulated experiences for training.
2) It introduces Dyna-Q, an algorithm that integrates planning, acting, model learning, and direct reinforcement learning by using a model to generate additional simulated experiences for training.
3) When the model is incorrect, planning may lead to suboptimal policies, but interaction with the real environment can sometimes discover and correct modeling errors; when changes make the environment better, planning may fail to find improved policies without encouraging exploration.
Here are the key steps to run a REINFORCE algorithm on the CartPole environment using SLM Lab:
1. Define the REINFORCE agent configuration in a spec file. This specifies things like the algorithm name, hyperparameters, network architecture, optimizer, etc.
2. Define the CartPole environment configuration.
3. Initialize SLM Lab and load the spec file:
```js
const slmLab = require('slm-lab');
slmLab.init();
const spec = require('./reinforce_cartpole.js');
```
4. Create an experiment with the spec:
```js
const experiment = new slmLab.Experiment(spec
Reinforcement Learning 3. Finite Markov Decision ProcessesSeung Jae Lee
A summary of Chapter 3: Finite Markov Decision Processes of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Intro to Reinforcement learning - part IIIMikko Mäkipää
Introduction to Reinforcement Learning, part III: Basic approximate methods
This is the final presentation in a three-part series covering the basics of Reinforcement Learning (RL).
In this presentation, we introduce value function approximation and cover three different approaches to generating features for linear models.
We then take a sidestep to cover stochastic gradient descent in some detail before we return to introduce semi-gradient descent for RL. We also briefly cover a batch method as an alternative for episodic methods.
We discuss the implementation of the RL algorithms. For further discussion and illustrating the simulation results, we refer to Github repositories with source code of the implementation as well as Jupyter notebooks visualizing the simulation results.
Reinforcement learning is a machine learning technique that involves trial-and-error learning. The agent learns to map situations to actions by trial interactions with an environment in order to maximize a reward signal. Deep Q-networks use reinforcement learning and deep learning to allow agents to learn complex behaviors directly from high-dimensional sensory inputs like pixels. DQN uses experience replay and target networks to stabilize learning from experiences. DQN has achieved human-level performance on many Atari 2600 games.
This presentation contains an introduction to reinforcement learning, comparison with others learning ways, introduction to Q-Learning and some applications of reinforcement learning in video games.
- The document discusses the multi-armed bandit problem, which is a simplified decision-making problem used to discuss exploration-exploitation dilemmas in reinforcement learning.
- It provides examples of applying the k-armed bandit problem to recommendation systems, choosing experimental medical treatments, and other scenarios.
- Two methods are introduced for estimating the value of each action: sample-average methods which average rewards over time, and incremental implementations which update estimates online without storing all past rewards.
- Exploration involves selecting non-greedy actions to improve estimates, while exploitation selects the action with the highest estimated value. The ε-greedy policy balances exploration and exploitation.
발표자: 곽동현(서울대 박사과정, 현 NAVER Clova)
강화학습(Reinforcement learning)의 개요 및 최근 Deep learning 기반의 RL 트렌드를 소개합니다.
발표영상:
http://tv.naver.com/v/2024376
https://youtu.be/dw0sHzE1oAc
The lecture slides in DSAI 2018, National Cheng Kung University. It's about famous deep reinforcement learning algorithm: Actor-Critc. In this slides, we introduce advantage function, A3C/A2C.
Reinforcement learning:policy gradient (part 1)Bean Yen
The policy gradient theorem is from "Reinforcement Learning : An Introduction". DPG and DDPG is from the original paper.
original link https://docs.google.com/presentation/d/1I3QqfY6h2Pb0a-KEIbKy6v5NuZtnTMLN16Fl-IuNtUo/edit?usp=sharing
( Machine Learning & Deep Learning Specialization Training: https://goo.gl/5u2RiS )
This CloudxLab Reinforcement Learning tutorial helps you to understand Reinforcement Learning in detail. Below are the topics covered in this tutorial:
1) What is Reinforcement?
