983 resultados para Q-Learning
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* This research was partially supported by the Latvian Science Foundation under grant No.02-86d.
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This thesis addresses the Batch Reinforcement Learning methods in Robotics. This sub-class of Reinforcement Learning has shown promising results and has been the focus of recent research. Three contributions are proposed that aim to extend the state-of-art methods allowing for a faster and more stable learning process, such as required for learning in Robotics. The Q-learning update-rule is widely applied, since it allows to learn without the presence of a model of the environment. However, this update-rule is transition-based and does not take advantage of the underlying episodic structure of collected batch of interactions. The Q-Batch update-rule is proposed in this thesis, to process experiencies along the trajectories collected in the interaction phase. This allows a faster propagation of obtained rewards and penalties, resulting in faster and more robust learning. Non-parametric function approximations are explored, such as Gaussian Processes. This type of approximators allows to encode prior knowledge about the latent function, in the form of kernels, providing a higher level of exibility and accuracy. The application of Gaussian Processes in Batch Reinforcement Learning presented a higher performance in learning tasks than other function approximations used in the literature. Lastly, in order to extract more information from the experiences collected by the agent, model-learning techniques are incorporated to learn the system dynamics. In this way, it is possible to augment the set of collected experiences with experiences generated through planning using the learned models. Experiments were carried out mainly in simulation, with some tests carried out in a physical robotic platform. The obtained results show that the proposed approaches are able to outperform the classical Fitted Q Iteration.
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Developers strive to create innovative Artificial Intelligence (AI) behaviour in their games as a key selling point. Machine Learning is an area of AI that looks at how applications and agents can be programmed to learn their own behaviour without the need to manually design and implement each aspect of it. Machine learning methods have been utilised infrequently within games and are usually trained to learn offline before the game is released to the players. In order to investigate new ways AI could be applied innovatively to games it is wise to explore how machine learning methods could be utilised in real-time as the game is played, so as to allow AI agents to learn directly from the player or their environment. Two machine learning methods were implemented into a simple 2D Fighter test game to allow the agents to fully showcase their learned behaviour as the game is played. The methods chosen were: Q-Learning and an NGram based system. It was found that N-Grams and QLearning could significantly benefit game developers as they facilitate fast, realistic learning at run-time.
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Nowadays robotic applications are widespread and most of the manipulation tasks are efficiently solved. However, Deformable-Objects (DOs) still represent a huge limitation for robots. The main difficulty in DOs manipulation is dealing with the shape and dynamics uncertainties, which prevents the use of model-based approaches (since they are excessively computationally complex) and makes sensory data difficult to interpret. This thesis reports the research activities aimed to address some applications in robotic manipulation and sensing of Deformable-Linear-Objects (DLOs), with particular focus to electric wires. In all the works, a significant effort was made in the study of an effective strategy for analyzing sensory signals with various machine learning algorithms. In the former part of the document, the main focus concerns the wire terminals, i.e. detection, grasping, and insertion. First, a pipeline that integrates vision and tactile sensing is developed, then further improvements are proposed for each module. A novel procedure is proposed to gather and label massive amounts of training images for object detection with minimal human intervention. Together with this strategy, we extend a generic object detector based on Convolutional-Neural-Networks for orientation prediction. The insertion task is also extended by developing a closed-loop control capable to guide the insertion of a longer and curved segment of wire through a hole, where the contact forces are estimated by means of a Recurrent-Neural-Network. In the latter part of the thesis, the interest shifts to the DLO shape. Robotic reshaping of a DLO is addressed by means of a sequence of pick-and-place primitives, while a decision making process driven by visual data learns the optimal grasping locations exploiting Deep Q-learning and finds the best releasing point. The success of the solution leverages on a reliable interpretation of the DLO shape. For this reason, further developments are made on the visual segmentation.
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Reinforcement learning is a particular paradigm of machine learning that, recently, has proved times and times again to be a very effective and powerful approach. On the other hand, cryptography usually takes the opposite direction. While machine learning aims at analyzing data, cryptography aims at maintaining its privacy by hiding such data. However, the two techniques can be jointly used to create privacy preserving models, able to make inferences on the data without leaking sensitive information. Despite the numerous amount of studies performed on machine learning and cryptography, reinforcement learning in particular has never been applied to such cases before. Being able to successfully make use of reinforcement learning in an encrypted scenario would allow us to create an agent that efficiently controls a system without providing it with full knowledge of the environment it is operating in, leading the way to many possible use cases. Therefore, we have decided to apply the reinforcement learning paradigm to encrypted data. In this project we have applied one of the most well-known reinforcement learning algorithms, called Deep Q-Learning, to simple simulated environments and studied how the encryption affects the training performance of the agent, in order to see if it is still able to learn how to behave even when the input data is no longer readable by humans. The results of this work highlight that the agent is still able to learn with no issues whatsoever in small state spaces with non-secure encryptions, like AES in ECB mode. For fixed environments, it is also able to reach a suboptimal solution even in the presence of secure modes, like AES in CBC mode, showing a significant improvement with respect to a random agent; however, its ability to generalize in stochastic environments or big state spaces suffers greatly.
