Scalable learning in stochastic games

合集下载

H2O.ai 自动化机器学习蓝图:人类中心化、低风险的 AutoML 框架说明书

H2O.ai 自动化机器学习蓝图:人类中心化、低风险的 AutoML 框架说明书

Beyond Reason CodesA Blueprint for Human-Centered,Low-Risk AutoML H2O.ai Machine Learning Interpretability TeamH2O.aiMarch21,2019ContentsBlueprintEDABenchmarkTrainingPost-Hoc AnalysisReviewDeploymentAppealIterateQuestionsBlueprintThis mid-level technical document provides a basic blueprint for combining the best of AutoML,regulation-compliant predictive modeling,and machine learning research in the sub-disciplines of fairness,interpretable models,post-hoc explanations,privacy and security to create a low-risk,human-centered machine learning framework.Look for compliance mode in Driverless AI soon.∗Guidance from leading researchers and practitioners.Blueprint†EDA and Data VisualizationKnow thy data.Automation implemented inDriverless AI as AutoViz.OSS:H2O-3AggregatorReferences:Visualizing Big DataOutliers through DistributedAggregation;The Grammar ofGraphicsEstablish BenchmarksEstablishing a benchmark from which to gauge improvements in accuracy,fairness, interpretability or privacy is crucial for good(“data”)science and for compliance.Manual,Private,Sparse or Straightforward Feature EngineeringAutomation implemented inDriverless AI as high-interpretabilitytransformers.OSS:Pandas Profiler,Feature ToolsReferences:Deep Feature Synthesis:Towards Automating Data ScienceEndeavors;Label,Segment,Featurize:A Cross Domain Framework forPrediction EngineeringPreprocessing for Fairness,Privacy or SecurityOSS:IBM AI360References:Data PreprocessingTechniques for Classification WithoutDiscrimination;Certifying andRemoving Disparate Impact;Optimized Pre-processing forDiscrimination Prevention;Privacy-Preserving Data MiningRoadmap items for H2O.ai MLI.Constrained,Fair,Interpretable,Private or Simple ModelsAutomation implemented inDriverless AI as GLM,RuleFit,Monotonic GBM.References:Locally InterpretableModels and Effects Based onSupervised Partitioning(LIME-SUP);Explainable Neural Networks Based onAdditive Index Models(XNN);Scalable Bayesian Rule Lists(SBRL)LIME-SUP,SBRL,XNN areroadmap items for H2O.ai MLI.Traditional Model Assessment and DiagnosticsResidual analysis,Q-Q plots,AUC andlift curves confirm model is accurateand meets assumption criteria.Implemented as model diagnostics inDriverless AI.Post-hoc ExplanationsLIME,Tree SHAP implemented inDriverless AI.OSS:lime,shapReferences:Why Should I Trust You?:Explaining the Predictions of AnyClassifier;A Unified Approach toInterpreting Model Predictions;PleaseStop Explaining Black Box Models forHigh Stakes Decisions(criticism)Tree SHAP is roadmap for H2O-3;Explanations for unstructured data areroadmap for H2O.ai MLI.Interlude:The Time–Tested Shapley Value1.In the beginning:A Value for N-Person Games,19532.Nobel-worthy contributions:The Shapley Value:Essays in Honor of Lloyd S.Shapley,19883.Shapley regression:Analysis of Regression in Game Theory Approach,20014.First reference in ML?Fair Attribution of Functional Contribution in Artificialand Biological Networks,20045.Into the ML research mainstream,i.e.JMLR:An Efficient Explanation ofIndividual Classifications Using Game Theory,20106.Into the real-world data mining workflow...finally:Consistent IndividualizedFeature Attribution for Tree Ensembles,20177.Unification:A Unified Approach to Interpreting Model Predictions,2017Model Debugging for Accuracy,Privacy or SecurityEliminating errors in model predictions bytesting:adversarial examples,explanation ofresiduals,random attacks and“what-if”analysis.OSS:cleverhans,pdpbox,what-if toolReferences:Modeltracker:RedesigningPerformance Analysis Tools for MachineLearning;A Marauder’s Map of Security andPrivacy in Machine Learning:An overview ofcurrent and future research directions formaking machine learning secure and privateAdversarial examples,explanation ofresiduals,measures of epistemic uncertainty,“what-if”analysis are roadmap items inH2O.ai MLI.Post-hoc Disparate Impact Assessment and RemediationDisparate impact analysis can beperformed manually using Driverless AIor H2O-3.OSS:aequitas,IBM AI360,themisReferences:Equality of Opportunity inSupervised Learning;Certifying andRemoving Disparate ImpactDisparate impact analysis andremediation are roadmap items forH2O.ai MLI.Human Review and DocumentationAutomation implemented as AutoDocin Driverless AI.Various fairness,interpretabilityand model debugging roadmapitems to be added to AutoDoc.Documentation of consideredalternative approaches typicallynecessary for compliance.Deployment,Management and MonitoringMonitor models for accuracy,disparateimpact,privacy violations or securityvulnerabilities in real-time;track modeland data lineage.OSS:mlflow,modeldb,awesome-machine-learning-opsmetalistReference:Model DB:A System forMachine Learning Model ManagementBroader roadmap item for H2O.ai.Human AppealVery important,may require custom implementation for each deployment environment?Iterate:Use Gained Knowledge to Improve Accuracy,Fairness, Interpretability,Privacy or SecurityImprovements,KPIs should not be restricted to accuracy alone.Open Conceptual QuestionsHow much automation is appropriate,100%?How to automate learning by iteration,reinforcement learning?How to implement human appeals,is it productizable?ReferencesThis presentation:https:///navdeep-G/gtc-2019/blob/master/main.pdfDriverless AI API Interpretability Technique Examples:https:///h2oai/driverlessai-tutorials/tree/master/interpretable_ml In-Depth Open Source Interpretability Technique Examples:https:///jphall663/interpretable_machine_learning_with_python https:///navdeep-G/interpretable-ml"Awesome"Machine Learning Interpretability Resource List:https:///jphall663/awesome-machine-learning-interpretabilityAgrawal,Rakesh and Ramakrishnan Srikant(2000).“Privacy-Preserving Data Mining.”In:ACM Sigmod Record.Vol.29.2.URL:/cs/projects/iis/hdb/Publications/papers/sigmod00_privacy.pdf.ACM,pp.439–450.Amershi,Saleema et al.(2015).“Modeltracker:Redesigning Performance Analysis Tools for Machine Learning.”In:Proceedings of the33rd Annual ACM Conference on Human Factors in Computing Systems.URL: https:///en-us/research/wp-content/uploads/2016/02/amershi.CHI2015.ModelTracker.pdf.ACM,pp.337–346.Calmon,Flavio et al.(2017).“Optimized Pre-processing for Discrimination Prevention.”In:Advances in Neural Information Processing Systems.URL:/paper/6988-optimized-pre-processing-for-discrimination-prevention.pdf,pp.3992–4001.Feldman,Michael et al.(2015).“Certifying and Removing Disparate Impact.”In:Proceedings of the21th ACM SIGKDD International Conference on Knowledge Discovery and Data Mining.URL:https:///pdf/1412.3756.pdf.ACM,pp.259–268.Hardt,Moritz,Eric Price,Nati Srebro,et al.(2016).“Equality of Opportunity in Supervised Learning.”In: Advances in neural information processing systems.URL:/paper/6374-equality-of-opportunity-in-supervised-learning.pdf,pp.3315–3323.Hu,Linwei et al.(2018).“Locally Interpretable Models and Effects Based on Supervised Partitioning (LIME-SUP).”In:arXiv preprint arXiv:1806.00663.URL:https:///ftp/arxiv/papers/1806/1806.00663.pdf.Kamiran,Faisal and Toon Calders(2012).“Data Preprocessing Techniques for Classification Without Discrimination.”In:Knowledge and Information Systems33.1.URL:https:///content/pdf/10.1007/s10115-011-0463-8.pdf,pp.1–33.Kanter,James Max,Owen Gillespie,and Kalyan Veeramachaneni(2016).“Label,Segment,Featurize:A Cross Domain Framework for Prediction Engineering.”In:Data Science and Advanced Analytics(DSAA),2016 IEEE International Conference on.URL:/static/papers/DSAA_LSF_2016.pdf.IEEE,pp.430–439.Kanter,James Max and Kalyan Veeramachaneni(2015).“Deep Feature Synthesis:Towards Automating Data Science Endeavors.”In:Data Science and Advanced Analytics(DSAA),2015.366782015.IEEEInternational Conference on.URL:https:///EVO-DesignOpt/groupWebSite/uploads/Site/DSAA_DSM_2015.pdf.IEEE,pp.1–10.Keinan,Alon et al.(2004).“Fair Attribution of Functional Contribution in Artificial and Biological Networks.”In:Neural Computation16.9.URL:https:///profile/Isaac_Meilijson/publication/2474580_Fair_Attribution_of_Functional_Contribution_in_Artificial_and_Biological_Networks/links/09e415146df8289373000000/Fair-Attribution-of-Functional-Contribution-in-Artificial-and-Biological-Networks.pdf,pp.1887–1915.Kononenko,Igor et al.(2010).“An Efficient Explanation of Individual Classifications Using Game Theory.”In: Journal of Machine Learning Research11.Jan.URL:/papers/volume11/strumbelj10a/strumbelj10a.pdf,pp.1–18.Lipovetsky,Stan and Michael Conklin(2001).“Analysis of Regression in Game Theory Approach.”In:Applied Stochastic Models in Business and Industry17.4,pp.319–330.Lundberg,Scott M.,Gabriel G.Erion,and Su-In Lee(2017).“Consistent Individualized Feature Attribution for Tree Ensembles.”In:Proceedings of the2017ICML Workshop on Human Interpretability in Machine Learning(WHI2017).Ed.by Been Kim et al.URL:https:///pdf?id=ByTKSo-m-.ICML WHI2017,pp.15–21.Lundberg,Scott M and Su-In Lee(2017).“A Unified Approach to Interpreting Model Predictions.”In: Advances in Neural Information Processing Systems30.Ed.by I.Guyon et al.URL:/paper/7062-a-unified-approach-to-interpreting-model-predictions.pdf.Curran Associates,Inc.,pp.4765–4774.Papernot,Nicolas(2018).“A Marauder’s Map of Security and Privacy in Machine Learning:An overview of current and future research directions for making machine learning secure and private.”In:Proceedings of the11th ACM Workshop on Artificial Intelligence and Security.URL:https:///pdf/1811.01134.pdf.ACM.Ribeiro,Marco Tulio,Sameer Singh,and Carlos Guestrin(2016).“Why Should I Trust You?:Explaining the Predictions of Any Classifier.”In:Proceedings of the22nd ACM SIGKDD International Conference on Knowledge Discovery and Data Mining.URL:/kdd2016/papers/files/rfp0573-ribeiroA.pdf.ACM,pp.1135–1144.Rudin,Cynthia(2018).“Please Stop Explaining Black Box Models for High Stakes Decisions.”In:arXiv preprint arXiv:1811.10154.URL:https:///pdf/1811.10154.pdf.Shapley,Lloyd S(1953).“A Value for N-Person Games.”In:Contributions to the Theory of Games2.28.URL: http://www.library.fa.ru/files/Roth2.pdf#page=39,pp.307–317.Shapley,Lloyd S,Alvin E Roth,et al.(1988).The Shapley Value:Essays in Honor of Lloyd S.Shapley.URL: http://www.library.fa.ru/files/Roth2.pdf.Cambridge University Press.Vartak,Manasi et al.(2016).“Model DB:A System for Machine Learning Model Management.”In: Proceedings of the Workshop on Human-In-the-Loop Data Analytics.URL:https:///~matei/papers/2016/hilda_modeldb.pdf.ACM,p.14.Vaughan,Joel et al.(2018).“Explainable Neural Networks Based on Additive Index Models.”In:arXiv preprint arXiv:1806.01933.URL:https:///pdf/1806.01933.pdf.Wilkinson,Leland(2006).The Grammar of Graphics.—(2018).“Visualizing Big Data Outliers through Distributed Aggregation.”In:IEEE Transactions on Visualization&Computer Graphics.URL:https:///~wilkinson/Publications/outliers.pdf.Yang,Hongyu,Cynthia Rudin,and Margo Seltzer(2017).“Scalable Bayesian Rule Lists.”In:Proceedings of the34th International Conference on Machine Learning(ICML).URL:https:///pdf/1602.08610.pdf.。

多智能体强化学习的几种BestPractice

多智能体强化学习的几种BestPractice

多智能体强化学习的几种BestPractice(草稿阶段,完成度40%)多智能体强化学习的几种Best Practice - vonZooming的文章 - 知乎 https:///p/99120143这里分享一下A Survey and Critique of Multiagent Deep Reinforcement Learning这篇综述里面介绍的多智能体强化学习Best Practice。

这部分内容大部分来自第四章,但是我根据自己的理解加上了其他的内容。

1.改良Experience replay buffer1.1 传统的Single-agent场景之下的Replay bufferReplay Buffer[90, 89]自从被提出后就成了Single-Agent强化学习的常规操作,特别是DQN一炮走红之后[72] 。

不过,Replay Buffer有着很强的理论假设,用原作者的话说是——The environment should not changeover time because this makes pastexperiences irrelevantor even harmful.(环境不应随时间而改变,因为这会使过去的experience replay变得无关紧要甚至有害)Replay buffer假设环境是stationary的,如果当前的环境信息不同于过去的环境信息,那么就无法从过去环境的replay中学到有价值的经验。

(画外音:大人,时代变了……别刻舟求剑了)在multi-agent场景下,每个agent都可以把其他的agent当作环境的一部分。

因为其他的agent不断地学习进化,所以agent所处的环境也是在不断变换的,也就是所谓的non-stationary。

因为multi-agent场景不符合replay buffer的理论假设,所以有的人就直接放弃治疗了——例如2016年发表的大名鼎鼎的RIAL和DIAL中就没有使用replay buffer。

A Comprehensive Survey of Multiagent Reinforcement Learning

A Comprehensive Survey of Multiagent Reinforcement Learning
156
IEEE TRANSACTIONS ON SYSTEMS, MAN, AND CYBERNETICS—PART C: APPLICATIONS AND REVIEWS, VOL. 38, NO. 2, MARCH 2008
A Comprehensive Survey of Multiagent ReinfoN
A
MULTIAGENT system [1] can be defined as a group of autonomous, interacting entities sharing a common environment, which they perceive with sensors and upon which they act with actuators [2]. Multiagent systems are finding applications in a wide variety of domains including robotic teams, distributed control, resource management, collaborative decision support systems, data mining, etc. [3], [4]. They may arise as the most natural way of looking at the system, or may provide an alternative perspective on systems that are originally regarded as centralized. For instance, in robotic teams, the control authority is naturally distributed among the robots [4]. In resource management, while resources can be managed by a central authority, identifying each resource with an agent may provide a helpful, distributed perspective on the system [5].

