Making the right decision in traffic is a challenging task that is highly dependent on individual preferences as well as the surrounding environment. Therefore it is hard to model solely based on expert knowledge. In this work we use Deep Reinforcement Learning to learn maneuver decisions based on a compact semantic state representation. This ensures a consistent model of the environment across scenarios as well as a behavior adaptation function, enabling on-line changes of desired behaviors without re-training. The input for the neural network is a simulated object list similar to that of Radar or Lidar sensors, superimposed by a relational semantic scene description. The state as well as the reward are extended by a behavior adaptation function and a parameterization respectively. With little expert knowledge and a set of mid-level actions, it can be seen that the agent is capable to adhere to traffic rules and learns to drive safely in a variety of situations.
In recent years, deep reinforcement learning (DRL) has been successfully used to learn policies for various challenges. used DRL in conjunction with supervised learning on human game data to train the policy networks of their program AlphaGo @cite_26 ; @cite_23 @cite_31 present an overview of RL and DRL respectively. In @cite_7 and @cite_25 their agents achieve superhuman performance in their respective domains solely using a self-play reinforcement learning algorithm which utilizes Monte Carlo Tree Search (MCTS) to accelerate the training. proposed their deep Q-network (DQN) @cite_14 @cite_15 which was able to learn policies for a plethora of different Atari 2600 games and reach or surpass human level of performance. The DQN approach offers a high generalizability and versatility in tasks with high dimensional state spaces and has been extended in various work @cite_6 @cite_29 @cite_8 . Especially actor-critic approaches have shown huge success in learning complex policies and are also able to learn behavior policies in domains with a continuous action space @cite_2 @cite_11 .
@cite_26 @cite_14 @cite_7 @cite_15 @cite_8 @cite_29 @cite_6 @cite_23 @cite_2 @cite_31 @cite_25 @cite_11
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Abstract Documents in computer-readable form can be used to provide information about other documents, i.e. those they cite. To do this efficiently requires procedures for computer recognition of citing statements. This is not easy, especially for multi-sentence citing statements. Computer recognition procedures have been developed which are accurate to the following extent: 73 of the words in statements selected by computer procedures as being citing statements are words which are correctly attributable to the corresponding documents. The retrieval effectiveness of computer-recognized citing statements was tested in the following way. First, for eight retrieval requests in inorganiic chemistry, average recall by search of Chemical Abstracts Service indexing and Chemical Abstracts abstract text words was found to be 50 . Words from citing statements referring to the papers to be retrieved were then added to the index terms and abstract words as additional access points, and searching was repeated. Average recall increased to 70 . Only words from citing statements published within a year of the cited papers were used. The retrieval effect of citing statement words alone (published within a year) without index or abstract terms was the following: average recall was 40 . When just the words of the titles of the cited papers were added to those citing statement words, average recall increased to 50 . A citing sentence is one that appears in a scientific article and cites previous work. Citing sentences have been studied and used in many applications. For example, they have been used in scientific paper summarization, automatic survey generation, paraphrase identification, and citation function classification. Citing sentences that cite multiple papers are common in scientific writing. This observation should be taken into consideration when using citing sentences in applications. For instance, when a citing sentence is used in a summary of a scientific paper, only the fragments of the sentence that are relevant to the summarized paper should be included in the summary. In this paper, we present and compare three different approaches for identifying the fragments of a citing sentence that are related to a given target reference. Our methods are: word classification, sequence labeling, and segment classification. Our experiments show that segment classification achieves the best results. Scholars are increasingly citing electronic “web references” which are not preserved in libraries or full text archives. WebCite is a new standard for citing web references. To “webcite” a document involves archiving the cited Web page through www.webcitation.org and citing the WebCite permalink instead of (or in addition to) the unstable live Web page. This journal has amended its “instructions for authors” accordingly, asking authors to archive cited Web pages before submitting a manuscript. Almost 200 other journals are already using the system. We discuss the rationale for WebCite, its technology, and how scholars, editors, and publishers can benefit from the service. Citing scholars initiate an archiving process of all cited Web references, ideally before they submit a manuscript. Authors of online documents and websites which are expected to be cited by others can ensure that their work is permanently available by creating an archived copy using WebCite and providing the citation information including the WebCite link on their Web document(s). Editors should ask their authors to cache all cited Web addresses (Uniform Resource Locators, or URLs) “prospectively” before submitting their manuscripts to their journal. Editors and publishers should also instruct their copyeditors to cache cited Web material if the author has not done so already. Finally, WebCite can process publisher submitted “citing articles” (submitted for example as eXtensible Markup Language [XML] documents) to automatically archive all cited Web pages shortly before or