2) Reinforcement Learning an Introduction
3) Reinforcement Learning Example
4) Learning to Optimize Rewards
5) Policy Search - Brute Force Approach, Genetic Algorithms and Optimization Techniques
6) OpenAI Gym
7) The Credit Assignment Problem
8) Inverse Reinforcement Learning
9) Playing Atari with Deep Reinforcement Learning
10) Policy Gradients
11) Markov Decision Processes
Reinforcement learning is a machine learning technique where an agent learns how to behave in an environment by receiving rewards or punishments for its actions. The goal of the agent is to learn an optimal policy that maximizes long-term rewards. Reinforcement learning can be applied to problems like game playing, robot control, scheduling, and economic modeling. The reinforcement learning process involves an agent interacting with an environment to learn through trial-and-error using state, action, reward, and policy. Common algorithms include Q-learning which uses a Q-table to learn the optimal action-selection policy.
Everything You Wanted to Know About Optimizationindico data
Presented by Madison May, co-founder and machine learning architect at indico, at the Boston ML meetup.
Overview:
In recent years the use of adaptive momentum methods like Adam and RMSProp has become popular in reducing the sensitivity of machine learning models to optimization hyperparameters and increasing the rate of convergence for complex models. However, past research has shown when properly tuned, using simple SGD + momentum produces better generalization properties and better validation losses at the later stages of training. In a wave of papers submitted in early 2018, researchers have suggested justifications for this unexpected behavior and proposed practical solutions to the problem. This talk will first provide a primer on optimization for machine learning, then summarize the results of these papers and propose practical approaches to applying these findings.
DataScienceLab2017_Оптимизация гиперпараметров машинного обучения при помощи ...GeeksLab Odessa
DataScienceLab, 13 мая 2017
Оптимизация гиперпараметров машинного обучения при помощи Байесовской оптимизации
Максим Бевза (Research Engineer at Grammarly)
Все алгоритмы машинного обучения нуждаются в настройке (тьюнинге). Часто мы используем Grid Search или Randomized Search или нашу интуицию для подбора гиперпараметров. Байесовская оптимизация поможет нам направить Randomized Search в те места, которые наиболее перспективны, так, чтобы тот же (или лучший) результат мы получили за меньшее количество итераций.
Все материалы: http://datascience.in.ua/report2017
Deep reinforcement learning from scratchJie-Han Chen
1. The document provides an overview of deep reinforcement learning and the Deep Q-Network algorithm. It defines the key concepts of Markov Decision Processes including states, actions, rewards, and policies.
2. The Deep Q-Network uses a deep neural network as a function approximator to estimate the optimal action-value function. It employs experience replay and a separate target network to stabilize learning.
3. Experiments applying DQN to the Atari 2600 game Space Invaders are discussed, comparing different loss functions and optimizers. The standard DQN configuration with MSE loss and RMSProp performed best.
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.
Reinforcement Learning 2. Multi-armed BanditsSeung Jae Lee
A summary of Chapter 2: Multi-armed Bandits of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Planning and Learning with Tabular MethodsDongmin Lee
1) The document discusses planning methods in reinforcement learning that use models of the environment to generate simulated experiences for training.
2) It introduces Dyna-Q, an algorithm that integrates planning, acting, model learning, and direct reinforcement learning by using a model to generate additional simulated experiences for training.
3) When the model is incorrect, planning may lead to suboptimal policies, but interaction with the real environment can sometimes discover and correct modeling errors; when changes make the environment better, planning may fail to find improved policies without encouraging exploration.
Here are the key steps to run a REINFORCE algorithm on the CartPole environment using SLM Lab:
1. Define the REINFORCE agent configuration in a spec file. This specifies things like the algorithm name, hyperparameters, network architecture, optimizer, etc.
2. Define the CartPole environment configuration.
3. Initialize SLM Lab and load the spec file:
```js
const slmLab = require('slm-lab');
slmLab.init();
const spec = require('./reinforce_cartpole.js');
```
4. Create an experiment with the spec:
```js
const experiment = new slmLab.Experiment(spec
Reinforcement Learning 3. Finite Markov Decision ProcessesSeung Jae Lee
A summary of Chapter 3: Finite Markov Decision Processes of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Intro to Reinforcement learning - part IIIMikko Mäkipää
Introduction to Reinforcement Learning, part III: Basic approximate methods
This is the final presentation in a three-part series covering the basics of Reinforcement Learning (RL).