深度强化学习在游戏人工智能中的应用

深度强化学习在游戏人工智能中的应用

深度强化学习在游戏人工智能中的应用IntroductionDeep reinforcement learning is a subset of AI and machine learning, which uses algorithms to train a machine to learn from its own experiences in an environment. In recent years, it has become an integral part of game AI, allowing computers to learn how to play and solve complex tasks. From classic games like chess and Go, deep reinforcement learning has demonstrated its power in building intelligent game-playing agents that can outperform human players.BackgroundGame AI has been a focus of research for several decades, and the use of reinforcement learning in game AI can be traced back to the development of the TD-Gammon algorithm in the late 1990s. This algorithm was able to train a computer to play backgammon at a world-class level, using a combination of neural networks and reinforcement learning techniques.In recent years, the development of deep neural networks has revolutionized the field of reinforcement learning. Deep learning has enabled computers to learn from large and complex datasets, which includes playing games. Deep reinforcement learning has been used to solve various complex games such as Atari games, Dota 2, and Starcraft 2.Applications of Deep Reinforcement Learning in Gaming1) Atari GamesAtari games were an early benchmark for deep reinforcement learning in gaming. In 2013, Google DeepMind created a deep reinforcement learning algorithm, known as the Deep Q-Network (DQN), which was able to achieve human-level performance on several Atari games. The algorithm used a deep neural network to predict the Q-value or the expected reward for each possible action in the game. The DQN algorithm was asignificant milestone in artificial intelligence and helped to increase the interest in deep reinforcement learning.2) Dota 2Dota 2 is a complex strategy game that involves multiple players, each controlling a hero with unique abilities. OpenAI collaborated with Valve to create a bot called OpenAI Five, which used deep reinforcement learning to beat world-class players. The bot was able to learn from its experiences in the game and improve its strategy over time. This demonstration showed the power of deep reinforcement learning in complex multi-agent environments.3) Starcraft 2Starcraft 2 is another complex strategy game that involves multiple players and a large number of units. DeepMind collaborated with Blizzard Entertainment to create AlphaStar, an AI agent that was able to beat professional players on the highest difficulty level. AlphaStar used deep reinforcement learning to learn from its own experiences and improve its gameplay over time.ConclusionDeep reinforcement learning has demonstrated significant potential in gaming. It has shown the ability to solve complex games and has opened up new avenues for research in artificial intelligence. The use of deep reinforcement learning in gaming is not limited to entertainment but can also be used in real-world applications such as robotics and autonomous vehicles. As the field of deep reinforcement learning continues to grow, it is exciting to see the many ways in which it will continue to innovate and transform the world around us.。

外研版七年级英语上册Unit 5 综合测试卷含答案

外研版七年级英语上册Unit 5 综合测试卷含答案

外研版七年级英语上册Unit 5 综合测试卷(限时:120分钟满分:120分)第一部分听力(共四大题, 满分20 分)I. 短对话理解( 共5 小题;每小题1 分,满分5 分)( ) 1. What are they talking about?A. B. C.( ) 2. How do they go to the zoo?A. B. C.( ) 3. What animals does the boy want to see first?A. Lions.B. Elephants.C. Giraffes. ( ) 4. Where are the koalas?A. Behind the tree.B. Under the tree.C. In the tree. ( ) 5. What’s David’s advice to protect the animals in danger?A. To raise money.B. To plant trees.C. To stop killing. II. 长对话理解( 共5 小题;每小题1 分,满分5 分)听下面一段对话,回答6、7 题。

( ) 6. How many kinds of butterflies are there in the park?A. More than 100.B. More than 200.C. More than 300. ( ) 7. What kind of butterflies does the woman like?A. The red ones.B. The yellow ones.C. The purple ones. 听下面一段对话,回答8 至10 题。

( ) 8. How old is the dog?A. Eight years old.B. Eight months old.C. Eight weeks old.( ) 9. What problems will the dog help people with?A. Ear problems.B. Eye problems.C. Housework. ( ) 10. What places does the girl often take the dog to?A. Post offices.B. Bus stops.C. Parks.III. 短文理解(共5 小题; 每小题1 分,满分5 分)( ) 11. How tall is a giraffe at birth?A. About 5 feet.B. About 6 feet.C. About 7 feet. ( ) 12. When can a baby giraffe stand up?A. When it is 20 minutes old.B. When it is 30 minutes old.C. When it is 3 hours old.( ) 13. How long can camels live without water in winter?A. For about a week.B. For about a month.C. For about half a year.( ) 14. How many years can elephants live up to?A. 70.B. 90.C. 100. ( ) 15. How long does an elephant spend eating food every day?A. 8 hours.B. 12 hours.C. 16 hours. IV. 信息转换(共5 小题;每小题1 分,满分5 分)第二部分语言知识运用( 共三大题,满分35 分)V. 单项填空( 共10 小题;每小题1 分,满分10 分)( ) 21. Look! There are four ________ and two lions in the zoo.A. deersB. foxC. wolfD. wolves ( ) 22. I don’t like lions because they are really ________.A. scaryB. interestingC. smartD. friendly( ) 23. Some pigeons can fly several thousand kilometers and don’t ________.A. get upB. get offC. get lostD. get back ( ) 24. He was wearing a pair of sunglasses and I didn’t ________ him at first.A. adviseB. promiseC. recogniseD. hear ( ) 25. —Hello, is Molly there?—Sorry, she ________ her father’s car outside.A. washesB. is washingC. washedD. wash ( ) 26. Now, some new energy vehicles (新能源汽车) can run ________ the speed of over 150 kilometers per hour.A. atB. aboutC. fromD. with ( ) 27. Don’t worry about the boys and girls. I think they can look after ________ well.A. himselfB. ourselvesC. myselfD. themselves ( ) 28. People call beavers “nature’s ________” because they are very creative (有创造力的) in building their houses.A. doctorsB. engineersC. teachersD. farmers ( ) 29. ________, humans should make friends with animals. Then the world will be more beautiful.A. In my opinionB. In surpriseC. As a resultD. In a moment( ) 30. —Look, Mum! ________ fish! It looks like a ball.—It’s a puffer fish. It can puff up to be a ball when f acing danger.A. How unusualB. What unusualC. What a usualD. What an unusualVI. 完形填空( 共20 小题;每小题1 分,满分20 分)AHi, I’m Fu Zai, a 6-month-old corgi (柯基). I’m China’s 31corgi police dog! No corgi was a police dog before. Some people thinkI can’t be a great police dog because of my 32 legs. But I’m here toprove (证明) them 33 ! I was a pet dog. When I was 2 months old, one day while I was playing with my owner in the park, a(n) 34 saw me and thought I had the gift to be a police dog. Then, I started my training. Every day, I 35 in the morning and afternoon. I learn cool things like 36 to listen well, find bombs (炸弹), and use my nose to sniff out (嗅出) 37 things, such as drugs (毒品). My short legs make me stand out! I can sneak (偷偷进入) under cars or get into and search small spaces easily. Bigger dogs can’t do this 38 I can! My only 39 is that I can’t run very fast. When we are outside doing our job, my trainer 40 needs to give me a piggyback (在背上的) ride. It’s one of my favorite parts of the job.( ) 31. A. first B. second C. third D. last( ) 32. A. strong B. long C. short D. weak ( ) 33. A. right B. clever C. wrong D. smart ( ) 34. A. policeman B. actor C. writer D. farmer ( ) 35. A. take a walk B. take classesC. go to workD. take a trip( ) 36. A. how B. what C. when D. where ( ) 37. A. fresh B. delicious C. dangerous D. amazing ( ) 38. A. so B. but C. and D. or( ) 39. A. problem B. interest C. gift D. chance ( ) 40. A. never B. seldom C. always D. hardlyBIt says that bats (蝙蝠) are almost blind (瞎的), but 41 does the bat find the way? In fact, bats find their ways 42 their ears’ help. Bats 43 a sound, but we can’t hear it at all. They cry when they fly and the echoes (回声) of these cries come back to their 44 . In this way they can know where they should go. Bats fly out in the 45 . In the daytime, they just stay together in 46 homes.When the evening comes, they begin to 47 and look for food. The next morning, they come back from work to sleep 48 the evening. Some people 49 that bats are bad animals. In fact, they are very 50 . They catch and eat pests (害虫). This is very good for people.( ) 41. A. what B. how C. when D. where ( ) 42. A. with B. at C. on D. in( ) 43. A. make B. shout C. play D. open ( ) 44. A. eyes B. faces C. ears D. mouths ( ) 45. A. morning B. afternoon C. day D. evening ( ) 46. A. their B. our C. his D. her( ) 47. A. come in B. go outC. try onD. have a rest( ) 48. A. after B. as C. till D. when ( ) 49. A. see B. think C. speak D. have ( ) 50. A. good B. bad C. rude D. careful VII. 补全对话,其中有两项多余( 共5 小题;每小题1 分,满分5 分) Tom: Mom, can you buy me a pet ( 宠物)?Mom: 51. _________Tom: I want a monkey. I like it very much.Mom: 52. _________ It will eat your bananas.Tom: 53. _________ It is cute.Mom: A baby dog? No, you have to feed (喂养) it with your milk by yourself. Tom: Well, Mom... Oh, I can have an elephant. 54. _________Mom: 55. _________You can have a pet, but it can’t be big, and it can’t have your milk or eat your bananas. It can play with you and help you with your study. Tom: Well, I know. Thank you, Mom. But what is it?Mom: Your daddy!G. How about a baby dog?第三部分阅读( 共两节,满分40 分)VIII. 阅读理解(共20 小题;每小题2 分,满分40 分)第一节阅读下列短文,从每小题所给的A、B、C、D 四个选项中选出最佳选项。

有没有兴趣玩游戏英语作文

有没有兴趣玩游戏英语作文

Do you have an interest in playing games?If so,you are not lions of people around the world find joy and excitement in various forms of games.Heres a detailed look at why games are so appealing and how they can be integrated into our daily lives.The Universal Appeal of GamesGames are a universal form of entertainment that transcends age,culture,and language barriers.They offer a platform for social interaction,mental stimulation,and sometimes even physical activity.Here are some reasons why games are so popular:1.Cognitive Benefits:Playing games,especially strategy and puzzle games,can improve cognitive skills such as problemsolving,critical thinking,and memory.2.Social Interaction:Multiplayer games provide an opportunity for people to connect with friends and make new ones,fostering a sense of community and teamwork.3.Relaxation and Stress Relief:Engaging in games can be a form of escapism,allowing individuals to unwind and temporarily forget about their daily stresses.4.Skill Development:Games can help develop various skills,including handeye coordination,strategic planning,and quick decisionmaking.5.Cultural Exposure:Playing games from different cultures can provide insights into their history,traditions,and ways of life.Types of GamesThe world of gaming is vast and diverse,catering to a wide range of interests and preferences:1.Board Games:Traditional board games like chess,Monopoly,and Scrabble are timeless classics that encourage strategic thinking and social interaction.2.Video Games:With the advancement of technology,video games have evolved into immersive experiences that can be enjoyed on various platforms,from consoles to mobile devices.3.Sports:Physical games like soccer,basketball,and tennis not only provide entertainment but also contribute to physical fitness.4.Card Games:From simple games like Go Fish to complex ones like Poker,card games offer a wide range of challenges and strategies.5.RolePlaying Games RPGs:These games allow players to assume the roles of characters in fictional settings,often involving complex narratives and character development.Incorporating Games into Daily LifeIntegrating games into your daily routine can be both enjoyable and beneficial:1.Family Game Nights:Set aside time for family members to play games together, promoting bonding and shared experiences.cational Integration:Use games as a tool for learning in educational settings, making lessons more engaging and interactive.3.Work Breaks:Encourage short gaming sessions during work breaks to help employees relax and recharge.munity Events:Participate in or organize community game events to bring people together and promote social interaction.5.Personal Development:Use games as a means for personal growth,setting goals and tracking progress within the gaming environment.In conclusion,games offer a myriad of benefits and can be a valuable addition to ones lifestyle.Whether you prefer the strategic depth of chess,the adrenaline rush of a firstperson shooter,or the immersive world of an RPG,theres a game out there for everyone.So,the next time youre looking for a way to relax,connect with others,or challenge your mind,consider turning to the world of games.。

DeepWalk论文精读:(2)核心算法

DeepWalk论文精读:(2)核心算法

DeepWalk论⽂精读:(2)核⼼算法模块21. 核⼼思想及其形成过程DeepWalk结合了两个不相⼲领域的模型与算法:随机游⾛(Random Walk)及语⾔模型(Language Modeling)。

1.1 随机游⾛由于⽹络嵌⼊需要提取节点的局部结构,所以作者很⾃然地想到可以使⽤随机游⾛算法。

随机游⾛是相似性度量的⼀种⽅法,曾被⽤于内容推荐[11]、社区识别[1, 38]等。

除了捕捉局部结构,随机游⾛还有以下两个好处:1. 容易并⾏,使⽤不同的线程、进程、机器,可以同时在⼀个图的不同部分运算;2. 关注节点的局部结构使得模型能更好地适应变化中的⽹络,在⽹络发⽣微⼩变化时,⽆需在整个图上重新计算。

1.2 语⾔模型语⾔模型(Language Modeling)有⼀次颠覆性创新[26, 27],体现在以下三点:1. 从原来的利⽤上下⽂预测缺失单词,变为利⽤⼀个单词预测上下⽂;2. 不仅考虑了给定单词左侧的单词,还考虑了右侧的单词;3. 将给定单词前后⽂打乱顺序,不再考虑单词的前后顺序因素。