on publication. Finally, WebCite can act as a focussed crawler, caching retrospectively references of already published articles. Copyright issues are addressed by honouring respective Internet standards (robot exclusion files, no-cache and no-archive tags). Long-term preservation is ensured by agreements with libraries and digital preservation organizations. The resulting WebCite Index may also have applications for research assessment exercises, being able to measure the impact of Web services and published Web documents through access and Web citation metrics. @PARASPLIT [J Med Internet Res 2005;7(5):e60] In a document network such as a citation network of scientific documents, web-logs, etc., the content produced by authors exhibits their interest in certain topics. In addition some authors influence other authors' interests. In this work, we propose to model the influence of cited authors along with the interests of citing authors. Moreover, we hypothesize that apart from the citations present in documents, the context surrounding the citation mention provides extra topical information about the cited authors. However, associating terms in the context to the cited authors remains an open problem. We propose novel document generation schemes that incorporate the context while simultaneously modeling the interests of citing authors and influence of the cited authors. Our experiments show significant improvements over baseline models for various evaluation criteria such as link prediction between document and cited author, and quantitatively explaining unseen text. Deep reinforcement learning (DRL) is poised to revolutionize the field of artificial intelligence (AI) and represents a step toward building autonomous systems with a higherlevel understanding of the visual world. Currently, deep learning is enabling reinforcement learning (RL) to scale to problems that were previously intractable, such as learning to play video games directly from pixels. DRL algorithms are also applied to robotics, allowing control policies for robots to be learned directly from camera inputs in the real world. In this survey, we begin with an introduction to the general field of RL, then progress to the main streams of value-based and policy-based methods. Our survey will cover central algorithms in deep RL, including the deep Q-network (DQN), trust region policy optimization (TRPO), and asynchronous advantage actor critic. In parallel, we highlight the unique advantages of deep neural networks, focusing on visual understanding via RL. To conclude, we describe several current areas of research within the field. Purpose – The purpose of this paper is to suggest an alternative to the widely used Times Cited criterion for analysing citation networks. The approach involves taking account of the natures of the papers that cite a given paper, so as to differentiate between papers that attract the same number of citations.Design methodology approach – ArticleRank is an algorithm that has been derived from Google's PageRank algorithm to measure the influence of journal articles. ArticleRank is applied to two datasets – a citation network based on an early paper on webometrics, and a self‐citation network based on the 19 most cited papers in the Journal of Documentation – using citation data taken from the Web of Knowledge database.Findings – ArticleRank values provide a different ranking of a set of papers from that provided by the corresponding Times Cited values, and overcomes the inability of the latter to differentiate between papers with the same numbers of citations. The difference in rankings between Times Cited ... Citation relationship between scientific publications has been successfully used for scholarly bibliometrics, information retrieval and data mining tasks, and citation-based recommendation algorithms are well documented. While previous studies investigated citation relations from various viewpoints, most of them share the same assumption that, if paper1 cites paper2 (or author1 cites author2), they are connected, regardless of citation importance, sentiment, reason, topic, or motivation. However, this assumption is oversimplified. In this study, we employ an innovative "context-rich heterogeneous network" approach, which paves a new way for citation recommendation task. In the network, we characterize 1) the importance of citation relationships between citing and cited papers, and 2) the topical citation motivation. Unlike earlier studies, the citation information, in this paper, is characterized by citation textual contexts extracted from the full-text citing paper. We also propose algorithm to cope with the situation when large portion of full-text missing information exists in the bibliographic repository. Evaluation results show that, context-rich heterogeneous network can significantly enhance the citation recommendation performance. In recent years scholars have built maps of science by connecting the academic fields that cite each other, are cited together, or that cite a similar literature. But since scholars cannot always publish in the fields they cite, or that cite them, these science maps are only rough proxies for the potential of a scholar, organization, or country, to enter a new academic field. Here we use a large dataset of scholarly publications disambiguated at the individual level to create a map of science-or research space-where links connect pairs of fields based on the probability that an individual has published in both of them. We find that the research space is a significantly more accurate predictor of the fields that individuals and organizations will enter in the future than citation based science maps. At the country level, however, the research space and citations based science maps are equally accurate. These findings show that data on career trajectories-the set of fields that individuals have previously published in-provide more accurate predictors of future research output for more focalized units-such as individuals or organizations-than citation based science maps. Deep reinforcement learning has been shown to be a powerful framework for learning policies from complex