In this presentation, we introduce value function approximation and cover three different approaches to generating features for linear models.
We then take a sidestep to cover stochastic gradient descent in some detail before we return to introduce semi-gradient descent for RL. We also briefly cover a batch method as an alternative for episodic methods.
We discuss the implementation of the RL algorithms. For further discussion and illustrating the simulation results, we refer to Github repositories with source code of the implementation as well as Jupyter notebooks visualizing the simulation results.
Reinforcement learning is a machine learning technique that involves trial-and-error learning. The agent learns to map situations to actions by trial interactions with an environment in order to maximize a reward signal. Deep Q-networks use reinforcement learning and deep learning to allow agents to learn complex behaviors directly from high-dimensional sensory inputs like pixels. DQN uses experience replay and target networks to stabilize learning from experiences. DQN has achieved human-level performance on many Atari 2600 games.
This presentation contains an introduction to reinforcement learning, comparison with others learning ways, introduction to Q-Learning and some applications of reinforcement learning in video games.
- The document discusses the multi-armed bandit problem, which is a simplified decision-making problem used to discuss exploration-exploitation dilemmas in reinforcement learning.
- It provides examples of applying the k-armed bandit problem to recommendation systems, choosing experimental medical treatments, and other scenarios.
- Two methods are introduced for estimating the value of each action: sample-average methods which average rewards over time, and incremental implementations which update estimates online without storing all past rewards.
- Exploration involves selecting non-greedy actions to improve estimates, while exploitation selects the action with the highest estimated value. The ε-greedy policy balances exploration and exploitation.
발표자: 곽동현(서울대 박사과정, 현 NAVER Clova)
강화학습(Reinforcement learning)의 개요 및 최근 Deep learning 기반의 RL 트렌드를 소개합니다.
발표영상:
http://tv.naver.com/v/2024376
https://youtu.be/dw0sHzE1oAc
The lecture slides in DSAI 2018, National Cheng Kung University. It's about famous deep reinforcement learning algorithm: Actor-Critc. In this slides, we introduce advantage function, A3C/A2C.
Reinforcement learning:policy gradient (part 1)Bean Yen
The policy gradient theorem is from "Reinforcement Learning : An Introduction". DPG and DDPG is from the original paper.
original link https://docs.google.com/presentation/d/1I3QqfY6h2Pb0a-KEIbKy6v5NuZtnTMLN16Fl-IuNtUo/edit?usp=sharing
( Machine Learning & Deep Learning Specialization Training: https://goo.gl/5u2RiS )
This CloudxLab Reinforcement Learning tutorial helps you to understand Reinforcement Learning in detail. Below are the topics covered in this tutorial:
1) What is Reinforcement?
2) Reinforcement Learning an Introduction
3) Reinforcement Learning Example
4) Learning to Optimize Rewards
5) Policy Search - Brute Force Approach, Genetic Algorithms and Optimization Techniques
6) OpenAI Gym
7) The Credit Assignment Problem
8) Inverse Reinforcement Learning
9) Playing Atari with Deep Reinforcement Learning
10) Policy Gradients
11) Markov Decision Processes
Reinforcement learning is a machine learning technique where an agent learns how to behave in an environment by receiving rewards or punishments for its actions. The goal of the agent is to learn an optimal policy that maximizes long-term rewards. Reinforcement learning can be applied to problems like game playing, robot control, scheduling, and economic modeling. The reinforcement learning process involves an agent interacting with an environment to learn through trial-and-error using state, action, reward, and policy. Common algorithms include Q-learning which uses a Q-table to learn the optimal action-selection policy.
Everything You Wanted to Know About Optimizationindico data
Presented by Madison May, co-founder and machine learning architect at indico, at the Boston ML meetup.
Overview:
In recent years the use of adaptive momentum methods like Adam and RMSProp has become popular in reducing the sensitivity of machine learning models to optimization hyperparameters and increasing the rate of convergence for complex models. However, past research has shown when properly tuned, using simple SGD + momentum produces better generalization properties and better validation losses at the later stages of training. In a wave of papers submitted in early 2018, researchers have suggested justifications for this unexpected behavior and proposed practical solutions to the problem. This talk will first provide a primer on optimization for machine learning, then summarize the results of these papers and propose practical approaches to applying these findings.