这些特性⾮常适合节点的表⽰学习问题:第⼀点使得较长的序列也可以在允许时间内计算完毕;第⼆、三点的顺序⽆关使得学习到的特征能更好地表征“临近”这⼀概念的对称性。

1.3 如何结合可以结合的原因,是作者观察到:1. 如果不论规模⼤⼩,节点的度服从幂律分布,那么在随机游⾛序列上节点的出现频率也应当服从幂律分布。

2. ⾃然语⾔中词频服从幂律分布,⾃然语⾔模型可以很好地处理这种分布。

所以作者将⾃然语⾔模型中的⽅法迁移到了⽹络社群结构问题上,这也正是DeepWalk的⼀个核⼼贡献。

2. 具体算法算法由两部分组成:第⼀部分是随机游⾛序列⽣成器,第⼆部分是向量更新。

2.1 随机游⾛⽣成器DeepWalk⽤$W_{v_i}$表⽰以$v_i$为根节点的随机游⾛序列,它的⽣成⽅式是:从$v_i$出发,随机访问⼀个邻居,然后再访问邻居的邻居...每⼀步都访问前⼀步所在节点的邻居,直到序列长度达到设定的最⼤值$t$。

玩游戏的好处英语作文

玩游戏的好处英语作文

Playing games is a popular pastime that offers a multitude of benefits. Here are some of the advantages of engaging in this activity:1. Enhances Cognitive Skills: Games, especially puzzle and strategy games, can improve memory, concentration, and problemsolving abilities. They challenge the brain to think critically and creatively.2. Stress Relief: Engaging in games can be a great way to unwind and relieve stress aftera long day. They provide a temporary escape from daily worries and can help to clear the mind.3. Social Interaction: Multiplayer games foster social interaction and teamwork. They allow players to connect with others, build relationships, and develop communication skills.4. Improves HandEye Coordination: Fastpaced games, such as action or sports games, can help improve handeye coordination and reflexes, which are essential skills in many areas of life.5. Encourages Learning: Educational games are designed to teach new concepts and skills in a fun and interactive way. They can make learning more engaging, especially for children.6. Boosts Mood: Winning a game or achieving a high score can give a sense of accomplishment and boost selfesteem. It can also release endorphins, which are natural mood elevators.7. Cultivates Patience: Games that require strategy and planning can teach patience and perseverance. Players learn to wait for the right moment to make their moves.8. Promotes Physical Activity: Active or sports games encourage physical movement. Games like Wii Sports or Dance Dance Revolution get players up and moving, contributing to a healthier lifestyle.9. Develops Strategic Thinking: Games that involve planning and foresight can sharpen strategic thinking skills. This can be beneficial in various aspects of life, including work and personal decisionmaking.10. Provides Entertainment: Ultimately, games are a source of entertainment. They provide enjoyment and can be a fun way to spend leisure time.In conclusion, playing games can be a beneficial and enjoyable activity that offers cognitive, emotional, and social advantages. Its important, however, to maintain a balance and not let gaming interfere with other important aspects of life.。

积极参与课堂游戏英语作文

积极参与课堂游戏英语作文

Participation in classroom activities is essential for a wellrounded educational experience. Engaging in classroom games not only enhances learning but also fosters a sense of community among students. Heres a composition on the importance of actively participating in classroom games:The Significance of Active Participation in Classroom GamesIn the dynamic environment of a classroom, games play a pivotal role in the educational process. They are not merely a source of entertainment but also a powerful tool for learning and development. Actively participating in these games is crucial for several reasons.Firstly, classroom games stimulate interest in the subject matter. When learning is made fun through games, students are more likely to pay attention and retain information. For instance, a game of vocabulary bingo can make learning new words an exciting challenge rather than a tedious task.Secondly, games encourage interaction among students. This interaction is vital for developing social skills. In teambased games, students learn to cooperate, communicate effectively, and resolve conflicts, all of which are essential life skills. For example, a game that requires students to work together to solve a puzzle teaches them the value of collaboration.Thirdly, participating in classroom games boosts confidence. When students take part in games, they have the opportunity to showcase their abilities and talents. This exposure can help them overcome shyness and build selfesteem. A student who excels in a math game may find a newfound confidence in their mathematical abilities.Moreover, games can help in reinforcing concepts taught in class. They often involve applying theoretical knowledge in a practical and enjoyable manner. For example, a game that simulates market economics can help students understand supply and demand better than a textbook explanation.Additionally, classroom games are an excellent way to assess students understanding in a less formal setting. Teachers can observe how well students grasp the material through their performance in games, allowing for more accurate and immediate feedback. Lastly, games contribute to the overall wellbeing of students. They provide a break fromthe routine of lectures and notetaking, offering a refreshing change of pace. This can help reduce stress and prevent burnout, which is particularly important in maintaining a positive attitude towards learning.In conclusion, actively participating in classroom games is beneficial for academic, social, and personal growth. It is a multifaceted approach to education that should be encouraged and integrated into the curriculum. Teachers and students alike should embrace the spirit of these games to create a more engaging and effective learning experience.This composition highlights the multifaceted benefits of engaging in classroom games and encourages both teachers and students to embrace them as an integral part of the educational process.。

稀疏学习优化问题的求解综述

稀疏学习优化问题的求解综述

稀疏学习优化问题的求解综述陶卿;高乾坤;姜纪远;储德军【期刊名称】《软件学报》【年(卷),期】2013(24)11【摘要】机器学习正面临着数据规模日益扩大的严峻挑战,如何处理大规模甚至超大规模数据问题,是当前统计学习亟需解决的关键性科学问题。

大规模机器学习问题的训练样本集合往往具有冗余和稀疏的特点,机器学习优化问题中的正则化项和损失函数也蕴含着特殊的结构含义,直接使用整个目标函数梯度的批处理黑箱方法不仅难以处理大规模问题,而且无法满足机器学习对结构的要求。

目前,依靠机器学习自身特点驱动而迅速发展起来的坐标优化、在线和随机优化方法成为解决大规模问题的有效手段。

针对L1正则化问题,介绍了这些大规模算法的一些研究进展。

%Machine learning is facing a great challenge arising from the increasing scale of data. How to cope with the large-scale even huge-scale data is a key problem in the emerging area of statistical learning. Usually, there exist redundancy and sparsity in the training set of large-scale learning problems, and there are structural implications in the regularizer and loss function of a learning problem. If the gradient-type black-box methods are employed directly in batch settings, not only the large-scale problems cannot be solved but also the structural information implied by the machine learning cannot be exploited. Recently, the state-of-the-art scalable methods such as coordinate descent, online and stochastic algorithms, which are driven by the characteristics of machine learning,have become the dominant paradigms for large-scale problems. This paper focuses on L1-regularized problems and reviews some significant advances of these scalable algorithms.【总页数】10页(P2498-2507)【作者】陶卿;高乾坤;姜纪远;储德军【作者单位】中国人民解放军陆军军官学院 11系,安徽合肥 230031;中国人民解放军陆军军官学院 11系,安徽合肥 230031;中国人民解放军陆军军官学院 11系,安徽合肥 230031;中国人民解放军陆军军官学院 11系,安徽合肥 230031【正文语种】中文【中图分类】TP181【相关文献】1.求解轨迹优化问题的局部配点法的稀疏性研究 [J], 赵吉松2.求解带有稀疏约束和闭凸集约束的优化问题的投影算法 [J], 孙军;屈彪;;3.求解稀疏无约束最优化问题的Secant/有限差分法 [J], 张宏伟;李光烨4.神经网络求解一类稀疏优化问题 [J],5.车辆路径优化问题及求解方法研究综述 [J], 庞燕; 罗华丽; 邢立宁; 任腾因版权原因,仅展示原文概要,查看原文内容请购买。