high-dimensional sensory inputs to actions in complex tasks, such as the Atari domain. In this paper, we explore output representation modeling in the form of temporal abstraction to improve convergence and reliability of deep reinforcement learning approaches. We concentrate on macro-actions, and evaluate these on different Atari 2600 games, where we show that they yield significant improvements in learning speed. Additionally, we show that they can even achieve better scores than DQN. We offer analysis and explanation for both convergence and final results, revealing a problem deep RL approaches have with sparse reward signals. Historically, papers have been physically bound to the journal in which they were published; but in the digital age papers are available individually, no longer tied to their respective journals. Hence, papers now can be read and cited based on their own merits, independently of the journal's physical availability, reputation, or impact factor (IF). We compare the strength of the relationship between journals' IFs and the actual citations received by their respective papers from 1902 to 2009. Throughout most of the 20th century, papers' citation rates were increasingly linked to their respective journals' IFs. However, since 1990, the advent of the digital age, the relation between IFs and paper citations has been weakening. This began first in physics, a field that was quick to make the transition into the electronic domain. Furthermore, since 1990 the overall proportion of highly cited papers coming from highly cited journals has been decreasing and, of these highly cited papers, the proportion not coming from highly cited journals has been increasing. Should this pattern continue, it might bring an end to the use of the IF as a way to evaluate the quality of journals, papers, and researchers. © 2012 Wiley Periodicals, Inc. Deep reinforcement learning (RL) algorithms have shown an impressive ability to learn complex control policies in high-dimensional environments. However, despite the ever-increasing performance on popular benchmarks such as the Arcade Learning Environment (ALE), policies learned by deep RL algorithms often struggle to generalize when evaluated in remarkably similar environments. In this paper, we assess the generalization capabilities of DQN, one of the most traditional deep RL algorithms in the field. We provide evidence suggesting that DQN overspecializes to the training environment. We comprehensively evaluate the impact of traditional regularization methods, @math -regularization and dropout, and of reusing the learned representations to improve the generalization capabilities of DQN. We perform this study using different game modes of Atari 2600 games, a recently introduced modification for the ALE which supports slight variations of the Atari 2600 games traditionally used for benchmarking. Despite regularization being largely underutilized in deep RL, we show that it can, in fact, help DQN learn more general features. These features can then be reused and fine-tuned on similar tasks, considerably improving the sample efficiency of DQN. The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses ‘value networks’ to evaluate board positions and ‘policy networks’ to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of stateof-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8 winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away. Despite the recent advances of deep reinforcement learning (DRL), agents trained by DRL tend to be brittle and sensitive to the training environment, especially in the multi-agent scenarios. In the multi-agent setting, a DRL agent’s policy can easily get stuck in a poor local optima w.r.t. its training partners – the learned policy may be only locally optimal to other agents’ current policies. In this paper, we focus on the problem of training robust DRL agents with continuous actions in the multi-agent learning setting so that the trained agents can still generalize when its opponents’ policies alter. To tackle this problem, we proposed a new algorithm, MiniMax Multi-agent Deep Deterministic Policy Gradient (M3DDPG) with the following contributions: (1) we introduce a minimax extension of the popular multi-agent deep deterministic policy gradient algorithm (MADDPG), for robust policy learning; (2) since the continuous action space leads to computational intractability in our minimax learning objective, we propose Multi-Agent Adversarial Learning (MAAL) to efficiently solve our proposed formulation. We empirically evaluate our M3DDPG algorithm in four mixed cooperative and competitive multi-agent environments and the agents trained by our method significantly outperforms existing baselines. Driven by recent developments in the area of Artificial Intelligence research, a promising new technology for building intelligent agents has evolved. The technology is termed Deep Reinforcement Learning (DRL) and combines the classic field of Reinforcement Learning (RL) with the representational power of modern Deep Learning approaches. DRL enables solutions for difficult and high dimensional tasks, such as Atari game playing, for which previously proposed RL methods were inadequate. However, these new solution approaches still take a long time to learn how to actuate in such domains and so far are mainly researched for single task scenarios. The ability to generalize gathered knowledge and transfer it to another task has been researched for classical RL, but remains an open problem for the DRL domain. Consequently, in this article we evaluate under which conditions the application of Transfer Learning (TL) to the DRL domain improves the learning of a new task. Our results indicate that TL can greatly accelerate DRL when transferring knowledge from similar tasks, and that the similarity between tasks plays a key role in the success or failure of knowledge transfer. A new form of document coupling called co-citation is defined as the frequency with which two documents are cited together. The co-citation frequency of two scientific papers can be determined by comparing lists of citing documents in the Science Citation Index and counting