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Open AccessProceedings Article

QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning

TLDR
QMIX employs a network that estimates joint action-values as a complex non-linear combination of per-agent values that condition only on local observations, and structurally enforce that the joint-action value is monotonic in the per- agent values, which allows tractable maximisation of the jointaction-value in off-policy learning.
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This article is published in International Conference on Machine Learning.The article was published on 2018-07-03 and is currently open access. It has received 505 citations till now. The article focuses on the topics: Reinforcement learning & Monotonic function.

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Deep Reinforcement Learning for Swarm Systems

TL;DR: In this article, mean embeddings of distributions of agents are used to represent the information content required for decentralized decision making in a swarm of homogeneous agents, where the agents are treated as samples of a distribution and use the empirical mean embedding as input for a decentralized policy.
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Deep Coordination Graphs

TL;DR: It is shown that DCG can solve challenging predator-prey tasks that are vulnerable to the relative overgeneralization pathology and in which all other known value factorization approaches fail.
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A Survey of Deep Reinforcement Learning in Video Games.

TL;DR: The progress of DRL methods, including value-based, policy gradient, and model-based algorithms, and compare their main techniques and properties are surveyed, including exploration-exploitation, sample efficiency, generalization and transfer, multi-agent learning, imperfect information, and delayed spare rewards.
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LIIR: Learning Individual Intrinsic Reward in Multi-Agent Reinforcement Learning

TL;DR: This paper proposes to merge the two directions of MARL and learn each agent an intrinsic reward function which diversely stimulates the agents at each time step, and compares LIIR with a number of state-of-the-art MARL methods on battle games in StarCraft II.
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Multiagent Deep Reinforcement Learning for Joint Multichannel Access and Task Offloading of Mobile-Edge Computing in Industry 4.0

TL;DR: This article considers the multichannel access and task offloading problem in mobile-edge computing (MEC)-enabled industry 4.0 and proposes a novel multiagent deep reinforcement learning (MADRL) scheme that can significantly reduce the computation delay and improve the channel access success rate.
References
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Long short-term memory

TL;DR: A novel, efficient, gradient based method called long short-term memory (LSTM) is introduced, which can learn to bridge minimal time lags in excess of 1000 discrete-time steps by enforcing constant error flow through constant error carousels within special units.
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Human-level control through deep reinforcement learning

TL;DR: This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.
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Empirical evaluation of gated recurrent neural networks on sequence modeling

TL;DR: These advanced recurrent units that implement a gating mechanism, such as a long short-term memory (LSTM) unit and a recently proposed gated recurrent unit (GRU), are found to be comparable to LSTM.

Deep reinforcement learning with double Q-learning

TL;DR: In this article, the authors show that the DQN algorithm suffers from substantial overestimation in some games in the Atari 2600 domain, and they propose a specific adaptation to the algorithm and show that this algorithm not only reduces the observed overestimations, but also leads to much better performance on several games.
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Learning from delayed rewards

TL;DR: The invention relates to a circuit for use in a receiver which can receive two-tone/stereo signals which is intended to make a choice between mono or stereo reproduction of signal A or of signal B and vice versa.
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