DataScienceLab2017_Оптимизация гиперпараметров машинного обучения при помощи ...GeeksLab Odessa
DataScienceLab, 13 мая 2017
Оптимизация гиперпараметров машинного обучения при помощи Байесовской оптимизации
Максим Бевза (Research Engineer at Grammarly)
Все алгоритмы машинного обучения нуждаются в настройке (тьюнинге). Часто мы используем Grid Search или Randomized Search или нашу интуицию для подбора гиперпараметров. Байесовская оптимизация поможет нам направить Randomized Search в те места, которые наиболее перспективны, так, чтобы тот же (или лучший) результат мы получили за меньшее количество итераций.
Все материалы: http://datascience.in.ua/report2017
This document introduces several reinforcement learning frameworks: Q-learning uses a table to store state-action values and learns by updating the table based on rewards. Policy gradient directly learns the policy's parameters by maximizing expected rewards. Deep Q-learning uses neural networks to generalize across large state spaces. Deep deterministic policy gradient combines value-based and policy-based methods, using actor-critic networks for continuous control tasks. Code examples demonstrate Q-learning, policy gradient, deep Q-learning and DDPG algorithms.
The Reinforcement Learning (RL) is a particular type of learning. It is useful when we try to learn from an unknown environment. Which means, that our model will have to explore the environment in order to collect the necessary data to use for its training. The model is represented as an Agent, trying to achieve a certain goal in a particular environment. The Agent affects this environment by taking actions that change the state of the environment and generate rewards produced by this later one.
The learning relies on the generated rewards, and the goal will be to maximize them. To choose the actions to apply, the agents use a policy. It can be defined as the process that the agent use to choose the actions that will permit it to optimize the overall rewards. In this course, we will see two methods used to develop these polices: policy gradient and Q-Learning. We will implement our examples using the following libraries: OpenAI gym, keras , tensorflow and keras-rl.
[Notebook 1](https://colab.research.google.com/drive/1395LU6jWULFogfErI8CIYpi35Y00YiRj)
[Notebook 2](https://colab.research.google.com/drive/1MpDS5rj-PwzzLIZtAGYnZ_jjEwhWZEdC)
MSCV Capstone Spring 2020 Presentation - RL for ADMayank Gupta
The document describes research on using reinforcement learning for self-driving cars. It discusses using the Soft Actor Critic algorithm to train an agent in a simulated environment. Experiments are conducted in navigation tasks with and without dynamic actors. The agent is able to complete the simple navigation task but struggles in the more complex task with actors. Future work focuses on improving algorithm stability and using image inputs instead of a manual state space.
This document provides an overview of deep reinforcement learning and related concepts. It discusses reinforcement learning techniques such as model-based and model-free approaches. Deep reinforcement learning techniques like deep Q-networks, policy gradients, and actor-critic methods are explained. The document also introduces decision transformers, which transform reinforcement learning into a sequence modeling problem, and multi-game decision transformers which can learn to play multiple games simultaneously.
PFN Spring Internship Final Report: Autonomous Drive by Deep RLNaoto Yoshida
This is the final report for the spring internship 2016 at Preferred Networks. gym_torcs is released in mt github account: https://github.com/ugo-nama-kun/gym_torcs
Lecture slides of DSAI 2018 in National Cheng Kung University.
Reinforcement Learning: Temporal-difference Learning, including Sarsa, Q-learning, n-step bootstrapping, eligibility trace.
Dexterous In-hand Manipulation by OpenAIAnand Joshi
OpenAI has used Reinforcement Learning to train a humanoid robotic hand to rotate a cube to achieve any desired orientation. This is discussed in arXiv:1808.00177, 2019 and in the blog <openai.com/blog/learning dexterity/>. These slides present results from the paper along with a few important concepts in reinforcement learning I learnt through many other sources.
A short presentation on preprocessing data and feature scaling. It highlights the rationale behind scaling your continuous variables and the different methods for doing so.