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Reinforcement Learning is an increasingly popular area of Artificial Intelligence. The applications of this learning paradigm are many, but its application in mobile computing is in its infancy. This study aims to provide an overview of current Reinforcement Learning applications on mobile devices, as well as to introduce a new framework for iOS devices: Swift-RL Lib. This new Swift package allows developers to easily support and integrate two of the most common RL algorithms, Q-Learning and Deep Q-Network, in a fully customizable environment. All processes are performed on the device, without any need for remote computation. The framework was tested in different settings and evaluated through several use cases. Through an in-depth performance analysis, we show that the platform provides effective and efficient support for Reinforcement Learning for mobile applications.
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Nella letteratura economica e di teoria dei giochi vi è un dibattito aperto sulla possibilità di emergenza di comportamenti anticompetitivi da parte di algoritmi di determinazione automatica dei prezzi di mercato. L'obiettivo di questa tesi è sviluppare un modello di reinforcement learning di tipo actor-critic con entropy regularization per impostare i prezzi in un gioco dinamico di competizione oligopolistica con prezzi continui. Il modello che propongo esibisce in modo coerente comportamenti cooperativi supportati da meccanismi di punizione che scoraggiano la deviazione dall'equilibrio raggiunto a convergenza. Il comportamento di questo modello durante l'apprendimento e a convergenza avvenuta aiuta inoltre a interpretare le azioni compiute da Q-learning tabellare e altri algoritmi di prezzo in condizioni simili. I risultati sono robusti alla variazione del numero di agenti in competizione e al tipo di deviazione dall'equilibrio ottenuto a convergenza, punendo anche deviazioni a prezzi più alti.
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A otimização nos sistemas de suporte à decisão atuais assume um carácter fortemente interdisciplinar relacionando-se com a necessidade de integração de diferentes técnicas e paradigmas na resolução de problemas reais complexos, sendo que a computação de soluções ótimas em muitos destes problemas é intratável. Os métodos de pesquisa heurística são conhecidos por permitir obter bons resultados num intervalo temporal aceitável. Muitas vezes, necessitam que a parametrização seja ajustada de forma a permitir obter bons resultados. Neste sentido, as estratégias de aprendizagem podem incrementar o desempenho de um sistema, dotando-o com a capacidade de aprendizagem, por exemplo, qual a técnica de otimização mais adequada para a resolução de uma classe particular de problemas, ou qual a parametrização mais adequada de um dado algoritmo num determinado cenário. Alguns dos métodos de otimização mais usados para a resolução de problemas do mundo real resultaram da adaptação de ideias de várias áreas de investigação, principalmente com inspiração na natureza - Meta-heurísticas. O processo de seleção de uma Meta-heurística para a resolução de um dado problema é em si um problema de otimização. As Híper-heurísticas surgem neste contexto como metodologias eficientes para selecionar ou gerar heurísticas (ou Meta-heurísticas) na resolução de problemas de otimização NP-difícil. Nesta dissertação pretende-se dar uma contribuição para o problema de seleção de Metaheurísticas respetiva parametrização. Neste sentido é descrita a especificação de uma Híperheurística para a seleção de técnicas baseadas na natureza, na resolução do problema de escalonamento de tarefas em sistemas de fabrico, com base em experiência anterior. O módulo de Híper-heurística desenvolvido utiliza um algoritmo de aprendizagem por reforço (QLearning), que permite dotar o sistema da capacidade de seleção automática da Metaheurística a usar no processo de otimização, assim como a respetiva parametrização. Finalmente, procede-se à realização de testes computacionais para avaliar a influência da Híper- Heurística no desempenho do sistema de escalonamento AutoDynAgents. Como conclusão genérica, é possível afirmar que, dos resultados obtidos é possível concluir existir vantagem significativa no desempenho do sistema quando introduzida a Híper-heurística baseada em QLearning.