2024上海静安区高三英语二模

2024上海静安区高三英语二模

静安区2023学年第二学期期中教学质量调研高三英语试卷(完卷时间:120分钟满分:140分)2024年4月考生注意:1. 试卷满分140分,完卷时间120分钟。

2. 本调研设试卷和答题纸两部分,全卷共12页。

所有答题必须涂(选择题)或写(非选择题)在答题纸上,做在试卷上一律不得分。

第I 卷(共100分)I. Listening ComprehensionSection ADirections: In Section A, you will hear ten short conversations between two speakers. At the end of each conversation,a question will be asked about what was said. The conversations and the questions will be spoken only once. After you hear a conversation and the question about it,read the four possible answers on your paper,and decide which one is the best answer to the question you have heard.1. A. At a grocery store. B. At a florist's stand.C. At a bank counter.D. At an electronic shop.2. A. Sign up for a fitness class. B. Shop for fitness equipment.C. Have a fitness test.D. Watch a fitness video.3. A. Pay the ticket right away. B. Challenge the ticket.C. Ignore the ticket.D. Apologize to the parking officer.4. A. She is available on Saturday. B. She will cancel her dentist appointment.C. She can not cover the man's shift.D. She forgot about the shift.5. A. The woman had better give him an extension on the deadline.B. The woman had better draft the proposal by herself.C. The woman had better approve the proposal.D. The woman had better give insights on the budget section.6. A. She doesn't like animals from the shelter.B. She prefers buying pets from breeders.C. She thinks adopting a pet is a bad idea.D. She supports the idea of adopting a pet.7. A. Either of them is an experienced chef.B. Both of them have experienced failures in the kitchen.C. Neither of them are fond of cooking.D. Both of them are concerned about the new recipe.8. A. Bungee jumping is safeB. Bungee jumping is thrilling.C. Bungee jumping might have risks.D. Bungee jumping is sure to be regrettable.9. A. The man should borrow the book several days later.B. The woman urgently needs the book back.C. The man does not need to return the book quickly.D. The woman is unwilling to lend the man the book.10. A. The woman's parents will not appreciate a surprise party.B. The woman should prioritize her parents' preferences for the party.C The man dislikes the idea of a surprise party.D. The woman should plan a party based on her own preferences.Section BDirections: In Section B,you will hear two short passages and one longer conversation. After each passage or conversation,you will be asked several questions. The passages and the conversation will be read twice,but the questions will be spoken only once. When you hear a question,read the four possible answers on your paper and decide which one would be the best answer to the question you have heard.Questions 11 through I3 are based on the following speech.11. A. A pupil in need of help. B. A person promising to donate money.C. A member from a charity.D. A teacher in the Semira Region.12. A. 10%. B. 35%. C. 50%. D. 65%.13. A. To train teachers for the disabled. B. To help a pupil with special needs.C. To pay for a walking holiday.D. To organize a charity club for the disabled.Questions 14 through 16 are based on the following passage.14. A. To distract other students from doing well.B. To impress his friends with the shining ring.C. To improve his chances in the exam.D. To honor his grandfather by wearing a ring.15. A. By having enough time for breaks.B. By breaking down learning into portions.C. By informing teachers of the study habits.D. By wearing lucky objects.16. A. Start revision ahead of time.B. Reward oneself during revision.C. Consider different learning styles.D. Stay up late for the exam.Questions 17 through 20 are based on the following conversation.17. A. To inquire about travel recommendations.B. To discuss cultural festivals in Southeast Asia.C. To plan a solo travel adventure to Thailand.D To learn about Mr. Patel's travel experiences.18. A. Europe and Africa. B. Thailand and VietnamC. South America and Australia.D. Japan and China.19. A. Solely cultural exploration.B. Primarily outdoor adventures.C. A mix of cultural and outdoor experiences.D. Luxurious and private accommodations.20. A. It is ideal for meeting fellow travelers.B. It offers exclusive travel experiences.C. It is a more comfortable and secure stay.D. It offers authentic cultural immersion.II. Grammar and VocabularySection ADirections:After reading the passage below,fill in the blanks to make the passages coherent and grammatically correct.For the blanks with a given word,fill in each blank with the proper form of the given word;for the other blanks,use one word that best fits each blank.Beethov-hen's first symphonyOn a grey Friday morning at a Hawke's Bay farm,members of New Zealand's symphony orchestra dressed in black to perform their latest composition in front of a large crowd.The music contained many marks of traditional classical music,but as it began,the instruments started to make loud,rough sounds more commonly __21__(hear)in chicken coops than in an auditorium.However,no feathers were angered by this departure from tradition, ___22__the audience that gathered to listen to the concert last week was,in fact,a couple of thousand chickens.The piece of music-Chook Symphony No. 1-__23__(create)specifically for the birds out of an unlikely partnership between the orchestra and an organic free-range chicken farm which wanted a piece of chicken-friendly music to enrich its flocks' lives.“We've been playing classical music for the chickens for some years now because ___24 ___ is well researched that the music can calm the chickens down,”says Ben Bostock,one of the two brothers who__25(own)the Bostock Brothers farm. Research has shown animals can respond positively to classical music,and chickens are particularly responsive to baroque(巴洛克格),according to some studies.The composer,Hamish Oliver,__26__used the baroque tradition as a starting point and drew inspiration from composers such as Corelli,Bach,and Schnitke,wanted the piece to be playful by including sounds from a chicken's world. “The trumpet imitates the c hicken …the woodwind instruments are the cluckiest,especially if you take the reeds off. ”The early stages of composition were spent _______(test)out which instruments and sounds the chickens responded to best.“They didn't like any big banging. ”Bostock said,adding that when the birds respond positively to themusic,they tend__28__(wander)farther among the trees. Bostock now hopes chicken farmers around the world will use the piece of music to calm their own birds.For Oliver,having input from the farmers about __ 29__the chickens were responding to particular sounds and instruments was a highlight of the project.The symphony has searched exhaustively __30__any other examples of orchestras making music specifically for chickens and believes this to be a world-first,says Peter Biggs,the orchestra's chief executive.Section BDirections :Complete the following passage by using the words in the box. Each word can only be used once. Note thatA new way to reduce poachingResearchers are working on a pilot program backed by Russia's Rosatom Corp to inject rhino horns(犀牛角)with radioactive material,a strategy that could discourage consumption and make it easier to detect illegal trade.Poachers(偷猎者)killed 394 rhinos in South Africa for their horns last year,government data shows,with public and private game __31__lacking the resources needed to monitor vast tracts of land and protect the animals that live there.While the toll was a third lower than in 2019 and the sixth __32_drop,illegal hunting remains the biggest threat to about 20,000 of the animals in the country —the world's biggest population.Thousands of__33__sensors along international borders could be used to detect a small quantity of radioactive material____34___into the horns,according to James Larkin,a professor at the University of Witswatersrand in Johannesburg,who has a background in radiation protection and nuclear security. “A whole new_35_of people could be able to detect the illegal movement of rhino horn,"he said. Some alternate methods of discouraging poaching,including poisoning, dyeing and removing the horns,have raised a variety of opinions as to their virtue and efficacy.Known as The Rhisotope Project,the new anti-poaching __36__started earlier this month with the injection of an amino acid(氨基酸)into two rhinos' horns in order to detect whether the compound will move into the animals' bodies. Also,__37__studies using computer modeling and a replica rhino head will be done to determine a safe dose of radioactive material. Rhino horn is used in traditional medicine,as it is believed to cure disease such as cancer,__38__as a show of wealth and given as gifts."If we make it radioactive, these people will be hesitant to buy it,"Larkin said. "We're pushing on the whole supply chain. "Besides Russia's state-owned nuclear company,the University of Witwatcrsrand. scientists and private rhino owners are involved in the project. If the method is ___39__feasible,it could also be used to curb illegal trade in elephant ivory.“Once we have developed the whole project and got to the poi nt where we completed the proof of concept,then we will be making this whole idea ____40_to whoever wants to use it. " Larkin said.III. Reading ComprehensionSection ADirections: For each blank in the following passages there are four words or phrases marked A, B. C and D. Fill in each blank with the word or phrase that best fits the context.City air is in a sorry state. It is dirty and hot. Outdoor pollution kills 4. 2m people a year, according to the World Health Organization. Concrete and tarmac meanwhile,absorb the sun's rays rather than reflecting them back into space,and also ___41 ___plants which would otherwise cool things down by evaporative transpiration(蒸腾作用). The never-ceasing__42_of buildings and roads thus tums urban areas into heat islands,discomforting residents and worsening dangerous heatwaves.A possible answer to the twin problems of pollution and heat is trees. Their leaves may destroy at least some chemical pollutants and they certainly __43__tiny particles floating in the air. which are then washed to the ground by rain. Besides transpiration,they provide __44___.To cool an area effectively, trees must be planted in quantity. Two years ago, researchers at the University of Wisconsin found that American cities need 40%tree___45___to cut urban heat back meaningfully. Unfortunately,not all cities —and especially not those now springing up in the world's poor and middle-income countries —are __46___with parks, private gardens or a sufficient number of street trees. And the problem is likely to get worse. At the moment,55%of people live in cities. By 2050 that share is expected to reach 68%.One group of botanists believe they have at least a partial ___47___to this lack of urban vegetation. It is to plant miniature simulacra(模拟物)of natural forests, ecologically engineered for rapid growth. Over the course of a career that began in the 1950s,their leader,Miyawaki Akira, a plant ecologist at Yokohama National University in Japan. has developed a way to do this starting with even the most___ 48___deserted areas. And the Miyawaki method is finding increasing___ 49___around the world.Dr Miyawaki's insight was to deconstruct and rebuild the process of ecological succession, by which ___50___land develops naturally into mature forest. Usually,the first arrival is grass, followed by small trees and,finally. larger ones.The Miyawaki method___51 ___some of the early phases and jumps directly to planting the kinds of species found in a mature wood.Dr Miyawaki has__52__the planting of more than 1,500 of these miniature forests,first in Japan,then in other parts of the world. Wherever they are planting,though,gardeners are not restricted to__53 __nature's recipe book to the letter. Miyawaki forests can be customized to local requirements. A popular choice__54__ is to include more fruit trees than a natural forest might support,thus creating an orchard that requires no maintenance.If your goal is to better your __55__surroundings,rather than to save the planet from global warming,then Dr Miyawaki might well be your man.41. A. thrive B. nourish C. displace D. raise42. A. assessment B. maintenance C. spread D. replacement43. A. release B. trap C. reflect D. dissolve44. A. attraction B. shadow C. interaction D. shade45. A. consumption B. coverage C. interval D. conservation46. A. blessed B. lined C. piled D. fascinated47. A. treatment B. obstacle C,warning D. solution48. A. unnoticed B. unpromising C. untested D. unfading49. A. criticism B. favor C. sponsor D. anxiety50. A. bare B. graceful C. faint D. mysterious51. A highlights B. skips C. improves D. pushes52. A. accessed B. spotted C. supervised D. ranked53. A. disturbing B. balancing C. following D. reducing54. A. for example B. in essence C. on the other hand D. after all55. A. suburban B. leisure C. scenic D. immediateSection BDirections: Read the following three passages. Each passage is followed by several questions or unfinished statements. For each of them there are four choices marked A,B,C and D. Choose the one that fits best according to the information given in the passage you have read.(A)From Marie Tussaud's Chamber of Horrors to Disneyland's Haunted Mansion(鬼屋)to horror-themed escape rooms,haunted house attractions have terrified and delighted audiences around the world for more than 200 years.These attractions turn out to be good places to study fear. They help scientists understand the body's response to fright and how we perceive some situations as enjoyably thrilling and others as truly terrible. One surprising finding;having friends close at hand in a haunted house might make you more jumpy,not less so.Psychologist and study co-author Sarah Tashjian,who is now at the University of Melbourne, and her team conducted their research with 156 adults,who each wore a wireless wrist sensor during their visit. The sensor measured skin responses linked to the body's reactions to stress and other situations. When the sensor picked up,for example,greater skin conductance —that is,the degree to which the skin can transmit an electric current —that was a sign that the body was more aroused and ready for fight or flight. In addition to this measure,people reported their expected fear (on a scale of 1 to 10)before entering the haunted house and their experienced fear (on the same scale)after completing the haunt.The scientists found that people who reported greater fear also showed heightened skin responses. Being with friends,Tashjian and her colleagues further found,increased physiological arousal during the experience,which was linked to stronger feelings of fright. In fact,the fear response was actually weaker when people went through the house in the presence of strangers.Other investigators have used haunted houses to understand how fear and enjoyment can coexist. In a 2020 study led by Marc Malmdorf Andersen,a member of the Recreational Fear Lab at Aarhus University in Denmark,scientists joined forces with Dystopia Haunted House. The Danish atraction includes such terrifying experiences as being chased by "Mr. Piggy",a large, chain-saw-wielding man wearing a bloody butcher's apron and pig mask. People between the ages of 12 and 57 were video recorded at peak moments during the attraction,wore heart-rate monitors throughout and reported on their experience. People's fright was tied to large-scale heart-rate fluctuations;their enjoyment was linked to small-scale ones. The results suggest that fear and enjoyment can happen together when physiological arousal is balanced "just right".56. Studing haunted house attractions helps scientists to learn about _____.A. the psychological effects of fear on individualsB. the history of horror-themed entertainmentC. the body's response to material rewardsD. the impact of technology on people's enjoyment57. How did Sarah Tashjian and her team conduct their research on haunted house experiences? A. By surveying participants.B. By analyzing historical records.C. By employing wireless wrist sensors.D. By using virtual reality simulations.58. What did Tashjian and her colleagues discover in their study?A. Being with fiends elevated level of physiological arousal.B. The fear reaction was stronger in the company of strangers.C. Psychological effect was unrelated to intensified feelings of fright.D. Those reporting lightened fear showed increased skin responses.59,It can be concluded from the 2020 study led by Marc Malmdorf Andersen that ____.A. fear and enjoyment can not happen at the same timeB. large-scale heart-rate fluctuations were linked to enjoymentC. the age of the participants was not related to the study's findingsD. fear and enjoyment can coexist under certain conditions(B)Is an electric vehicle right for you?Many people will ask themselvesthat question for the first time this year.Prices are falling,battery range is risingand mainstream brands are adding new EVs at a breakneck pace.Here are three things anybody seriously considering buying an EV should know:1. The price to install a 240v chargerAnybody who owns an electric vehicle needs a 240-volt charger at home. With one,you can recharge overnight,so you start every day with the equivalent of a full tank.Just a few years ago,home 240v EV chargers cost $2,500-$3,000,including installation,but prices have declined as competition grows with the number of EVs on the road.2. The time it takes to chargeAbout 80%of miles driven in EVs are powered by electricity charged at home,but you'll need to charge elsewhere occasionally. That's when charging time becomes a big deal,but how long it takes depends on a couple of factors.First,voltage from the charger. Getting 250 miles of range in seven hours from a 240v charger is fine when you're charging overnight at home,but it's a deal breaker if you're going 300 miles for a weekend getaway. In that case,you'll want to look for a 400v DC fast charger. They're not as common as 240v public chargers yet,but they're becoming more widespread.There's another factor:the on-board charger. It regulates how fast the battery can accept electricity. A vehicle with a higher-capacity on-board charger accepts electricity faster.3. Where to chargeGood route-planning apps will help you find chargers on a road trip.“Most people have no idea how many public charging stations are within,say,a 10-or 15- mile radius(半径)because they're small,people don't look for them or even don't know what to look for,and they're rarely signposted,"said journalist John Voelcker,who has studied EVs and charging exhaustively.4. On the horizonIf an EV doesn't meet your needs now, watch this space. They're coming closer,but large numbers of gasoline vehicles will remain in production for years. Beyond that,companies will keep making spare parts for oil-burners for decades.60. Which of the following statements is TRUE according to the passage?A. The price of installing a home EV charger has remained stable in the past few years.B. It's quite easy to identify the public charging stations with the help of striking signposts.C. Popular brands are introducing new EVs at an incredibly fast rate.D. An electric vehicle can't provide the same amount of energy as a completely filled fuel tank.61. The underlined phrase "watch this space" in the last paragraph probably means" _______ ”.A. give up the plan to purchase an EVB. make space for an EVC. find an alternative to EVD. keep an eye out for future developments62. This passage is mainly intended to _______ .A illustrate the factors charging time depends onB. offer advice on purchasing an electric vehicleC. look forward to the future of electric vehiclesL explain the reason for the falling prices of electric vehicles(C)Flinging brightly coloured objects around a screen at high speed is not what computers' central processing units were designed for. So manufacturers of arcade machines invented the graphics-processing unit (GPU),a set of circuits to handle video games' visuals in parallel to the work done by the central processor. The GPU's ability to speed up complex tasks has since found wider uses:video editing, cryptocurency mining and most recently,the training of artificial intelligence.AI is now disrupting the industry that helped bring it into being. Every part of entertainment stands to be affected by generative AI,which digests inputs of text,image,audio or video to create new outputs of the same. But the games business will change the most,argues Andreessen Horowitz,a venture-capital(VC)firm. Games interactivity requires them to be stuffed with laboriously designed content:consider the 30 square miles of landscape or 60 hours of music in “Red Dead Redemption 2”a recent cowboy adventure. Enlisting Al assistants to chum it out could drastically shrink timescales and budgets.AI represents an "explosion of opportunity"and could drastically change the landscape of game development. Making a game is already easier than it was:nearly 13,000 titles were published last year on Steam,a games platform,almostdouble the number in 2017. Gaming may soon resemble the music and video industries in which most new content on Spotify or YouTube is user-generated. One games executive predicts that small firms will be the quickest to work out what new genres are made possible by Al. Last month Raja Koduri,an executive at Intel,left the chip maker to found an Al-gaming startup.Don't count the big studios out,though. If they can release half a dozen high-quality titles a year instead of a couple,it might chip away at the hit-driven nature of their business,says Josh Chapman of Konvoy,a gaming focused VC firm. A world of more choices also favors those with big marketing budgets. And the giants may have better answers to the mounting copyright questions around Al. If generative models have to be trained on data to which the developer has the rights,those with big back-catalogues will be better placed than startups. Trent Kaniuga,an artist who has worked on games like "Fortnite",said last month that several clients had updated their contracts to ban Al-generated ant.If the lawyers don't intervene,unions might. Studios diplomatically refer to Al assistants as “co-pilots”,not replacements for humans.63. The original purpose behind the invention of the graphics-processing unit (GPU)was to______A. speedup complex tasks in video editing and cryptocurency miningB. assist in the developing and training of artificial intelligenceC. disrupt the industry and create new outputs using generative AID. offload game visual tasks from the central processor64. How might the rise of AI-gaming startups affect the development of the gaming industry?A. It contributes to the growth of user-generated content.B. It facilitates blockbuster dependency on big studios.C. It decreases collaboration between different stakeholders in the industry.D. It may help to consolidate the gaming market under major corporations.65. What can be inferred about the role of artificial intelligence in gaming?A. AI favors the businesses with small marketing budgets.B. AI is expected to simplify game development processes.C. AI allows startups to gain an edge over big firms with authorized data.D. AI assistants may serve as human substitutes for studios.66. What is this passage mainly about?A. The evolution of graphics-processing units (GPUs).B. The impact of generative AI on the gaming industry.C. The societal significance of graphics-processing units(GPUs).D. The challenges generative AI presents to gaming studios.Section CDirections: Read the following passage. Fill in each blank with a proper sentence given in the box. Each sentence can beTime to end Santa's 'naughty list'?Many of us have magical memories of Santa secretly bringing gifts and joy to our childhood homes —but is there a darker side to the beloved Christmas tradition?I was —and I'm happy to admit it —a loyal believer of Santa. I absolutely loved the magic of Christmas,especially Santa Claus,and my parents went above and beyond to encourage it. However,as I begin to construct my own Santa Claus myth for my daughter,I can't help but feel guilty. Could it undermine her trust in me?_____67______Backin1978,a study published in the American Journal of Orthopsychiatry(矫正精神医学)found that 85%of four-year-olds said they believed in Santa. In 2011,research published in the Journal of Cognition and Development found that 83%of 5-year-olds claimed to be true believers.I guess it's not all that surprising. _____68 _____He features in every Christmas TV show and movie. Each year the North American Aerospace Defence Command (NORAD)allows you to track Santa's journey on Christmas Eve. To reassure children during the pandemic in 2020,the World Health Organization issued a statement declaring that Santa was “immune”from Covid 19. And it's precisely this effort on behalf of parents,and society in general,to create such seemingly overwhelming evidence for the existence of Santa Claus that David Kyle Johnson,a professor of philosophy at King's College in Pennsylvania,describes as 'The Santa Lie' in his book The Myths That Stole Christmas. He highlights how we don't simply ask children to imagine Santa,but rather to actually believe in him. _____69 _____The 'Santa lie' can reduce trust between a parent and a child. _____70 _____It is the creation of false evidence and convincing kids that bad evidence is in fact good evidence that discourages the kind of critical thinking we should be encouraging in children in this era. “The ‘Santa lie' is part of a parenting practice that encourages people to believe what they want to believe,simply because of the psychological reward,”says Johnson. “That's really bad for society in general. ”IV. Summary WritingDirections: Read the following passage. Summarize the main idea and the main point(s)of the passage in no more than 60 words. Use your own words as far as possible.Exploring the Appeal of VintageToday,the term“vintage”applies to almost everything. Vintage is more recent than an antique (古董)which is defined as 100 years old or more. It basically means reviving something old- fashioned or filled with memories. For an object to be considered vintage,it must be unique and genuine enough to retain at least some of its original charm.We buy vintage because it creates a sense of personal connection for us:it speaks to our childhood memories and that feels good. We also buy vintage because we're rebels. Vintage is a protest against modern mainstream culture. In an age of technology,buying vintage is a refuge from our fast-paced,high-tech world. We want our children to make the most of their creativity and know how to entertain themselves without electronic gadgets. Ironically,early video games are now considered vintage.Of all the vintage objects,vintage toys are forever attractive for both adults and children. Although some toys have emotional value,others have high market value and are expensive to collect. Vintage toys that were made in small quantities often bring a higher value than those that were mass produced. That means,if you own one of the 2,000 “Peanuts”royal blue beanie baby elephants that were manufactured with a darker blue coat than originally intended,you might have something valuable on your hands. In fact,due to a manufacturer error,this is the most collectible beanie baby around —and worth about f3,000.If you're motivated and feeling lucky,you can find deals on vintage toys by browsing charity shops,secondhand stores,community centers,flea markets and garage sales. You never know what kind of treasures are hiding at the bottom of a mixed box in someone's basement,garage or attic.第Ⅱ卷(共40分)V. TranslationDirections: Translate the following sentences into English. using the words given in the brackets.72. 他在升旗仪式上的演讲得到了高声喝彩。

