Dialogue assistants are rapidly becoming an indispensable daily aid. To avoid the significant effort needed to hand-craft the required dialogue flow, the Dialogue Management (DM) module can be cast as a continuous Markov Decision Process (MDP) and trained through Reinforcement Learning (RL). Several RL models have been investigated over recent years. However, the lack of a common benchmarking framework makes it difficult to perform a fair comparison between different models and their capability to generalise to different environments. Therefore, this paper proposes a set of challenging simulated environments for dialogue model development and evaluation. To provide some baselines, we investigate a number of representative parametric algorithms, namely deep reinforcement learning algorithms - DQN, A2C and Natural Actor-Critic and compare them to a non-parametric model, GP-SARSA. Both the environments and policy models are implemented using the publicly available PyDial toolkit and released on-line, in order to establish a testbed framework for further experiments and to facilitate experimental reproducibility.
In other fields, such as video game playing @cite_27 @cite_39 and continuous control @cite_34 , the release of common benchmarking environments has been a great stimulus to research in that area, leading to achievements such as human level game playing @cite_10 or beating the world champion in the game of Go @cite_11 .
@cite_39 @cite_27 @cite_34 @cite_10 @cite_11
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Recently, researchers have made significant progress combining the advances in deep learning for learning feature representations with reinforcement learning. Some notable examples include training agents to play Atari games based on raw pixel data and to acquire advanced manipulation skills using raw sensory inputs. However, it has been difficult to quantify progress in the domain of continuous control due to the lack of a commonly adopted benchmark. In this work, we present a benchmark suite of continuous control tasks, including classic tasks like cart-pole swing-up, tasks with very high state and action dimensionality such as 3D humanoid locomotion, tasks with partial observations, and tasks with hierarchical structure. We report novel findings based on the systematic evaluation of a range of implemented reinforcement learning algorithms. Both the benchmark and reference implementations are released at this https URL in order to facilitate experimental reproducibility and to encourage adoption by other researchers. Recently, researchers have made significant progress combining the advances in deep learning for learning feature representations with reinforcement learning. Some notable examples include training agents to play Atari games based on raw pixel data and to acquire advanced manipulation skills using raw sensory inputs. However, it has been difficult to quantify progress in the domain of continuous control due to the lack of a commonly adopted benchmark. In this work, we present a benchmark suite of continuous control tasks, including classic tasks like cart-pole swing-up, tasks with very high state and action dimensionality such as 3D humanoid locomotion, tasks with partial observations, and tasks with hierarchical structure. We report novel findings based on the systematic evaluation of a range of implemented reinforcement learning algorithms. Both the benchmark and reference implementations are released at https: github.com rllab rllab in order to facilitate experimental reproducibility and to encourage adoption by other researchers. This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this area. Common benchmark data sets, standardized performance metrics, and baseline algorithms have demonstrated considerable impact on research and development in a variety of application domains. These resources provide both consumers and developers of technology with a common framework to objectively compare the performance of different algorithms and algorithmic improvements. In this paper, we present such a framework for evaluating object detection and tracking in video: specifically for face, text, and vehicle objects. This framework includes the source video data, ground-truth annotations (along with guidelines for annotation), performance metrics, evaluation protocols, and tools including scoring software and baseline algorithms. For each detection and tracking task and supported domain, we developed a 50-clip training set and a 50-clip test set. Each data clip is approximately 2.5 minutes long and has been completely spatially temporally annotated at the I-frame level. Each task domain, therefore, has an associated annotated corpus of approximately 450,000 frames. The scope of such annotation is unprecedented and was designed to begin to support the necessary quantities of data for robust machine learning approaches, as well as a statistically significant comparison of the performance of algorithms. The goal of this work was to systematically address the challenges of object detection and tracking through a common evaluation framework that permits a meaningful objective comparison of techniques, provides the research community with sufficient data for the exploration of automatic modeling techniques, encourages the incorporation of objective evaluation into the development process, and contributes useful lasting resources of a scale and magnitude that will prove to be extremely useful to the computer vision research community for years to come.