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Grâce à leur flexibilité et à leur facilité d’installation, les réseaux maillés sans fil (WMNs) permettent un déploiement d’une infrastructure à faible coût. Ces réseaux étendent la couverture des réseaux filaires permettant, ainsi, une connexion n’importe quand et n’importe où. Toutefois, leur performance est dégradée par les interférences et la congestion. Ces derniers causent des pertes de paquets et une augmentation du délai de transmission d’une façon drastique. Dans cette thèse, nous nous intéressons au routage adaptatif et à la stabilité dans ce type de réseaux. Dans une première partie de la thèse, nous nous intéressons à la conception d’une métrique de routage et à la sélection des passerelles permettant d’améliorer la performance des WMNs. Dans ce contexte nous proposons un protocole de routage à la source basé sur une nouvelle métrique. Cette métrique permet non seulement de capturer certaines caractéristiques des liens tels que les interférences inter-flux et intra-flux, le taux de perte des paquets mais également la surcharge des passerelles. Les résultats numériques montrent que la performance de cette métrique est meilleure que celle des solutions proposées dans la littérature. Dans une deuxième partie de la thèse, nous nous intéressons à certaines zones critiques dans les WMNs. Ces zones se trouvent autour des passerelles qui connaissent une concentration plus élevé du trafic ; elles risquent de provoquer des interférences et des congestions. À cet égard, nous proposons un protocole de routage proactif et adaptatif basé sur l’apprentissage par renforcement et qui pénalise les liens de mauvaise qualité lorsqu’on s’approche des passerelles. Un chemin dont la qualité des liens autour d’une passerelle est meilleure sera plus favorisé que les autres chemins de moindre qualité. Nous utilisons l’algorithme de Q-learning pour mettre à jour dynamiquement les coûts des chemins, sélectionner les prochains nœuds pour faire suivre les paquets vers les passerelles choisies et explorer d’autres nœuds voisins. Les résultats numériques montrent que notre protocole distribué, présente de meilleurs résultats comparativement aux protocoles présentés dans la littérature. Dans une troisième partie de cette thèse, nous nous intéressons aux problèmes d’instabilité des réseaux maillés sans fil. En effet, l’instabilité se produit à cause des changements fréquents des routes qui sont causés par les variations instantanées des qualités des liens dues à la présence des interférences et de la congestion. Ainsi, après une analyse de l’instabilité, nous proposons d’utiliser le nombre de variations des chemins dans une table de routage comme indicateur de perturbation des réseaux et nous utilisons la fonction d’entropie, connue dans les mesures de l’incertitude et du désordre des systèmes, pour sélectionner les routes stables. Les résultats numériques montrent de meilleures performances de notre protocole en comparaison avec d’autres protocoles dans la littérature en termes de débit, délai, taux de perte des paquets et l’indice de Gini.
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Routine activity theory introduced by Cohen& Felson in 1979 states that criminal acts are caused due to the presenceof criminals, vic-timsand the absence of guardians in time and place. As the number of collision of these elements in place and time increases, criminal acts will also increase even if the number of criminals or civilians remains the same within the vicinity of a city. Street robbery is a typical example of routine ac-tivity theory and the occurrence of which can be predicted using routine activity theory. Agent-based models allow simulation of diversity among individuals. Therefore agent based simulation of street robbery can be used to visualize how chronological aspects of human activity influence the incidence of street robbery.The conceptual model identifies three classes of people-criminals, civilians and police with certain activity areas for each. Police exist only as agents of formal guardianship. Criminals with a tendency for crime will be in the search for their victims. Civilians without criminal tendencycan be either victims or guardians. In addition to criminal tendency, each civilian in the model has a unique set of characteristicslike wealth, employment status, ability for guardianship etc. These agents are subjected to random walk through a street environment guided by a Q –learning module and the possible outcomes are analyzed
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Recent developments in the area of reinforcement learning have yielded a number of new algorithms for the prediction and control of Markovian environments. These algorithms, including the TD(lambda) algorithm of Sutton (1988) and the Q-learning algorithm of Watkins (1989), can be motivated heuristically as approximations to dynamic programming (DP). In this paper we provide a rigorous proof of convergence of these DP-based learning algorithms by relating them to the powerful techniques of stochastic approximation theory via a new convergence theorem. The theorem establishes a general class of convergent algorithms to which both TD(lambda) and Q-learning belong.