Stochastic_Games

Stochastic_Games

October 21, 2011
e-Enterprise Lab
Stationary Strategies
Enumerating all pure and mixed strategies is cumbersome and redundant. Behavior strategies those which specify a player the same probabilities for his choices every time the same position is reached by whatever route. x = (x1,x2,…,xN) each xk = (xk1, xk2,…, xkmk)
October 21, 2011
e-Enterprise Lab
The "Big-Match" game is introduced by Gillette (1957) as a difficult example. The Big Match David Blackwell; T. S. Ferguson The Annals of Mathematical Statistics, Vol. 39, No. 1. (Feb., 1968), pp. 159-163.
1 2 1 2 2 1 1 2 2 1
First Iteratio n Second Iteratio n
subga me
What is Player 1’s strategy set? (Cross product of all choice sets at all information sets…) {C,D} x {C,D} x {C,D} x {C,D} x {C,D} 25 = 32 possible strategies

吉尔斯皮·随机模拟算法2.0用户指南说明书

吉尔斯皮·随机模拟算法2.0用户指南说明书

Package‘GillespieSSA2’January23,2023Type PackageTitle Gillespie's Stochastic Simulation Algorithm for Impatient PeopleVersion0.3.0Description A fast,scalable,and versatile framework forsimulating large systems with Gillespie's Stochastic SimulationAlgorithm('SSA').This package is the spiritual successor to the'GillespieSSA'package originally written by Mario Pineda-Krch.Benefits of this package include major speed improvements(>100x),easier to understand documentation,and many unit tests that try toensure the package works as intended.Cannoodt and Saelens et al.(2021)<doi:10.1038/s41467-021-24152-2>.License GPL(>=3)URL https://rcannood.github.io/GillespieSSA2/,https:///rcannood/GillespieSSA2BugReports https:///rcannood/GillespieSSA2/issuesDepends R(>=3.3)Imports assertthat,dplyr,dynutils,Matrix,methods,purrr,Rcpp(>=0.12.3),RcppXPtrUtils,readr,rlang,stringr,tidyrSuggests covr,ggplot2,GillespieSSA,knitr,rmarkdown,testthat(>=2.1.0)LinkingTo RcppVignetteBuilder knitrEncoding UTF-8RoxygenNote7.2.2NeedsCompilation yesAuthor Robrecht Cannoodt[aut,cre](<https:///0000-0003-3641-729X>), Wouter Saelens[aut](<https:///0000-0002-7114-6248>) Maintainer Robrecht Cannoodt<******************>Repository CRANDate/Publication2023-01-2319:20:02UTC12compile_reactions R topics documented:compile_reactions (2)GillespieSSA2 (3)ode_em (5)plot_ssa (5)port_reactions (6)print.SSA_reaction (6)reaction (7)ssa (8)ssa_btl (10)ssa_etl (11)ssa_exact (12)Index13 compile_reactions Precompile the reactionsDescriptionBy precompiling the reactions,you can run multiple SSA simulations repeatedly without having to recompile the reactions every time.Usagecompile_reactions(reactions,state_ids,params,buffer_ids=NULL,hardcode_params=FALSE,fun_by=10000L,debug=FALSE)Argumentsreactions’reaction’A list of multiple reaction()objects.state_ids[character]The names of the states in the correct order.params[named numeric]Constants that are used in the propensity functions.buffer_ids[character]The order of any buffer calculations that are made as part of the propensity functions.hardcode_params[logical]Whether or not to hardcode the values of params in the compilationof the propensity functions.Setting this to TRUE will result in a minor sacrificein accuracy for a minor increase in performance.fun_by[integer]Combine this number of propensity functions into one function.debug[logical]Whether to print the resulting C++code before compiling.ValueA list of objects solely to be used by ssa().•x[["state_change"]]:A sparse matrix of reaction effects.•x[["reaction_ids"]]:The names of the reactions.•x[["buffer_ids"]]:A set of buffer variables found in the propensity functions.•x[["buffer_size"]]:The minimum size of the buffer required.•x[["function_pointers"]]:A list of compiled propensity functions.•x[["hardcode_params"]]:Whether the parameters were hard coded into the source code.‘Examplesinitial_state<-c(prey=1000,predators=1000)params<-c(c1=10,c2=0.01,c3=10)reactions<-list(#propensity function effects name for reactionreaction(~c1*prey,c(prey=+1),"prey_up"),reaction(~c2*prey*predators,c(prey=-1,predators=+1),"predation"),reaction(~c3*predators,c(predators=-1),"pred_down"))compiled_reactions<-compile_reactions(reactions=reactions,state_ids=names(initial_state),params=params)out<-ssa(initial_state=initial_state,reactions=compiled_reactions,params=params,method=ssa_exact(),final_time=5,census_interval=.001,verbose=TRUE)plot_ssa(out)GillespieSSA2GillespieSSA2:Gillespie’s Stochastic Simulation Algorithm for im-patient people.DescriptionGillespieSSA2is a fast,scalable,and versatile framework for simulating large systems with Gille-spie’s Stochastic Simulation Algorithm(SSA).This package is the spiritual successor to the Gille-spieSSA package originally written by Mario Pineda-Krch.DetailsGillespieSSA2has the following added benefits:•The whole algorithm is run in Rcpp which results in major speed improvements(>100x).Evenyour propensity functions(reactions)are being compiled to Rcpp!•Parameters and variables have been renamed to make them easier to understand.•Many unit tests try to ensure that the code works as intended.The SSA methods currently implemented are:Exact(ssa_exact()),Explicit tau-leaping(ssa_etl()), and the Binomial tau-leaping(ssa_btl()).The stochastic simulation algorithmThe stochastic simulation algorithm(SSA)is a procedure for constructing simulated trajectories offinite populations in continuous time.If X i(t)is the number of individuals in population i (i=1,...,N)at time t,the SSA estimates the state vector X(t)≡(X1(t),...,X N(t)),given that the system initially(at time t0)was in state X(t0)=x0.Reactions are single instantaneous events changing at least one of the populations(e.g.birth,death, movement,collision,predation,infection,etc).These cause the state of the system to change over time.The SSA procedure samples the timeτto the next reaction R j(j=1,...,M)and updates the system state X(t)accordingly.Each reaction R j is characterized mathematically by two quantities;its state-change vectorνj and its propensity function a j(x).The state-change vector is defined asνj≡(ν1j,...,νNj),where νij is the change in the number of individuals in population i caused by one reaction of type j.The propensity function is defined as a j(x),where a j(x)dt is the probability that a particular reaction j will occur in the next infinitesimal time interval[t,t+dt].Contents of this package•ssa():The main entry point for running an SSA simulation.•plot_ssa():A standard visualisation for generating an overview plot fo the output.•ssa_exact(),ssa_etl(),ssa_btl():Different SSA algorithms.•ode_em():An ODE algorithm.•compile_reactions():A function for precompiling the reactions.See Alsossa()for more explanation on how to use GillespieSSA2ode_em5 ode_em Euler-Maruyama method(EM)DescriptionEuler-Maruyama method implementation of the ODE.Usageode_em(tau=0.01,noise_strength=2)Argumentstau tau parameternoise_strength noise_strength parameterValuean object of to be used by ssa().plot_ssa Simple plotting of ssa outputDescriptionProvides basic functionally for simple and quick time series plot of simulation output from ssa().Usageplot_ssa(ssa_out,state=TRUE,propensity=FALSE,buffer=FALSE,firings=FALSE,geom=c("point","step"))Argumentsssa_out Data object returned by ssa().state Whether or not to plot the state values.propensity Whether or not to plot the propensity values.buffer Whether or not to plot the buffer values.firings Whether or not to plot the reactionfirings values.geom Which geom to use,must be one of"point","step".6print.SSA_reaction port_reactions Port GillespieSSA parameters to GillespieSSA2DescriptionThis is a helper function to tranform GillesieSSA-style paramters to GillespieSSA2.Usageport_reactions(x0,a,nu)Argumentsx0The x0parameter of GillespieSSA::ssa().a The a parameter of GillespieSSA::ssa().nu The nu parameter of GillespieSSA::ssa().ValueA set of reaction()s to be used by ssa().Examplesx0<-c(Y1=1000,Y2=1000)a<-c("c1*Y1","c2*Y1*Y2","c3*Y2")nu<-matrix(c(+1,-1,0,0,+1,-1),nrow=2,byrow=TRUE)port_reactions(x0,a,nu)print.SSA_reaction Print various SSA objectsDescriptionPrint various SSA objectsUsage##S3method for class SSA_reactionprint(x,...)##S3method for class SSA_methodprint(x,...)Argumentsx An SSA reaction or SSA method...Not usedreaction7 reaction Define a reactionDescriptionDuring an SSA simulation,at any infinitesimal time interval,a reaction will occur with a probability defined according to its propensity.If it does,then it will change the state vector according to its effects.Usagereaction(propensity,effect,name=NA_character_)Argumentspropensity[character/formula]A character or formula representation of the propensity function,written in C++.effect[named integer vector]The change in state caused by this reaction.name[character]A name for this reaction(Optional).May only contain characters matching[A-Za-z0-9_].DetailsIt is possible to use’buffer’values in order to speed up the computation of the propensity functions.For instance,instead of"(c3*s1)/(1+c3*c1)",it is possible to write"buf=c3*s1;buf/ (buf+1)"instead.Value[SSA_reaction]This object describes a single reaction as part of an SSA simulation.It contains the following member values:•r[["propensity"]]:The propensity function as a character.•r[["effect"]]:The change in state caused by this reaction.•r[["name"]]:The name of the reaction,NA_character_if no name was provided.Examples#propensity effectreaction(~c1*s1,c(s1=-1))reaction("c2*s1*s1",c(s1=-2,s2=+1))reaction("buf=c3*s1;buf/(buf+1)",c(s1=+2))8ssassa Invoking the stochastic simulation algorithmDescriptionMain interface function to the implemented SSA methods.Runs a single realization of a predefinedsystem.For a detailed explanation on how to set up yourfirst SSA system,check the introductionvignette:vignette("an_introduction",package="GillespieSSA2").If you’re transitioningfrom GillespieSSA to GillespieSSA2,check out the corresponding vignette:vignette("converting_from_GillespieSSA"package="GillespieSSA2").Usagessa(initial_state,reactions,final_time,params=NULL,method=ssa_exact(),census_interval=0,stop_on_neg_state=TRUE,max_walltime=Inf,log_propensity=FALSE,log_firings=FALSE,log_buffer=FALSE,verbose=FALSE,console_interval=1,sim_name=NA_character_,return_simulator=FALSE)Argumentsinitial_state[named numeric vector]The initial state to start the simulation with.reactions A list of reactions,see reaction().final_time[numeric]Thefinal simulation time.params[named numeric vector]Constant parameters to be used in the propensityfunctions.method[ssa_method]]Which SSA algorithm to use.Must be one of:ssa_exact(),ssa_btl(),or ssa_etl().census_interval[numeric]The approximate interval between recording the state of the system.Setting this parameter to0will cause each state to be recorded,and to Inf willcause only the end state to be recorded.stop_on_neg_state[logical]Whether or not to stop the simulation when the a negative value inthe state has occured.This can occur,for instance,in the ssa_etl()method.ssa9max_walltime[numeric]The maximum duration(in seconds)that the simulation is allowed to run for before terminated.log_propensity[logical]Whether or not to store the propensity values at each census.log_firings[logical]Whether or not to store number offirings of each reaction between censuses.log_buffer[logical]Whether or not to store the buffer at each census.verbose[logical]If TRUE,intermediary information pertaining to the simulation will be displayed.console_interval[numeric]The approximate interval between intermediary information outputs.sim_name[character]An optional name for the simulation.return_simulatorWhether to return the simulator itself,instead of the output.DetailsSubstantial improvements in speed and accuracy can be obtained by adjusting the additional(and optional)ssa arguments.By default ssa uses conservative parameters(o.a.ssa_exact())which prioritise computational accuracy over computational speed.Approximate methods(ssa_etl()and ssa_btl())are not fool proof!Some tweaking might be required for a stochastic model to run appropriately.ValueReturns a list containing the output of the simulation:•out[["time"]]:[numeric]The simulation time at which a census was performed.•out[["state"]]:[numeric matrix]The number of individuals at those time points.•out[["propensity"]]:[numeric matrix]If log_propensity is TRUE,the propensity value of each reaction at each time point.•out[["firings"]]:[numeric matrix]If log_firings is TRUE,the number offirings be-tween two time points.•out[["buffer"]]:[numeric matrix]If log_buffer is TRUE,the buffer values at each time point.•out[["stats"]]:[data frame]Various stats:–$method:The name of the SSA method used.–$sim_name:The name of the simulation,if provided.–$sim_time_exceeded:Whether the simulation stopped because thefinal simulation timewas reached.–$all_zero_state:Whether an extinction has occurred.–$negative_state:Whether a negative state has occurred.If an SSA method other thanssa_etl()is used,this indicates a mistake in the provided reaction effects.–$all_zero_propensity:Whether the simulation stopped because all propensity valuesare zero.–$negative_propensity:Whether a negative propensity value has occurred.If so,thereis likely a mistake in the provided reaction propensity functions.10ssa_btl –$walltime_exceeded:Whether the simulation stopped because the maximum executiontime has been reached.–$walltime_elapsed:The duration of the simulation.–$num_steps:The number of steps performed.–$dtime_mean:The mean time increment per step.–$dtime_sd:THe standard deviation of time increments.–$firings_mean:The mean number offirings per step.–$firings_sd:The standard deviation of the number offirings.See AlsoGillespieSSA2for a high level explanation of the packageExamplesinitial_state<-c(prey=1000,predators=1000)params<-c(c1=10,c2=0.01,c3=10)reactions<-list(#propensity function effects name for reactionreaction(~c1*prey,c(prey=+1),"prey_up"),reaction(~c2*prey*predators,c(prey=-1,predators=+1),"predation"),reaction(~c3*predators,c(predators=-1),"pred_down"))out<-ssa(initial_state=initial_state,reactions=reactions,params=params,method=ssa_exact(),final_time=5,census_interval=.001,verbose=TRUE)plot_ssa(out)ssa_btl Binomial tau-leap method(BTL)DescriptionBinomial tau-leap method implementation of the SSA as described by Chatterjee et al.(2005).ssa_etl11Usagessa_btl(mean_firings=10)Argumentsmean_firings A coarse-graining factor of how manyfirings will occur at each iteration on average.Depending on the propensity functions,a value for mean_firings willresult in warnings generated and a loss of accuracy.Valuean object of to be used by ssa().ReferencesChatterjee A.,Vlachos D.G.,and Katsoulakis M.A.2005.Binomial distribution based tau-leap accelerated stochastic simulation.J.Chem.Phys.122:024112.doi:10.1063/1.1833357.ssa_etl Explicit tau-leap method(ETL)DescriptionExplicit tau-leap method implementation of the SSA as described by Gillespie(2001).Note that this method does not attempt to select an appropriate value for tau,nor does it implement estimated-midpoint technique.Usagessa_etl(tau=0.3)Argumentstau the step-size(default0.3).Valuean object of to be used by ssa().ReferencesGillespie D.T.2001.Approximate accelerated stochastic simulation of chemically reacting systems.J.Chem.Phys.115:1716-1733.doi:10.1063/1.1378322.12ssa_exact ssa_exact Exact methodDescriptionExact method implementation of the SSA as described by Gillespie(1977).Usagessa_exact()Valuean object of to be used by ssa().ReferencesGillespie D.T.1977.Exact stochastic simulation of coupled chemical reactions.J.Phys.Chem.81:2340.doi:10.1021/j100540a008Indexcompile_reactions,2compile_reactions(),4GillespieSSA2,3,10GillespieSSA2-package(GillespieSSA2),3 GillespieSSA::ssa(),6ode_em,5ode_em(),4plot_ssa,5plot_ssa(),4port_reactions,6print.SSA_method(print.SSA_reaction),6 print.SSA_reaction,6reaction,2,7reaction(),2,6,8ssa,8ssa(),3–6,11,12ssa_btl,10ssa_btl(),4,8,9ssa_etl,11ssa_etl(),4,8,9ssa_exact,12ssa_exact(),4,8,913。