This document summarizes an analysis of Uber pickup data from New York City. Several machine learning models were tested, including decision trees, regression, and neural networks. The best model was a decision tree, which found that the top factors affecting Uber pickups were borough, time of day, day of week, and temperature. Pickups were highest in Manhattan, after business hours, on weekends, and when temperatures were lower. To reduce surge pricing, the supply and demand of drivers needs to be balanced during periods of high demand.
The document discusses Deep Q-Network (DQN), which combines Q-learning with deep neural networks to allow for function approximation and solving problems with large state/action spaces. DQN uses experience replay and a separate target network to stabilize training. It has led to many successful variants, including Double DQN which reduces overestimation, prioritized experience replay which replays important transitions more frequently, and dueling networks which separate value and advantage estimation.
Augmenting Decisions of Taxi Drivers through Reinforcement Learning for Impro...ivaderivader
The document summarizes research on using reinforcement learning to help taxi drivers maximize revenue by recommending optimal locations to drive to at different times and days. The methodology involves modeling driver decisions as activity graphs from taxi trajectory data and then using Monte Carlo reinforcement learning with states defined by zone, time, and day to learn an optimal policy. Experiments show the learned policy is able to achieve higher average revenues than top-earning drivers and common heuristics, demonstrating the potential of reinforcement learning to help taxi drivers.
Structured prediction with reinforcement learningguruprasad110
This document introduces the framework of structured prediction Markov decision processes (SP-MDP) which links structured prediction and reinforcement learning. It discusses how SP problems can be formulated as SP-MDPs by defining states, actions, transitions, and rewards. Approximated reinforcement learning algorithms like Q-learning, SARSA, and policy gradients can then be used to find optimal policies for structured prediction in the SP-MDP framework. This allows reinforcement learning techniques to be applied to structured prediction problems.
This chapter shows how to use knowledge about the wlorld to make decisions even when the
outcomes of an action are uncertain and the rewards for acting might not be reaped until many
actions have passed. The main points are as follows:
e Sequential decision problems in uncertain envirsinments,also called Markov decision
processes, or MDPs, are defined by a transition model specifying the probabilistic
outcomes of actions and a reward function specifying the reward in each state.
o The utility of a state sequence is the sum of all the rewards over the sequence, possibly
discounted over time. The solution of an MDP is a policy that associates a decision
with every state that the agent might reach. An optimal policy maximizes the utility of
the state sequences encountered when it is execut~ed.
e The utility of a state is the expected utility of the state sequences encountered when
an optimal policy is executed, starting in that state. The value iteration algorithm for
solving MDPs works by iteratively solving the equations relating the utilities of each
state to that of its neighbors.
Policy iteration alternates between calculating the utilities of states under the current
policy and improving the current policy with respect to the current utilities.
* Partially observable MDPs, or POMDPs, are much more difficult to solve than are
MDPs. They can be solved by conversion to an MDP in the continuous space of belief
states. Optimal behavior in POMDPs includes information gathering to reduce uncertainty and therefore make better decisions in the fiuture.
A decision-theoretic agent can be constructed for POMDP environments. The agent
uses a dynamic decision network to represent the transition and observation models,
to update its belief state, and to project forward possible action sequences.
Game theory describes rational behavior for agents in situations where multiple agents
interact simultaneously. Solutions of games are Nash equilibria-strategy profiles in
which no agent has an incentive to deviate from the specified strategy.
Mechanism design can be used to set the rules by which agents will interact, in order
to maximize some global utility through the operation of individually rational agents.
Sometimes, mechanisms exist that achieve this goal without requiring each agent to
consider the choices made by other agents.
We shall return to the world of MDPs and POMDP in Chapter 21, when we study reinforcement learning methods that allow an agent to improve its behavior from experience in sequential, uncertain environments.
Deep Q-learning from Demonstrations DQfDAmmar Rashed
Deep Q-learning from Demonstrations (DQfD) is a method that leverages expert demonstrations to accelerate deep Q-learning. It pre-trains the Q-network solely on demonstration data using supervised learning and reinforcement learning losses. During interaction with the environment, it continues to update the network using demonstration data in the replay buffer. DQfD outperformed the worst and best demonstrations in many games and achieved state-of-the-art performance in some games, demonstrating that it can leverage demonstrations to solve problems more efficiently than alternative methods.