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The metaheuristics techiniques are known to solve optimization problems classified as NP-complete and are successful in obtaining good quality solutions. They use non-deterministic approaches to generate solutions that are close to the optimal, without the guarantee of finding the global optimum. Motivated by the difficulties in the resolution of these problems, this work proposes the development of parallel hybrid methods using the reinforcement learning, the metaheuristics GRASP and Genetic Algorithms. With the use of these techniques, we aim to contribute to improved efficiency in obtaining efficient solutions. In this case, instead of using the Q-learning algorithm by reinforcement learning, just as a technique for generating the initial solutions of metaheuristics, we use it in a cooperative and competitive approach with the Genetic Algorithm and GRASP, in an parallel implementation. In this context, was possible to verify that the implementations in this study showed satisfactory results, in both strategies, that is, in cooperation and competition between them and the cooperation and competition between groups. In some instances were found the global optimum, in others theses implementations reach close to it. In this sense was an analyze of the performance for this proposed approach was done and it shows a good performance on the requeriments that prove the efficiency and speedup (gain in speed with the parallel processing) of the implementations performed
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Neste trabalho é proposto um novo algoritmo online para o resolver o Problema dos k-Servos (PKS). O desempenho desta solução é comparado com o de outros algoritmos existentes na literatura, a saber, os algoritmos Harmonic e Work Function, que mostraram ser competitivos, tornando-os parâmetros de comparação significativos. Um algoritmo que apresente desempenho eficiente em relação aos mesmos tende a ser competitivo também, devendo, obviamente, se provar o referido fato. Tal prova, entretanto, foge aos objetivos do presente trabalho. O algoritmo apresentado para a solução do PKS é baseado em técnicas de aprendizagem por reforço. Para tanto, o problema foi modelado como um processo de decisão em múltiplas etapas, ao qual é aplicado o algoritmo Q-Learning, um dos métodos de solução mais populares para o estabelecimento de políticas ótimas neste tipo de problema de decisão. Entretanto, deve-se observar que a dimensão da estrutura de armazenamento utilizada pela aprendizagem por reforço para se obter a política ótima cresce em função do número de estados e de ações, que por sua vez é proporcional ao número n de nós e k de servos. Ao se analisar esse crescimento (matematicamente, ) percebe-se que o mesmo ocorre de maneira exponencial, limitando a aplicação do método a problemas de menor porte, onde o número de nós e de servos é reduzido. Este problema, denominado maldição da dimensionalidade, foi introduzido por Belmann e implica na impossibilidade de execução de um algoritmo para certas instâncias de um problema pelo esgotamento de recursos computacionais para obtenção de sua saída. De modo a evitar que a solução proposta, baseada exclusivamente na aprendizagem por reforço, seja restrita a aplicações de menor porte, propõe-se uma solução alternativa para problemas mais realistas, que envolvam um número maior de nós e de servos. Esta solução alternativa é hierarquizada e utiliza dois métodos de solução do PKS: a aprendizagem por reforço, aplicada a um número reduzido de nós obtidos a partir de um processo de agregação, e um método guloso, aplicado aos subconjuntos de nós resultantes do processo de agregação, onde o critério de escolha do agendamento dos servos é baseado na menor distância ao local de demanda
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The use of wireless sensor and actuator networks in industry has been increasing past few years, bringing multiple benefits compared to wired systems, like network flexibility and manageability. Such networks consists of a possibly large number of small and autonomous sensor and actuator devices with wireless communication capabilities. The data collected by sensors are sent directly or through intermediary nodes along the network to a base station called sink node. The data routing in this environment is an essential matter since it is strictly bounded to the energy efficiency, thus the network lifetime. This work investigates the application of a routing technique based on Reinforcement Learning s Q-Learning algorithm to a wireless sensor network by using an NS-2 simulated environment. Several metrics like energy consumption, data packet delivery rates and delays are used to validate de proposal comparing it with another solutions existing in the literature
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Nel primo capitolo parleremo dell'accessibilità ai siti web siccome con la crescita dei contenuti multimediali e dei contenuti dinamici, non vengono sempre presi in causa le disabilità che una persona può avere nel visualizzare determinati contenuti. Si tratterà di crescita del web 2.0 e nascita del web 3.0. La transcodifica dei contenuti e i problemi che ogni persona in base alla sua disabilità può riscontrare usando apparecchi differenti per l'accesso ai dati. Parleremo dell'evoluzione dell'uso dei siti in versione mobile cosi da fare un paragono con l'usabilità tra desktop e mobile. Nel secondo capitolo andremo ad analizzare tutte le specifiche che siamo andati a prendere in considerazione per lo sviluppo di questa estensione. Guarderemo quali sono le motivazioni che ci hanno portato allo sviluppo di un'estensione di questo tipo. Verranno anche descritte tutte le scelte progettuali prese in via di sviluppo per migliorare l'usabilità e l'utilizzo dei dati raccolti, per fornire un servizio più efficiente all'utente. Nel terzo capitolo andremo a spiegare tutta l'implementazione effettuata per ExTraS con tutte le funzionalità considerate e scelte in base ai problemi più importanti di accessibilità attualmente riscontrati nel mondo del web da persone con diversi gradi di disabilità. Le principali disabilità che vengono prese in considerazione per l'utilizzo di questo addon sono persone che soffrono di ipovisione, daltonismo. L'ultimo paragrafo di questo capitolo descriverà test effettuati con utenti reali e con utenti simulati. Il test con utenti simulati è stato effettuato grazie al lavoro di tesi effettuato da Alberto Fariselli il quale ha integrato ExTraS creando un simulatore basato sul Q-learning.