玩游戏和写作业哪个好英语

玩游戏和写作业哪个好英语

Playing games and doing homework are two different activities that serve different purposes in a students life.Heres a detailed comparison between the two:cational Value:Doing Homework:Homework is designed to reinforce the concepts taught in class, helping students to practice and master the material.It often includes exercises,problems, and assignments that are directly related to the curriculum.Playing Games:While some educational games can have a positive impact on learning, most games are not designed with educational outcomes in mind.However,they can still offer indirect benefits,such as improving handeye coordination,strategic thinking,and problemsolving skills.2.Time Management:Doing Homework:Completing homework assignments is a key part of academic responsibility.It requires time management and discipline to ensure that tasks are completed before deadlines.Playing Games:Games can be a form of relaxation and entertainment,but they can also be timeconsuming.Its important for students to balance game time with academic responsibilities.3.Cognitive Skills:Doing Homework:Homework helps develop cognitive skills such as critical thinking, memory,and analytical abilities.It can also improve academic performance by reinforcing learning.Playing Games:Certain types of games,especially strategy and puzzle games,can enhance cognitive skills like spatial awareness,pattern recognition,and decisionmaking.4.Social Interaction:Doing Homework:Homework is typically an individual activity,although group projects can involve social interaction and collaboration.Playing Games:Many games,especially online multiplayer games,offer a platform for social interaction and teamwork.They can help develop communication and interpersonal skills.5.Mental Health:Doing Homework:While necessary for academic success,excessive focus on homework can lead to stress and burnout if not balanced with other activities. Playing Games:Games can be a healthy outlet for stress relief and can contribute to mental wellbeing when played in moderation.6.Creativity:Doing Homework:Creative thinking can be stimulated through openended assignments and projects that allow for personal expression and exploration.Playing Games:Games,particularly those that involve building or creating within the game world,can foster creativity and imagination.7.Career Preparation:Doing Homework:Homework is a fundamental part of preparing for higher education and future careers by building a strong academic foundation.Playing Games:While not a direct career preparation tool,certain skills developed through gaming,such as teamwork and strategic thinking,can be transferable to professional settings.In conclusion,both playing games and doing homework have their merits,and a balanced approach is essential.Homework is crucial for academic success and skill development, while games can offer relaxation,social interaction,and cognitive benefits.Its important for students to prioritize their homework but also allow time for games and other activities that contribute to a wellrounded lifestyle.。

玩游戏和写作业一样吗英语

玩游戏和写作业一样吗英语

Playing games and doing homework are two distinct activities that serve different purposes and have different impacts on an individuals life.Heres a detailed comparison between the two:1.Purpose:Games:The primary purpose of playing games is entertainment and enjoyment.They are designed to provide a fun and engaging experience.Homework:Homework is assigned to reinforce the concepts taught in class,to develop problemsolving skills,and to encourage independent learning.2.Learning Outcomes:Games:While some games can have educational value and help develop skills such as strategic thinking,handeye coordination,and teamwork,they are not typically designed with the primary goal of academic learning.Homework:Homework is directly linked to academic learning.It helps students to practice and master the material covered in class,leading to better understanding and retention of knowledge.3.Time Management:Games:Playing games can be timeconsuming,and without proper time management,it can lead to procrastination and a lack of focus on important tasks such as homework. Homework:Completing homework requires disciplined time management to ensure that academic responsibilities are met and that there is a balance between study and leisure time.4.Concentration and Focus:Games:Games often require high levels of concentration and focus,but they are typically shortterm and can be mentally exhausting due to their stimulating nature. Homework:Homework demands sustained focus and concentration over a longer period,which can help develop the ability to maintain attention on a task for an extended time.5.Rewards and Motivation:Games:The rewards in games are immediate and often visual,such as points,levels,or ingame achievements,which can be highly motivating.Homework:The rewards from homework are more longterm,such as better grades,a deeper understanding of the subject,and the satisfaction of completing a task.6.Social Interaction:Games:Many games involve social interaction,either with friends or strangers,andcan be a way to connect with others who share similar interests.Homework:Homework is often an individual activity,but it can also involve group projects or discussions that promote collaboration and communication skills.7.Stress Levels:Games:While games can be relaxing and a way to unwind,they can also cause stress, especially if they are competitive or involve timesensitive challenges. Homework:Homework can be a source of stress,particularly if it is challenging or if there is a lot of it,but it can also provide a sense of accomplishment once completed.8.Parental Involvement:Games:Parents may need to monitor the content of games and the amount of time spent playing to ensure that it is ageappropriate and does not interfere with other responsibilities.Homework:Parents often play a role in supporting their children with homework, providing resources,guidance,and encouragement to help them succeed academically.9.Technological Engagement:Games:Games are a form of technological engagement that can be both interactive and immersive,often involving advanced graphics and sound.Homework:Homework can also involve technology,such as using computers for research or completing assignments online,but it is not always as interactive as gaming.10.Cultural and Creative Aspects:Games:Many games have rich narratives,characters,and worlds that can be culturally enriching and inspire creativity.Homework:Homework can also be a platform for creativity,especially in subjects like art,music,or creative writing,where students can express their ideas and perspectives.In conclusion,while both playing games and doing homework involve engagement and can contribute to personal development in different ways,they are not the same. Balancing the time spent on both activities is essential for a wellrounded lifestyle that includes leisure,learning,and personal growth.。

提高智力的小游戏英语作文

提高智力的小游戏英语作文

As a high school student, Ive always been intrigued by the concept of enhancing my intellectual capabilities. One of the most enjoyable and effective ways Ive found to do this is through engaging in brainstimulating games. These games are not only fun but also serve as a catalyst for cognitive development.I remember the first time I was introduced to Sudoku. It was during a family gathering, and my uncle, an avid Sudoku enthusiast, was solving a puzzle in the newspaper. Seeing the concentration on his face, I was drawn to the challenge. He explained the rules, and I was immediately hooked. The game requires you to fill in a 9x9 grid with numbers so that each row, column, and 3x3 box contains all of the digits from 1 to 9. It sounds simple, but the complexity of the game lies in its ability to test logical reasoning and problemsolving skills.Another game that has captured my interest is chess. Chess is a strategic board game played between two opponents, with each player controlling 16 pieces. The objective is to checkmate the opponents king, a task that requires foresight, planning, and an understanding of tactics. I joined the school chess club and found myself immersed in the world of chess. The game has taught me patience, as well as the importance of thinking several moves ahead.Crossword puzzles are yet another intellectual pursuit Ive taken up. They are a fantastic way to expand my vocabulary and improve my knowledge of general trivia. The satisfaction of completing a crossword is immense, especially when it involves piecing together clues that lead to thediscovery of new words and concepts.In addition to these, Ive also dabbled in logic puzzles and riddles. These brain teasers often require lateral thinking and can be quite challenging. For instance, there was this one riddle that went, I speak without a mouth and hear without ears. I have no body, but I come alive with the wind. What am I? The answer, of course, was an echo, and figuring it out was a thrilling moment of realization.Whats fascinating about these games is that they not only sharpen my cognitive skills but also provide a sense of accomplishment. They are a testament to the fact that learning can be fun and engaging. Moreover, they have helped me to become more analytical and focused in my approach to problemsolving.The benefits of playing these games extend beyond just improving intelligence. They also foster creativity, as I often find myself thinking outside the box to solve complex puzzles. Furthermore, they have been a great way to unwind and relax after a long day of schoolwork.In conclusion, I wholeheartedly recommend these intellectual games to anyone looking to enhance their cognitive abilities. They are not only entertaining but also serve as a valuable tool for personal growth and development. Whether its the strategic depth of chess, the logical challenge of Sudoku, or the linguistic exploration of crosswords, theres something for everyone to enjoy and learn from.。

玩游戏好处与坏处英语作文

玩游戏好处与坏处英语作文

Playing video games is a popular pastime that has both its advantages and disadvantages.Heres an overview of the benefits and drawbacks associated with this activity.Advantages of Playing Video Games:1.Enhanced Cognitive Skills:Video games can improve various cognitive functions such as problemsolving,spatial awareness,and memory.They often require players to strategize and make quick decisions,which can sharpen their thinking skills.2.Stress Relief:Engaging in video games can be a form of escapism,allowing players to relax and temporarily forget about their daily stressors.This can be particularly beneficial for those who lead busy or stressful lives.3.Social Interaction:Multiplayer games offer a platform for social interaction,where players can communicate and collaborate with others from around the world.This can help develop teamwork and communication skills.cational Value:Many games are designed with educational content,teaching players about history,science,or language in an engaging way.They can be a fun supplement to traditional learning.5.Physical Benefits:With the advent of motioncontrolled games,players can now engage in physical activity while gaming.This can contribute to a healthier lifestyle and improve coordination.Disadvantages of Playing Video Games:1.Addiction:Excessive gaming can lead to addiction,where players prioritize gaming over other important aspects of their lives,such as work,school,or relationships.2.Sedentary Lifestyle:Traditional gaming often involves sitting for long periods,which can contribute to a sedentary lifestyle and associated health issues like obesity and cardiovascular problems.3.Isolation:While multiplayer games can foster social interaction,excessive gaming can lead to social isolation,as players may spend more time in the virtual world than interacting with people in the real world.4.Violent Content:Some games contain violent or aggressive content,which candesensitize players to realworld violence and potentially lead to aggressive behavior.5.Financial Impact:The cost of gaming can be significant,with the need for purchasing games,consoles,and accessories.This can strain personal finances,especially for young people without a steady income.6.Impact on Sleep:Gaming late into the night can disrupt sleep patterns,leading to fatigue and affecting performance in other areas of life.In conclusion,while video games can offer a wealth of benefits,its important for players to maintain a balanced approach to gaming.Moderation is key to ensuring that the positive aspects of gaming are enjoyed without falling prey to the potential negative consequences.。