identical entries. Networks of co-cited papers can be generated for specific scientific specialties, and an example is drawn from the literature of particle physics. Co-citation patterns are found to differ significantly from bibliographic coupling patterns, but to agree generally with patterns of direct citation. Clusters of co-cited papers provide a new way to study the specialty structure of science. They may provide a new approach to indexing and to the creation of SDI profiles. Previous research indicates that during the past 20 years, the highest-quality work has been published in an increasingly diverse and larger group of journals. In this article, we examine whether this diversification has also affected the handful of elite journals that are traditionally considered to be the best. We examine citation patterns during the past 40 years of seven long-standing traditionally elite journals and six journals that have been increasing in importance during the past 20 years. To be among the top 5 or 1 cited papers, papers now need about twice as many citations as they did 40 years ago. Since the late 1980s and early 1990s, elite journals have been publishing a decreasing proportion of these top-cited papers. This also applies to the two journals that are typically considered as the top venues and often used as bibliometric indicators of "excellence": Science and Nature. On the other hand, several new and established journals are publishing an increasing proportion of the most-cited papers. These changes bring new challenges and opportunities for all parties. Journals can enact policies to increase or maintain their relative position in the journal hierarchy. Researchers now have the option to publish in more diverse venues knowing that their work can still reach the same audiences. Finally, evaluators and administrators need to know that although there will always be a certain prestige associated with publishing in "elite" journals, journal hierarchies are in constant flux. A deep learning approach to reinforcement learning led to a general learner able to train on visual input to play a variety of arcade games at the human and superhuman levels. Its creators at the Google DeepMind's team called the approach: Deep Q-Network (DQN). We present an extension of DQN by "soft" and "hard" attention mechanisms. Tests of the proposed Deep Attention Recurrent Q-Network (DARQN) algorithm on multiple Atari 2600 games show level of performance superior to that of DQN. Moreover, built-in attention mechanisms allow a direct online monitoring of the training process by highlighting the regions of the game screen the agent is focusing on when making decisions. We study the problem of generating interpretable and verifiable policies through reinforcement learning. Unlike the popular Deep Reinforcement Learning (DRL) paradigm, in which the policy is represented by a neural network, the aim in Programmatically Interpretable Reinforcement Learning is to find a policy that can be represented in a high-level programming language. Such programmatic policies have the benefits of being more easily interpreted than neural networks, and being amenable to verification by symbolic methods. We propose a new method, called Neurally Directed Program Search (NDPS), for solving the challenging nonsmooth optimization problem of finding a programmatic policy with maxima reward. NDPS works by first learning a neural policy network using DRL, and then performing a local search over programmatic policies that seeks to minimize a distance from this neural "oracle". We evaluate NDPS on the task of learning to drive a simulated car in the TORCS car-racing environment. We demonstrate that NDPS is able to discover human-readable policies that pass some significant performance bars. We also find that a well-designed policy language can serve as a regularizer, and result in the discovery of policies that lead to smoother trajectories and are more easily transferred to environments not encountered during training. In 2015, Google's Deepmind announced an advancement in creating an autonomous agent based on deep reinforcement learning (DRL) that could beat a professional player in a series of 49 Atari games. However, the current manifestation of DRL is still immature, and has significant drawbacks. One of DRL's imperfections is its lack of "exploration" during the training process, especially when working with high-dimensional problems. In this paper, we propose a mixed strategy approach that mimics behaviors of human when interacting with environment, and create a "thinking" agent that allows for more efficient exploration in the DRL training process. The simulation results based on the Breakout game show that our scheme achieves a higher probability of obtaining a maximum score than does the baseline DRL algorithm, i.e., the asynchronous advantage actor-critic method. The proposed scheme therefore can be applied effectively to solving a complicated task in a real-world application. Dexterous multi-fingered hands are extremely versatile and provide a generic way to perform multiple tasks in human-centric environments. However, effectively controlling them remains challenging due to their high dimensionality and large number of potential contacts. Deep reinforcement learning (DRL) provides a model-agnostic approach to control complex dynamical systems, but has not been shown to scale to high-dimensional dexterous manipulation. Furthermore, deployment of DRL on physical systems remains challenging due to sample inefficiency. Thus, the success of DRL in robotics has thus far been limited to simpler manipulators and tasks. In this work, we show that model-free DRL with natural policy gradients can effectively scale up to complex manipulation tasks with a high-dimensional 24-DoF hand, and solve them from scratch in simulated experiments. Furthermore, with the use of a small number of human demonstrations, the sample complexity can be significantly reduced, and enable learning within the equivalent of a few hours of robot experience. We demonstrate successful policies for multiple complex tasks: object relocation, in-hand manipulation, tool use, and door opening.