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Imitation Learning

Imitation Learning is a framework for learning a behavior policy from demonstrations. Usually, demonstrations are presented in the form of state-action trajectories, with each pair indicating the action to take at the state being visited. In order to learn the behavior policy, the demonstrated actions are usually utilized in two ways. The first, known as Behavior Cloning (BC), treats the action as the target label for each state, and then learns a generalized mapping from states to actions in a supervised manner. Another way, known as Inverse Reinforcement Learning (IRL), views the demonstrated actions as a sequence of decisions, and aims at finding a reward/cost function under which the demonstrated decisions are optimal.

Finally, a newer methodology, Inverse Q-Learning aims at directly learning Q-functions from expert data, implicitly representing rewards, under which the optimal policy can be given as a Boltzmann distribution similar to soft Q-learning

Source: Learning to Imitate

Papers

Showing 14711480 of 2122 papers

TitleStatusHype
Action Assembly: Sparse Imitation Learning for Text Based Games with Combinatorial Action Spaces0
Action-Free Reasoning for Policy Generalization0
Active Hierarchical Imitation and Reinforcement Learning0
Active Imitation Learning from Multiple Non-Deterministic Teachers: Formulation, Challenges, and Algorithms0
Active Learning within Constrained Environments through Imitation of an Expert Questioner0
Active Third-Person Imitation Learning0
ACT-JEPA: Joint-Embedding Predictive Architecture Improves Policy Representation Learning0
AdaCred: Adaptive Causal Decision Transformers with Feature Crediting0
AdaDemo: Data-Efficient Demonstration Expansion for Generalist Robotic Agent0
ADAIL: Adaptive Adversarial Imitation Learning0
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