游戏式学习英语作文

游戏式学习英语作文

游戏式学习英语作文The Gamification of Language Learning: A Fun and Engaging Approach.In today's digital age, traditional methods of learning often become outdated and boring, especially for the younger generation. This is particularly true in the field of language learning, where students are often required to memorize vocabulary, grammar rules, and sentence structures through rote learning. However, with the advent of technology and the integration of game elements into learning, the gamification of language learning has emerged as a innovative and effective approach.Gamification refers to the process of using game design elements in non-game contexts, such as education, to engage users and make learning more enjoyable. By applying game-like mechanics to language learning, students are able to immerse themselves in a fun and interactive environment, making the learning process more enjoyable and effective.One of the key benefits of gamification in language learning is its ability to capture students' attention and hold it for longer periods of time. Games are designed tobe engaging and captivating, and when these elements are incorporated into language learning, students are morelikely to stay focused and invested in the learning process. This increased engagement leads to better retention of knowledge and a deeper understanding of the language.Moreover, gamification encourages active participation and collaboration among students. Many gamified language learning platforms feature multiplayer modes, allowing students to compete against each other or work together to solve language-related challenges. This competitive and cooperative spirit not only makes learning more enjoyable but also helps students develop important social skills.Another advantage of gamification is its ability to adapt to individual learning styles and preferences. Traditional language learning methods often follow a one-size-fits-all approach, ignoring the unique needs andpreferences of each student. However, gamified learning platforms often offer customized learning experiences, allowing students to choose their own path through the material and progress at their own pace. This flexibility ensures that each student can learn in a way that suits them best, leading to better learning outcomes.Additionally, gamification of language learning can be used to introduce real-world scenarios and cultural contexts. Games often feature immersive storylines and environments that allow players to experience a language in the context of real-world situations. This contextualized learning is crucial for developing a deep understanding of a language and its associated culture. By exposure to authentic language use in a variety of settings, students are able to apply their language skills more effectively in real-life situations.Furthermore, gamification can help overcome the common issue of motivation in language learning. Learning a new language can be challenging and frustrating, especially when progress seems slow. However, by incorporating game-like elements such as rewards, achievements, and leaderboards, gamified learning platforms can motivate students to keep going and strive for better performance. The sense of accomplishment and progression provided by these elements acts as a powerful incentive for students to continue learning.However, it's important to note that gamification should not replace traditional language learning methods but rather complement them. Games can provide an engaging and fun way to introduce and practice language concepts, but they should not be relied upon exclusively for language acquisition. A balanced approach that combines traditional learning methods with gamified activities is likely toyield the best results.In conclusion, the gamification of language learning represents a significant step forward in making the learning process more enjoyable, engaging, and effective. By leveraging the power of games and game-like elements, we can transform language learning into a fun and rewarding experience that encourages active participation,collaboration, and personalized learning. As we move forward in the digital age, it's essential that we continue to explore and innovate in the field of language learning, harnessing the potential of technology to enhance the learning process and make it more accessible and enjoyable for all.。

游戏的好处英语作文

游戏的好处英语作文

Playing games is a popular pastime that offers a multitude of benefits,both for individuals and society as a whole.Here are some of the advantages of engaging in gaming activities:1.Enhanced Cognitive Skills:Games,especially strategy and puzzle games,can improve memory,concentration,and problemsolving abilities.They challenge the brain to think critically and creatively.2.Stress Relief:Engaging in games can be a form of escapism,allowing players to momentarily forget about their daily stresses and anxieties.This can lead to a more relaxed state of mind and improved mental health.3.Social Interaction:Multiplayer games foster social skills by encouraging communication,teamwork,and cooperation among players.This can be particularly beneficial for individuals who may have difficulty socializing in reallife settings.4.Physical Health:While many games are sedentary,there are active gaming options, such as those requiring physical movement or coordination.These can help improve physical fitness and coordination.cational Value:Educational games can teach new concepts and skills in a fun and engaging way.They can be particularly effective for children,who may be more receptive to learning through play.6.Cultural Exposure:Games often incorporate elements of different cultures,providing players with insights into various traditions,histories,and societal norms.7.Development of New Skills:Video games,in particular,can help develop a range of skills,including handeye coordination,quick decisionmaking,and spatial awareness.8.Sense of Achievement:Completing levels or winning games can provide a sense of accomplishment and boost selfesteem.This can be especially important for individuals who may struggle to find success in other areas of life.9.Economic Benefits:The gaming industry is a significant economic driver,providing jobs and contributing to technological advancements.10.Lifelong Learning:Games can stimulate a lifelong love of learning,as players often seek to improve their skills and knowledge to excel in their gaming experiences.In conclusion,while its important to maintain a balance and not overindulge in gaming, the benefits of playing games are numerous and can contribute positively to an individuals overall wellbeing and development.。

fundamental of reinforcement learning -回复

fundamental of reinforcement learning -回复

fundamental of reinforcement learning -回复Fundamentals of Reinforcement Learning: An Introduction to the BasicsIntroduction:Reinforcement Learning (RL) is an area of machine learning that focuses on teaching algorithms to make decisions based on trial and error. It is widely used in various fields such as artificial intelligence, robotics, and game theory. RL algorithms learn to make optimal decisions by interacting with an environment and receiving feedback in the form of rewards or penalties. In this article, we will explore the fundamental concepts of reinforcement learning and understand the step-by-step process involved.1. Understanding RL Agent and Environment:In RL, an agent is the learner or decision-maker, and the environment is the setting in which the agent operates. The environment can be as simple as a game or as complex asself-driving cars. The agent interacts with the environment by performing actions, and the environment responds with rewards orpenalties. The goal of the agent is to learn the best actions to maximize the cumulative reward over time.2. Markov Decision Processes (MDPs):MDPs are mathematical models that formalize decision-making problems in RL. They consist of a set of states, actions, transition probabilities, and rewards. The agent starts in a particular state, performs an action, and transitions to a new state according to the transition probabilities. The agent receives a reward based on the state-action pair. MDPs provide a framework for modeling RL problems and allow for the application of various learning algorithms.3. Policy and Value Functions:A policy in RL determines the behavior of the agent. It is a mapping from states to actions and represents the strategy fordecision-making. The policy can be deterministic, where it directly selects an action for each state, or stochastic, where it selects actions with certain probabilities. Value functions, on the other hand, estimate the expected cumulative reward from a particularstate or state-action pair. The value functions help the agent in evaluating the potential returns from different states and actions and are crucial for making optimal decisions.4. Q-Learning Algorithm:Q-Learning is one of the most popular algorithms in RL. It is a model-free method that does not require prior knowledge of the environment's dynamics. The Q-Learning algorithm estimates the action-value function or Q-values, which represent the expected cumulative reward of taking a particular action in a given state. The algorithm iteratively updates the Q-values based on the rewards received and the new information obtained from the environment. By exploring and exploiting different actions, the agent gradually learns the optimal policy.5. Exploration and Exploitation:In RL, exploration refers to the act of trying out new actions to gather information about the environment. Exploitation, on the other hand, involves using the learned knowledge to maximize the cumulative reward. Balancing exploration and exploitation is afundamental challenge in RL. Too much exploration may result in inefficient learning, while too much exploitation may lead tosub-optimal solutions. Various exploration strategies, such as epsilon-greedy and softmax, are used to strike a balance.6. Temporal Difference Learning:Temporal Difference (TD) learning is another key concept in RL. It combines elements of both Monte Carlo methods (which learn from complete episodes) and dynamic programming (which learns from intermediate states). TD learning allows the agent to update its value function estimates after experiencing only a partial trajectory, making it more computationally efficient. TD algorithms, such as SARSA and Q-Learning, use the temporal difference error to update the value function estimates incrementally.7. Deep Reinforcement Learning:Deep Reinforcement Learning (DRL) combines RL with deep neural networks to handle high-dimensional state spaces. Traditional RL algorithms may struggle with complex problems due to the curse of dimensionality. DRL uses deep neural networks as functionapproximators to learn directly from raw sensory inputs. Techniques like Deep Q-Networks (DQN) and Proximal Policy Optimization (PPO) have achieved remarkable results in challenging domains such as video games and robotics.Conclusion:Reinforcement Learning is an exciting field that enables machines to learn optimal decision-making strategies through interaction with the environment. By understanding the fundamental concepts, such as agents, environments, policies, value functions, and learning algorithms like Q-Learning, exploration-exploitation trade-offs, temporal difference learning, and deep reinforcement learning, we can build intelligent systems capable of learning from experiences and adapting to new situations. RL has the potential to revolutionize various industries, making it a domain worth exploring and studying further.。

  1. 1、下载文档前请自行甄别文档内容的完整性,平台不提供额外的编辑、内容补充、找答案等附加服务。
  2. 2、"仅部分预览"的文档,不可在线预览部分如存在完整性等问题,可反馈申请退款(可完整预览的文档不适用该条件!)。
  3. 3、如文档侵犯您的权益,请联系客服反馈,我们会尽快为您处理(人工客服工作时间:9:00-18:30)。