This document outlines the schedule and content for a workshop on mastering async/await in Node.js. The workshop covers using async/await to handle asynchronous code, error handling, and composing async functions. It includes two exercises - one to gather blog post comments from an API, and another to retry failed requests. The key takeaways are that async functions always return promises, await pauses execution until a promise settles, and returned values/errors are handled via promise resolution/rejection.
Introduction: Asynchronous Methods for Deep Reinforcement LearningTakashi Nagata
The document introduces asynchronous reinforcement learning methods. It discusses standard reinforcement learning concepts like Markov decision processes, value functions, and Q-learning. It then presents the asynchronous advantage actor-critic (A3C) algorithm, which uses multiple asynchronous agents with shared parameters to improve stability. Experiments show A3C outperforms DQN on Atari games and car racing tasks, training faster without specialized hardware. A3C also scales well to multiple CPU cores and is robust to learning rate and initialization.
Similar to Reinforcement Learning 10. On-policy Control with Approximation (20)
"NATO Hackathon Winner: AI-Powered Drug Search", Taras KlobaFwdays
This is a session that details how PostgreSQL's features and Azure AI Services can be effectively used to significantly enhance the search functionality in any application.
In this session, we'll share insights on how we used PostgreSQL to facilitate precise searches across multiple fields in our mobile application. The techniques include using LIKE and ILIKE operators and integrating a trigram-based search to handle potential misspellings, thereby increasing the search accuracy.
We'll also discuss how the azure_ai extension on PostgreSQL databases in Azure and Azure AI Services were utilized to create vectors from user input, a feature beneficial when users wish to find specific items based on text prompts. While our application's case study involves a drug search, the techniques and principles shared in this session can be adapted to improve search functionality in a wide range of applications. Join us to learn how PostgreSQL and Azure AI can be harnessed to enhance your application's search capability.
"$10 thousand per minute of downtime: architecture, queues, streaming and fin...Fwdays
Direct losses from downtime in 1 minute = $5-$10 thousand dollars. Reputation is priceless.
As part of the talk, we will consider the architectural strategies necessary for the development of highly loaded fintech solutions. We will focus on using queues and streaming to efficiently work and manage large amounts of data in real-time and to minimize latency.
We will focus special attention on the architectural patterns used in the design of the fintech system, microservices and event-driven architecture, which ensure scalability, fault tolerance, and consistency of the entire system.
inQuba Webinar Mastering Customer Journey Management with Dr Graham HillLizaNolte
HERE IS YOUR WEBINAR CONTENT! 'Mastering Customer Journey Management with Dr. Graham Hill'. We hope you find the webinar recording both insightful and enjoyable.
In this webinar, we explored essential aspects of Customer Journey Management and personalization. Here’s a summary of the key insights and topics discussed:
Key Takeaways:
Understanding the Customer Journey: Dr. Hill emphasized the importance of mapping and understanding the complete customer journey to identify touchpoints and opportunities for improvement.
Personalization Strategies: We discussed how to leverage data and insights to create personalized experiences that resonate with customers.
Technology Integration: Insights were shared on how inQuba’s advanced technology can streamline customer interactions and drive operational efficiency.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
From Natural Language to Structured Solr Queries using LLMsSease
This talk draws on experimentation to enable AI applications with Solr. One important use case is to use AI for better accessibility and discoverability of the data: while User eXperience techniques, lexical search improvements, and data harmonization can take organizations to a good level of accessibility, a structural (or “cognitive” gap) remains between the data user needs and the data producer constraints.
That is where AI – and most importantly, Natural Language Processing and Large Language Model techniques – could make a difference. This natural language, conversational engine could facilitate access and usage of the data leveraging the semantics of any data source.
The objective of the presentation is to propose a technical approach and a way forward to achieve this goal.
The key concept is to enable users to express their search queries in natural language, which the LLM then enriches, interprets, and translates into structured queries based on the Solr index’s metadata.
This approach leverages the LLM’s ability to understand the nuances of natural language and the structure of documents within Apache Solr.
