Proximal Policy Optimization
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Proximal Policy Optimization
Proximal Policy Optimization (PPO) is a family of model-free reinforcement learning algorithms developed at OpenAI in 2017. PPO algorithms are policy gradient methods, which means that they search the space of policies rather than assigning values to state-action pairs. PPO algorithms have some of the benefits of trust region policy optimization (TRPO) algorithms, but they are simpler to implement, more general, and have better sample complexity. It is done by using a different objective function. See also * Reinforcement learning * Temporal difference learning * Game theory Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has appli ... References External links Announcement of Proximal Policy Optimization by OpenAIGitHub repo {{compu-AI-stub Machine learning algorithms Reinfor ...
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Model-free (reinforcement Learning)
In reinforcement learning (RL), a model-free algorithm (as opposed to a model-based one) is an algorithm which does not use the ''transition probability distribution'' (and the ''reward function'') associated with the Markov decision process (MDP), which, in RL, represents the problem to be solved. The transition probability distribution (or transition model) and the reward function are often collectively called the "model" of the environment (or MDP), hence the name "model-free". A model-free RL algorithm can be thought of as an "explicit" trial-and-error algorithm. An example of a model-free algorithm is Q-learning ''Q''-learning is a model-free reinforcement learning algorithm to learn the value of an action in a particular state. It does not require a model of the environment (hence "model-free"), and it can handle problems with stochastic transitions an .... Key 'Model-Free' reinforcement learning algorithms {, class="wikitable sortable" style="font-size: 96%;" !Algo ...
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Reinforcement Learning
Reinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input/output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected. Instead the focus is on finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge). The environment is typically stated in the form of a Markov decision process (MDP), because many reinforcement learning algorithms for this context use dynamic programming techniques. The main difference between the classical dynamic programming methods and reinforcement learning algorithms is that the latter do not assume knowledge of an exact mathematica ...
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OpenAI
OpenAI is an artificial intelligence (AI) research laboratory consisting of the for-profit corporation OpenAI LP and its parent company, the non-profit OpenAI Inc. The company conducts research in the field of AI with the stated goal of promoting and developing friendly AI in a way that benefits humanity as a whole. The organization was founded in San Francisco in late 2015 by Sam Altman, Elon Musk, and others, who collectively pledged US$1 billion. Musk resigned from the board in February 2018 but remained a donor. In 2019, OpenAI LP received a 1 billion investment from Microsoft. OpenAI is headquartered at the Pioneer Building in Mission District, San Francisco. History In December 2015, Sam Altman, Elon Musk, Greg Brockman, Reid Hoffman, Jessica Livingston, Peter Thiel, Amazon Web Services (AWS), Infosys, and YC Research announced the formation of OpenAI and pledged over 1 billion to the venture. The organization stated it would "freely collaborate" wi ...
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Policy Gradient Method
Reinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input/output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected. Instead the focus is on finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge). The environment is typically stated in the form of a Markov decision process (MDP), because many reinforcement learning algorithms for this context use dynamic programming techniques. The main difference between the classical dynamic programming methods and reinforcement learning algorithms is that the latter do not assume knowledge of an exact mathematica ...
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Trust Region
In mathematical optimization, a trust region is the subset of the region of the objective function that is approximated using a model function (often a quadratic). If an adequate model of the objective function is found within the trust region, then the region is expanded; conversely, if the approximation is poor, then the region is contracted. The fit is evaluated by comparing the ratio of expected improvement from the model approximation with the actual improvement observed in the objective function. Simple thresholding of the ratio is used as the criterion for expansion and contraction—a model function is "trusted" only in the region where it provides a reasonable approximation. Trust-region methods are in some sense dual to line-search methods: trust-region methods first choose a step size (the size of the trust region) and then a step direction, while line-search methods first choose a step direction and then a step size. The general idea behind trust region methods is know ...
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Reinforcement Learning
Reinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input/output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected. Instead the focus is on finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge). The environment is typically stated in the form of a Markov decision process (MDP), because many reinforcement learning algorithms for this context use dynamic programming techniques. The main difference between the classical dynamic programming methods and reinforcement learning algorithms is that the latter do not assume knowledge of an exact mathematica ...
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Temporal Difference Learning
Temporal difference (TD) learning refers to a class of model-free reinforcement learning methods which learn by bootstrapping from the current estimate of the value function. These methods sample from the environment, like Monte Carlo methods, and perform updates based on current estimates, like dynamic programming methods. While Monte Carlo methods only adjust their estimates once the final outcome is known, TD methods adjust predictions to match later, more accurate, predictions about the future before the final outcome is known. (A revised version is available oRichard Sutton's publication page) This is a form of bootstrapping, as illustrated with the following example: :"Suppose you wish to predict the weather for Saturday, and you have some model that predicts Saturday's weather, given the weather of each day in the week. In the standard case, you would wait until Saturday and then adjust all your models. However, when it is, for example, Friday, you should have a pretty go ...
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Game Theory
Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has applications in all fields of social science, as well as in logic, systems science and computer science. Originally, it addressed two-person zero-sum games, in which each participant's gains or losses are exactly balanced by those of other participants. In the 21st century, game theory applies to a wide range of behavioral relations; it is now an umbrella term for the science of logical decision making in humans, animals, as well as computers. Modern game theory began with the idea of mixed-strategy equilibria in two-person zero-sum game and its proof by John von Neumann. Von Neumann's original proof used the Brouwer fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathema ...
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Machine Learning Algorithms
The following outline is provided as an overview of and topical guide to machine learning. Machine learning is a subfield of soft computing within computer science that evolved from the study of pattern recognition and computational learning theory in artificial intelligence.http://www.britannica.com/EBchecked/topic/1116194/machine-learning In 1959, Arthur Samuel defined machine learning as a "field of study that gives computers the ability to learn without being explicitly programmed". Machine learning explores the study and construction of algorithms that can learn from and make predictions on data. Such algorithms operate by building a model from an example training set of input observations in order to make data-driven predictions or decisions expressed as outputs, rather than following strictly static program instructions. What ''type'' of thing is machine learning? * An academic discipline * A branch of science ** An applied science *** A subfield of computer science ...
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