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Towards Informed Exploration for Deep Reinforcement Learning
In this thesis, we discuss various techniques for improving exploration for deep reinforcement learning. We begin with a brief review of reinforcement learning (RL) and the fundamental v.s. exploitation trade-off. Then we review how deep RL has improved upon classical and summarize six categories of the latest exploration methods for deep RL, in the order increasing usage of prior information. We then explore representative works in three categories discuss their strengths and weaknesses. The first category, represented by Soft Q-learning, uses regularization to encourage exploration. The second category, represented by count-based via hashing, maps states to hash codes for counting and assigns higher exploration to less-encountered states. The third category utilizes hierarchy and is represented by modular architecture for RL agents to play StarCraft II. Finally, we conclude that exploration by prior knowledge is a promising research direction and suggest topics of potentially impact
Proceedings of the ECCS 2005 satellite workshop: embracing complexity in design - Paris 17 November 2005
Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr). Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr)
Automated construction of a hierarchy of self-organized neural network classifiers
This paper documents an effort to design and implement a neural network-based, automatic classification system which dynamically constructs and trains a decision tree. The system is a combination of neural network and decision tree technology. The decision tree is constructed to partition a large classification problem into smaller problems. The neural network modules then solve these smaller problems. We used a variant of the Fuzzy ARTMAP neural network which can be trained much more quickly than traditional neural networks. The research extends the concept of self-organization from within the neural network to the overall structure of the dynamically constructed decision hierarchy. The primary advantage is avoidance of manual tedium and subjective bias in constructing decision hierarchies. Additionally, removing the need for manual construction of the hierarchy opens up a large class of potential classification applications. When tested on data from real-world images, the automatically generated hierarchies performed slightly better than an intuitive (handbuilt) hierarchy. Because the neural networks at the nodes of the decision hierarchy are solving smaller problems, generalization performance can really be improved if the number of features used to solve these problems is reduced. Algorithms for automatically selecting which features to use for each individual classification module were also implemented. We were able to achieve the same level of performance as in previous manual efforts, but in an efficient, automatic manner. The technology developed has great potential in a number of commercial areas, including data mining, pattern recognition, and intelligent interfaces for personal computer applications. Sample applications include: fraud detection, bankruptcy prediction, data mining agent, scalable object recognition system, email agent, resource librarian agent, and a decision aid agent
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