The LLM acts as an intermediary agent, offering a transparent experience to users automatically and potentially uncovering relevant documents that conventional search methods might overlook. The presentation will include the results of this experimental work, lessons learned, best practices, and the scope of future work that should improve the approach and make it production-ready.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
QA or the Highway - Component Testing: Bridging the gap between frontend appl...zjhamm304
These are the slides for the presentation, "Component Testing: Bridging the gap between frontend applications" that was presented at QA or the Highway 2024 in Columbus, OH by Zachary Hamm.
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
High performance Serverless Java on AWS- GoTo Amsterdam 2024Vadym Kazulkin
Java is for many years one of the most popular programming languages, but it used to have hard times in the Serverless community. Java is known for its high cold start times and high memory footprint, comparing to other programming languages like Node.js and Python. In this talk I'll look at the general best practices and techniques we can use to decrease memory consumption, cold start times for Java Serverless development on AWS including GraalVM (Native Image) and AWS own offering SnapStart based on Firecracker microVM snapshot and restore and CRaC (Coordinated Restore at Checkpoint) runtime hooks. I'll also provide a lot of benchmarking on Lambda functions trying out various deployment package sizes, Lambda memory settings, Java compilation options and HTTP (a)synchronous clients and measure their impact on cold and warm start times.
Connector Corner: Seamlessly power UiPath Apps, GenAI with prebuilt connectorsDianaGray10
Join us to learn how UiPath Apps can directly and easily interact with prebuilt connectors via Integration Service--including Salesforce, ServiceNow, Open GenAI, and more.
The best part is you can achieve this without building a custom workflow! Say goodbye to the hassle of using separate automations to call APIs. By seamlessly integrating within App Studio, you can now easily streamline your workflow, while gaining direct access to our Connector Catalog of popular applications.
We’ll discuss and demo the benefits of UiPath Apps and connectors including:
Creating a compelling user experience for any software, without the limitations of APIs.
Accelerating the app creation process, saving time and effort
Enjoying high-performance CRUD (create, read, update, delete) operations, for
seamless data management.
Speakers:
Russell Alfeche, Technology Leader, RPA at qBotic and UiPath MVP
Charlie Greenberg, host
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
The Department of Veteran Affairs (VA) invited Taylor Paschal, Knowledge & Information Management Consultant at Enterprise Knowledge, to speak at a Knowledge Management Lunch and Learn hosted on June 12, 2024. All Office of Administration staff were invited to attend and received professional development credit for participating in the voluntary event.
The objectives of the Lunch and Learn presentation were to:
- Review what KM ‘is’ and ‘isn’t’
- Understand the value of KM and the benefits of engaging
- Define and reflect on your “what’s in it for me?”
- Share actionable ways you can participate in Knowledge - - Capture & Transfer
Discover top-tier mobile app development services, offering innovative solutions for iOS and Android. Enhance your business with custom, user-friendly mobile applications.
2. Episodic 1-step semi-gradient Sarsa
● Approximate action values (instead of state values)
● Use Sarsa to define target
● Converges the same ways as TD(0) with same error bound
3. Control with Episodic 1-step semi-gradient Sarsa
● Select action and improve policy using an ε-greedy action w.r.t.
4. Mountain Car Example
● Task: Drive an underpowered car up a steep mountain road
○ Gravity is stronger than car’s engine
○ Must swing back and forth to build enough inertia
● State: position , velocity
● Actions: Forward (+1), Reverse (-1), No-op (0)
● Reward: -1 until the goal is reached
12. Average Reward Setting
● Quality of policy defined by the average reward following policy
● Continuing tasks without discounting
13. Differential Return and Value Functions
Differential Return: differences between rewards and average reward
Differential Value Functions: Expected differential returns
17. Access-Control Queuing Example
● Agent can grant access to 10 servers
○ Agent can accept or reject customers
● Customers arrive at a single queue
○ Customers have 4 different priorities, randomly distributed
○ Pay a reward of 1, 2, 4, or 8 when granted access to a server
● A busy server is freed with some probability
20. Thank you!
Original content from
● Reinforcement Learning: An Introduction by Sutton and Barto
You can find more content in
● github.com/seungjaeryanlee
● www.endtoend.ai