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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 19011910 of 2122 papers

TitleStatusHype
Atari-HEAD: Atari Human Eye-Tracking and Demonstration DatasetCode1
Toward Imitating Visual Attention of Experts in Software Development Tasks0
Simulating Emergent Properties of Human Driving Behavior Using Multi-Agent Reward Augmented Imitation LearningCode0
Imitation Learning of Factored Multi-agent Reactive Models0
Hybrid Reinforcement Learning with Expert State SequencesCode0
Dyna-AIL : Adversarial Imitation Learning by Planning0
Learning Dynamics Model in Reinforcement Learning by Incorporating the Long Term Future0
Uncertainty-Aware Imitation Learning using Kernelized Movement Primitives0
Learning Exploration Policies for NavigationCode1
MGpi: A Computational Model of Multiagent Group Perception and InteractionCode0
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