Scalable Learning in Stochastic GamesMichael Bowling and Manuela VelosoComputer Science DepartmentCarnegie Mellon UniversityPittsburgh PA,15213-3891AbstractStochastic games are a general model of interaction betweenmultiple agents.They have recently been the focus of a greatdeal of research in reinforcement learning as they are bothdescriptive and have a well-defined Nash equilibrium solu-tion.Most of this recent work,although very general,hasonly been applied to small games with at most hundreds ofstates.On the other hand,there are landmark results of learn-ing being successfully applied to specific large and complexgames such as Checkers and Backgammon.In this paper wedescribe a scalable learning algorithm for stochastic games,that combines three separate ideas from reinforcement learn-ing into a single algorithm.These ideas are tile coding forgeneralization,policy gradient ascent as the basic learningmethod,and our previous work on the WoLF(“Win or LearnFast”)variable learning rate to encourage convergence.Weapply this algorithm to the intractably sized game-theoreticcard game Goofspiel,showing preliminary results of learn-ing in self-play.We demonstrate that policy gradient ascentcan learn even in this highly non-stationary problem with si-multaneous learning.We also show that the WoLF principlecontinues to have a converging effect even in large problemswith approximation and generalization.IntroductionWe are interested in the problem of learning in multiagentenvironments.One of the main challenges with these en-vironments is that other agents in the environment may belearning and adapting as well.These environments are,therefore,no longer stationary.They violate the Markovproperty that traditional single-agent behavior learning re-lies upon.The model of stochastic games captures these problemsvery well through explicit models of the reward functionsof the other agents and their affects on transitions.Theyare also a natural extension of Markov decision processes(MDPs)to multiple agents and so have attracted interestfrom the reinforcement learning community.The prob-lem of simultaneouslyfinding optimal policies for stochasticgames has been well studied in thefield of game theory.Thetraditional solution concept is that of Nash equilibria,a pol-icy for all the players where each is playing optimally withThis looks very similar to the MDP framework except wehave multiple agents selecting actions and the next state and rewards depend on the joint action of the agents.Anotherimportant difference is that each agent has its own separatereward function.The goal for each agent is to select actions in order to maximize its discounted future rewards with dis-count factor.Stochastic games are a very natural extension of MDPsto multiple agents.They are also an extension of matrixgames to multiple states.Two example matrix games are in Figure1.In these games there are two players;one se-lects a row and the other selects a column of the matrix.Theentry of the matrix they jointly select determines the pay-offs.The games in Figure1are zero-sum games,so the rowplayer would receive the payoff in the matrix,and the col-umn player would receive the negative of that payoff.In the general case(general-sum games),each player would havea separate matrix that determines their payoffs.Matching Pennies R-P-SFigure1:Matching Pennies and Rock-Paper-Scissors matrix games.Each state in a stochastic game can be viewed as a matrixgame with the payoffs for each joint action determined bythe matrices.After playing the matrix game and receiving their payoffs the players are transitioned to anotherstate(or matrix game)determined by their joint action.Wecan see that stochastic games then contain both MDPs and matrix games as subsets of the framework.Stochastic Policies.Unlike in single-agent settings,de-terministic policies in multiagent settings can often be ex-ploited by the other agents.Consider the matching pen-nies matrix game as shown in Figure1.If the column player were to play either action deterministically,the row player could win every time.This requires us to consider mixed strategies and stochastic policies.A stochastic pol-icy,,is a function that maps states to mixed strategies,which are probability distributions over the player’s actions.Nash Equilibria.Even with the concept of mixed strate-gies there are still no optimal strategies that are independent of the other players’strategies.We can,though,define a no-tion of best-response.A strategy is a best-response to the other players’strategies if it is optimal given their strategies. The major advancement that has driven much of the devel-opment of matrix games,game theory,and even stochastic games is the notion of a best-response equilibrium,or Nash equilibrium(Nash,Jr.1950).A Nash equilibrium is a collection of strategies for each of the players such that each player’s strategy is a best-response to the other players’strategies.So,no player can do better by changing strategies given that the other players also don’t change strategies.What makes the notion of equilibrium compelling is that all matrix games have such an equilib-rium,possibly having multiple equilibria.Zero-sum,two-player games,where one player’s payoffs are the negative of the other,have a single Nash equilibrium.1In the zero-sum examples in Figure1,both games have an equilibrium con-sisting of each player playing the mixed strategy where all the actions have equal probability.The concept of equilibria also extends to stochastic games.This is a non-trivial result,proven by Shapley(Shap-ley1953)for zero-sum stochastic games and by Fink(Fink 1964)for general-sum stochastic games.Learning in Stochastic Games.Stochastic games have been the focus of recent research in the area of reinforce-ment learning.There are two different approaches be-ing explored.Thefirst is that of algorithms that explic-itly learn equilibria through experience,independent of the other players’policy(Littman1994;Hu&Wellman1998; Greenwald&Hall2002).These algorithms iteratively es-timate value functions,and use them to compute an equi-librium for the game.A second approach is that of best-response learners(Claus&Boutilier1998;Singh,Kearns, &Mansour2000;Bowling&Veloso2002a).These learn-ers explicitly optimize their reward with respect to the other players’(changing)policies.This approach,too,has a strong connection to equilibria.If these algorithms converge when playing each other,then they must do so to an equilib-rium(Bowling&Veloso2001).Neither of these approaches,though,have been scaled beyond games with a few hundred states.Games with a very large number of states,or games with continuous state spaces,make state enumeration intractable.Since previ-ous algorithms in their stated form require the enumera-tion of states either for policies or value functions,this is a major limitation.In this paper we examine learning in a very large stochastic game,using approximation and gener-alization techniques.Specifically,we will build on the idea of best-response learners using gradient techniques(Singh, Kearns,&Mansour2000;Bowling&Veloso2002a).We first describe an interesting game with an intractably large state space.GoofspielGoofspiel(or The Game of Pure Strategy)was invented by Merrill Flood while at Princeton(Flood1985).The game has numerous variations,but here we focus on the simple two-player,-card version.Each player receives a suit of cards numbered through,a third suit of cards is shuf-fled and placed face down as the deck.Each round the next card isflipped over from the deck,and the two players each select a card placing it face down.They are revealed si-multaneously and the player with the highest card wins the card from the deck,which is worth its number in points.Ifthe players choose the same valued card,then neither player gets any points.Regardless of the winner,both players dis-card their chosen card.This is repeated until the deck and players hands are exhausted.The winner is the player with the most points.This game has numerous interesting properties making it a very interesting step between toy problems and more re-alistic problems.First,notice that this game is zero-sum,and as with many zero-sum games any deterministic strat-egy can be soundly defeated.In this game,it’s by simply playing the card one higher than the other player’s deter-ministically chosen card.Second,notice that the number of states and state-action pairs grows exponentially with the number of cards.The standard size of the game is so large that just storing one player’s policy or -table would require approximately 2.5terabytes of space.Just gather-ing data on all the state-action transitions would require welloverplayings of the game.Table 1shows the number of states and state-action pairs as well as the policy size for three different values of .This game obviously requires some form of generalization to make learning possible.An-other interesting property is that randomly selecting actions is a reasonably good policy.The worst-case values of the random policy along with the worst-case values of the best deterministic policy are also shown in Table 1.This game can be described using the stochastic game model.The state is the current cards in the players’hands and deck along with the upturned card.The actions for a player are the cards in the player’s hand.The transitions fol-low the rules as described,with an immediate reward going to the player who won the upturned card.Since the game has a finite end and we are interested in maximizing total reward,we can set the discount factor to be .Although equi-librium learning techniques such as Minimax-Q (Littman 1994)are guaranteed to find the game’s equilibrium,it re-quires maintaining a state-joint-action table of values.Thistable would requireterabytes to store for the card game.We will now describe a best-response learn-ing algorithm using approximation techniques to handle the enormous state space.Three Ideas –One AlgorithmThe algorithm we will use combines three separate ideas from reinforcement learning.The first is the idea of tile coding as a generalization for linear function approximation.The second is the use of a parameterized policy and learning as gradient ascent in the policy’s parameter space.The final component is the use of a WoLF variable learning rate to ad-just the gradient ascent step size.We will briefly overview these three techniques and then describe how they are com-bined into a reinforcement learning algorithm for Goofspiel.Tile Coding.Tile coding (Sutton &Barto 1998),also known as CMACS,is a popular technique for creating a set of boolean features from a set of continuous features.In reinforcement learn-ing,tile coding has been used extensively to create linear approximators of state-action values (e.g.,(Stone &Sutton2001)).Figure 2:An example of tile coding a two dimensional spacewith two overlapping tilings.The basic idea is to lay offset grids or tilings over the mul-tidimensional continuous feature space.A point in the con-tinuous feature space will be in exactly one tile for each of the offset tilings.Each tile has an associated boolean vari-able,so the continuous feature vector gets mapped into a very high-dimensional boolean vector.In addition,nearby points will fall into the same tile for many of the offset grids,and so share many of the same boolean variables in their re-sulting vector.This provides the important feature of gen-eralization.An example of tile coding in a two-dimensional continuous space is shown in Figure 2.This example shows two overlapping tilings,and so any given point falls into two different tiles.Another common trick with tile coding is the use of hash-ing to keep the number of parameters manageable.Each tile is hashed into a table of fixed size.Collisions are sim-ply ignored,meaning that two unrelated tiles may share the same parameter.Hashing reduces the memory requirements with little loss in performance.This is because only a small fraction of the continuous space is actually needed or visited while learning,and so independent parameters for every tile are often not necessary.Hashing provides a means for using only the number of parameters the problem requires while not knowing in advance which state-action pairs need pa-rameters.Policy Gradient AscentPolicy gradient techniques (Sutton et al.2000;Baxter &Bartlett 2000)are a method of reinforcement learning with function approximation.Traditional approaches approxi-mate a state-action value function,and result in a deter-ministic policy that selects the action with the maximum learned value.Alternatively,policy gradient approaches ap-proximate a policy directly,and then use gradient ascent to adjust the parameters to maximize the policy’s value.There are three good reasons for the latter approach.First,there’s a whole body of theoretical work describing conver-gence problems using a variety of value-based learning tech-niques with a variety of function approximation techniques (See (Gordon 2000)for a summary of these results.)Second,value-based approaches learn deterministic policies,and as we mentioned earlier deterministic policies in multiagentV ALUE(det)V ALUE(random)6921515059KB47MB2.5TBTheir main result was a convergence proof for the followingpolicy iteration rule that updates a policy’s parameters,The WoLF principle naturally lends itself to policy gra-dient techniques where there is a well-defined learning rate, .With WoLF we replace the original learning rate withtwo learning rates to be used when winningor losing,respectively.One determination of winning and losing that has been successful is to compare the value ofthe current policy to the value of the average policy over time.With the policy gradient technique above we can define a similar rule that examines the approximatevalue,using,of the current weight vector with the av-erage weight vector over time.Specifically,we are“win-ning”if and only if,(5)When winning in a particular state,we update the parame-ters for that state using,otherwise.Learning in GoofspielWe combine these three techniques in the obvious way.Tile coding provides a large boolean feature vector for any state-action pair.This is used both for the parameterization of the policy and for the approximation of the policy’s value,which is used to compute the policy’s gradient.Gradient updates are then performed on both the policy using equation3and the value estimate using equation4.WoLF is used to vary the learning rate in the policy update according to the rule in inequality5.This composition can be essentially thought of as an actor-critic method(Sutton&Barto1998).Here the Gibbs distribution over the set of parameters is the actor, and the gradient-descent Sarsa(0)is the critic.Tile-coding provides the necessary parameterization of the state.The WoLF principle is adjusting how the actor changes policies based on response from the critic.The main detail yet to be explained and where the algo-rithm is specifically adapted to Goofspiel is in the tile cod-ing.The method of tiling is extremely important to the over-all performance of learning as it is a powerful bias on what policies can and will be learned.The major decision to be made is how to represent the state as a vector of numbers and which of these numbers are tiled together.Thefirst decision determines what states are distinguishable,and the second determines how generalization works across distinguishable states.Despite the importance of the tiling we essentially selected what seemed like a reasonable tiling,and used it throughout our results.We represent a set of cards,either a player’s hand or the deck,byfive numbers,corresponding to the value of the card that is the minimum,lower quartile,median,upper quartile, and maximum.This provides information as to the general shape of the set,which is what is important in Goofspiel. The other values used in the tiling are the value of the card that is being bid on and the card corresponding to the agent’s action.An example of this process in the13-card game is shown in Table2.These values are combined together into three tilings.Thefirst tiles together the quartiles describing the players’hands.The second tiles together the quartiles of the deck with the card available and player’s action.The last tiles together the quartiles of the opponent’s hand with the card available and player’s action.The tilings use tile sizes equal to roughly half the number of cards in the game with the number of tilings greater than the tile sizes to distinguish between any integer state values.Finally,these tiles were all then hashed into a table of size one million in order to keep the parameter space manageable.We don’t suggest that this is a perfect or even good tiling for this domain,but as we will show the results are still interesting.ResultsOne of the difficult and open issues in multiagent reinforce-ment learning is that of evaluation.Before presenting learn-ing results wefirst need to look at how one evaluates learn-ing success.EvaluationOne straightforward evaluation technique is to have two learning algorithms learn against each other and simply ex-amine the expected reward over time.This technique is not useful if one’s interested in learning in self-play,where both players use an identical algorithm.In this case with a sym-metric zero-sum game like Goofspiel,the expected reward of the two agents is necessarily zero,providing no informa-tion.Another common evaluation criterion is that of conver-gence.This is true in single-agent learning as well as mul-tiagent learning.One strong motivation for considering this criterion in multiagent domains is the connection of conver-gence to Nash equilibrium.If algorithms that are guaran-teed to converge to optimal policies in stationary environ-ments,converge in a multiagent learning environment,then the resulting joint policy must be a Nash equilibrium of the stochastic game(Bowling&Veloso2002a).Although,convergence to an equilibrium is an ideal crite-rion for small problems,there are a number of reasons why this is unlikely to be possible for large problems.First,op-timality in large(even stationary)environments is not gen-erally feasible.This is exactly the motivation for exploring function approximation and policy parameterizations.Sec-ond,when we account for the limitations that approximation imposes on a player’s policy then equilibria may cease to ex-ist,making convergence of policies impossible(Bowling& Veloso2002b).Third,policy gradient techniques learn only locally optimal policies.They may converge to policies that are not globally optimal and therefore necessarily not equi-libria.Although convergence to equilibria and therefore conver-gence in general is not a reasonable criterion we would still expect self-play learning agents to learn something.In this paper we use the evaluation technique used by Littman with Minimax-Q(Littman1994).We train an agent in self-play, and then freeze its policy,and train a challenger tofind that policy’s worst-case performance.This challenger is trained using just gradient-descent Sarsa and chooses the action with maximum estimated value with-greedy exploration. Notice that the possible policies playable by the challenger are the deterministic policies(modulo exploration)playable by the learning algorithm being evaluated.Since GoofspielMy Hand1345681113Quartiles***** Deck12359101112-2.2-2.1-2-1.9-1.8-1.7-1.6-1.5-1.4-1.3-1.2-1.1010000200003000040000V a l u e v . W o r s t -C a s e O p p o n e n tNumber of Training GamesWoLF Fast Slow Random -10-9-8-7-6-5-4-3-2010000200003000040000V a l u e v . W o r s t -C a s e O p p o n e n tNumber of Training GamesWoLF Fast Slow Random-26-24-22-20-18-16-14-12010000200003000040000V a l u e v . W o r s t -C a s e O p p o n e n tNumber of Training GamesWoLF Fast Slow RandomFigure 3:Worst-case expected value of the policy learned in self-play.Fast-15-10-5051015010000200003000040000E x p e c t e d V a l u e W h i l e L e a r n i n gNumber of GamesSlow-15-10-5051015010000200003000040000E x p e c t e d V a l u e W h i l e L e a r n i n gNumber of GamesWoLF-15-10-5051015010000200003000040000E x p e c t e d V a l u e W h i l e L e a r n i n gNumber of GamesFigure 4:Expected value of the game while learning.icy gradient approach using an actor-critic model can learn in this domain.In addition,the WoLF principle for encour-aging convergence also seems to hold even when using ap-proximation and generalization techniques.There are a number of directions for future work.Within the game of Goofspiel,it would be interesting to explore alternative ways of tiling the state-action space.This could likely increase the overall performance of the learned policy, but would also examine how generalization might affect the convergence of learning.Might certain generalization tech-niques retain the existence of equilibrium,and is the equilib-rium learnable?Another important direction is to examine these techniques on more domains,with possibly continu-ous state and action spaces.Also,it would be interesting to vary some of the components of the system.Can we use a different approximator than tile-coding?Do we achieve similar results with different policy gradient techniques(e.g. GPOMDP(Baxter&Bartlett2000)).These initial results, though,show promise that gradient ascent and the WoLF principle can scale to large state spaces.ReferencesBaxter,J.,and Bartlett,P.L.2000.Reinforcement learning in POMDP’s via direct gradient ascent.In Proceedings of the Seventeenth International Conference on Machine Learning,41–48.Stanford University:Morgan Kaufman. Bowling,M.,and Veloso,M.2001.Rational and con-vergent learning in stochastic games.In Proceedings of the Seventeenth International Joint Conference on Artifi-cial Intelligence,1021–1026.Bowling,M.,and Veloso,M.2002a.Multiagent learning using a variable learning rate.Artificial Intelligence.In Press.Bowling,M.,and Veloso,M.M.2002b.Existence of multiagent equilibria with limited agents.Technical report CMU-CS-02-104,Computer Science Department, Carnegie Mellon University.Claus,C.,and Boutilier,C.1998.The dynamics of rein-forcement learning in cooperative multiagent systems.In Proceedings of the Fifteenth National Conference on Arti-ficial Intelligence.Menlo Park,CA:AAAI Press.Fink,A.M.1964.Equilibrium in a stochastic-person game.Journal of Science in Hiroshima University,Series A-I28:89–93.Flood,M.1985.Interview by Albert Tucker.The Princeton Mathematics Community in the1930s,Transcript Number 11.Gordon,G.2000.Reinforcement learning with function approximation converges to a region.In Advances in Neu-ral Information Processing Systems12.MIT Press. Greenwald,A.,and Hall,K.2002.Correlated Q-learning. In Proceedings of the AAAI Spring Symposium Workshop on Collaborative Learning Agents.In Press.Hu,J.,and Wellman,M.P.1998.Multiagent reinforce-ment learning:Theoretical framework and an algorithm. In Proceedings of the Fifteenth International Conference on Machine Learning,242–250.San Francisco:Morgan Kaufman.Kuhn,H.W.,ed.1997.Classics in Game Theory.Prince-ton University Press.Littman,M.L.1994.Markov games as a framework for multi-agent reinforcement learning.In Proceedings of the Eleventh International Conference on Machine Learning, 157–163.Morgan Kaufman.Littman,M.2001.Friend-or-foe Q-learning in general-sum games.In Proceedings of the Eighteenth International Conference on Machine Learning,322–328.Williams Col-lege:Morgan Kaufman.Nash,Jr.,J.F.1950.Equilibrium points in-person games. PNAS36:48–49.Reprinted in(Kuhn1997).Osborne,M.J.,and Rubinstein,A.1994.A Course in Game Theory.The MIT Press.Samuel,A.L.1967.Some studies in machine learning using the game of checkers.IBM Journal on Research and Development11:601–617.Shapley,L.S.1953.Stochastic games.PNAS39:1095–1100.Reprinted in(Kuhn1997).Singh,S.;Kearns,M.;and Mansour,Y.2000.Nash con-vergence of gradient dynamics in general-sum games.In Proceedings of the Sixteenth Conference on Uncertainty in Artificial Intelligence,541–548.Morgan Kaufman. Stone,P.,and Sutton,R.2001.Scaling reinforcement learning toward Robocup soccer.In Proceedings of the Eighteenth International Conference on Machine Learn-ing,537–534.Williams College:Morgan Kaufman. Sutton,R.S.,and Barto,A.G.1998.Reinforcement Learn-ing.MIT Press.Sutton,R.S.;McAllester,D.;Singh,S.;and Mansour,Y. 2000.Policy gradient methods for reinforcement learning with function approximation.In Advances in Neural Infor-mation Processing Systems12.MIT Press.Tesauro,G.J.1995.Temporal difference learning and TD–munications of the ACM38:48–68.。

相关文档
最新文档